recursal/Fanatic-Fandom huggingface dataset:
Green Fire

**Green Fire**, most often seen in the form of **Green Candles**, is a type of bright green flame that produces a cloud of colorless, odorless, and non-toxic fumes that linger in an area and can either weaken or entirely disable magic constructs and the vitor channeling ability of mages themselves. These fumes are most effective when inhaled, but will also seep through the skin of those who come in contact with it.

Green Fire, be it in the form of candles, torches, lanterns, or otherwise, is separated into two categories: Those based on Vitarelyum, and those based on Kinoro.

### **Vitarelyum Green Fire *(Mod+ Approval)***

* **Vitarelyum-based Green Fire** is the most commonly seen of the two varieties. It is made of a powdered extract taken from Vitarelyum Mushrooms (Vitshrooms), which is then combined with saltpeter and added to fuel (oil in the case of torches/lanterns, wax in the case of candles). When lit, it produces a fume cloud with a radius of **20 feet** and has an effect strong enough to entirely **disable the vitor ability of beginner and novice mages**, as well as **disable any magic constructs** (e.g. Golems) they have created. For mages above Novice, the **cloud’s effect causes them to descend in casting ability by two levels** (e.x: An Expert affected by the cloud would cast at Novice level), and any constructs they may have in the cloud would suffer a grave penalty to strength and movement speed. The candle burns for 5 (IC) minutes *(3 OOC MINUTES/**10 COMBAT TURNS**)*, after which the fumes rapidly dissipate.

### **Kinoro Green Fire *(Mod+ Approval)***

* **Kinoro-based Green Fire** is the rarest and most expensive form of Green Fire, rarely seen amongst individuals and most often used to defend important locations such as the Lattish Keep from interference by Mages. The process to create them is the same as with Vitarelyum-based fire, only using Kinoro power instead of Vitarelyum powder. When lit, it usually creates a cloud with a radius of roughly **40 feet**, but this radius can be extended to blanket entire indoor structures provided the presence of specifically designed ventilation canals. The fumes created by Kinoro-based fire **entirely disables mages of any level**, as well as entirely **disabling any magic construct that subsists off of vitor alone**, and severely weakening the strength and movement ability of constructs who rely *partly* on inherent magic (such as some carnomany beasts).
Cloud in a Bottle

A throwable potion that on contact with air, produces an opaque cloud capable of obscuring vision and extinguishing flames. Inside of a container, the potion is a liquid. When shaken vigorously or exposed to air, the potion reacts to become a cloud. When this occurs, its container will be destroyed.

## Cloud in a Bottle

### Rarity

Uncommon - Due to requiring specifically designed equipment, but is otherwise straightforward enough to brew by any competent alchemist who follows instructions.

### Ingredients

Ice, Saltpeter, Quartz Powder, Vitshroom extract, Mercury, Tlamac woodsmoke, Water

### Other Information

May leak out in the form of a mist if its container is not sealed enough.

The cloud is most dense in its first 3 seconds, where in that time, it is even able to repel a sprinting human. The cloud’s density decreases exponentially after its activation. The less dense the cloud, the more clear it becomes. When brewed in typical proportions, the cloud expands to approximately 3 meters (10 ft) in diameter. This diameter may be higher or lower depending on the amount of dilution with water.

The cloud is reported to feel much like a gentle cushion or a bundle of soft feathers. Cloud in a Bottle is believed to be nontoxic. Its flavor is identical to water, and its texture is, unsurprisingly, like that of a cloud. Inside of a container, the potion’s consistency is that of a liquid. When shaken vigorously or exposed to air, the potion reacts to become a cloud.

Cloud in a Bottle is a unique and eccentric potion to brew. Most of its difficulty stems from the need for specialized equipment. This equipment allows for the potion to be poured upside down. This is because in its freshly brewed state, the potion is a mist that floats up, much like steam. Cloud in a Bottle is brewed by suspending a block of ice above burning Tlamac wood, in such a way that the smoke reaches and bonds with the ice. Saltpeter, quartz powder, and Vitshroom extract are to be sprinkled over the ice, with Mercury gas being piped in after. The ingredients must be added in that specific order, over the course of 45 minutes. When finished with this process, enough smoke residue will have condensed to create a single potion of Cloud in a Bottle.
Swamp Ogre

Swamp Ogres are massive, hulking beasts with thick bones, immensely strong muscles, an excess of fat, and tough skin that’s capable of halting most arrows and lighter blade attacks. On top of this natural armoring, they adorn their backs with rocks and foliage, allowing them to blend into the environment when they sleep, and on their heads is an unnatural bone growth that covers a majority of their face and skull, giving them a very small field of vision. With all of these combined, the only real soft spot is their softer underbelly. As for strength, they are capable of ripping living creatures in half with minimal effort.

*Upon death, the stone armour on them can only be manipulated by terramancers.*

### ***Psychology/History***

The swamp ogre does not share the inferior intelligence of its lesser kin, nor are they as clumsy as they might appear to be. They lack speed and dexterity, and so to make up for it, swamp ogres tend to ambush their prey rather than actively hunt them. Due to its immense size, a swamp ogre will spend on average 20 hours a day asleep, and may even spend the last 4 hours lazing around if it’s recently had a meal. If someone is unlucky enough to wake one from its slumber, then the swamp ogre will chase them for a fair distance, attempting to kill and consume them so long as it decides it’s worth the energy. There are no known creatures that a swamp ogre will fear or flee from, given its size and strength, and they have been known to demolish camps and fortifications single handedly when they come across them. Occasionally, groups of trolls may find and provide food for a swamp ogre in exchange for protection from other deadly predators, which the swamp ogre is intelligent enough to accept and provide- so long as they give it adequate nourishment.
Cherog

**'King of Chaos'**

**'Man of a Thousand Faces'**

**'King of Madness'**

**'The Will of Progress'**

**'Embodiment of Freedom'**

**'The Mad God'**

**'Patron of Banditry'**

Cherog, considered to be a minor god in equal power to his twin brother Eran. Cherog instead embodies the concept of freedom, chaos and what that chaos brings in regards to progression. From major disasters, civil wars, and schemes. Cherog is typically known for his manipulative nature, often patient in most cases as the concept of time no longer holds any value to him besides that it continues to move forward.

In times of Turmoil, Cherog actively encourages more chaos either through his followers or angels. While Eran holds common people as nothing but cogs of order, Cherog holds the common people above such, holding a special liking to mortals as they themselves provide endless entertainment for the Mad God whilst also indirectly causing harm to other gods via the destruction of their shrines or worshippers.

Cherog himself holds no true form, to dressing as a man in beggars clothing to dressing a vibrant man donning attire comparable to a noble. Cherog has also been seen resembling a dark smoke like figure with two glaring white eyes with horns protruding outwards. Unlike other gods, Cherog has been known throughout history to speak with common people throughout Azura, often enticing people through the promise of their wildest dreams becoming true, with the greatest promise being freedom.

Worshippers of Cherog are often considered the scum and outcasts of society. Most barbaros and pirates often see Cherog as a patron of banditry, usually in association with the freedom he brings with chaos. Shrines to the Mad God are few and far between due to their sinister nature. Typically his worship comes from prayer or the sheer acknowledgement that Cherog is watching those that intend to divert his gaze towards them to gain his favor.
Hobfolk

Hobfolk are a rare race in Azura that can be encountered living alongside Dwarves in their great strongholds or other humanoids in major cities, often working as engineers, architects, bankers, or jewelers. Despite their appearance and upbeat mannerisms telling people otherwise, hobfolk are rather calm and often described by other races as “patient and scholarly”.

## Anatomy

Hobfolk are, alongside Goblins, one of the shortest humanoids in Azura. Their body structure remains broad and rather stocky, much like Dwarves, but are noticeably much shorter and their voice a higher pitch. Their brown or tan faces are often adorned with broad smiles underneath their rather large noses, and their eyes shine with excitement.

The Hobfolk's hair can come in a variety of colors and usually sticks out in every direction, as if they had been shocked. Their males’ beards, in contrast, are extremely well trimmed and often styled with exotic forks and knots. Although they lack the physical strength of Dwarves, Hobfolk possess excellent hand-to-eye coordination, and often make great use of that to defend themselves when forced to fight.

## Psychology

Often a people that tend to avoid conflict, Hobfolk have a rather peaceful nature and are seen as calm and patient. Their personalities could be best described as less proud and aggressive Dwarves. Hobfolk are superb learners, with most of them taking a great interest in mathematics, economics, and other scientific fields. They’re welcoming of other races and seldom have a prejudice against different peoples. Stories exist of Hobfolk being nothing but tricksters and scam artists, but these are simply tales stemming from Trephian folklore.

## History

Hobfolk are the second race of humanoids that is native to Hallmond, along with Dwarves. Despite living underground besides their slightly taller counterparts, Hobfolk are also known for building small communities of their own in burrows in forests and rocky areas. Historical records show little to no large empires or realms of their own, as they’ve always preferred to integrate into other societies. They eventually made it into Northern Ludwag alongside Dwarves, settling in the mountains to the south- a place where most of them live to the current day.
Southern Ludwag

Southern Ludwag is a subcontinent full of vast plains and savannas stretching miles across. It is home to varying groups of both human and elven tribes and kingdoms, the most prominent ones are the Kingdom of Umbuso and the ruined Kingdom of Rao who have been settled within the lands for hundreds of years, living off of the land as hunter-gatherers. The Kingdom of Umbuso and Rao have since then dispatched expeditions north past the Solus Mountains to uncover what lies beyond the icy mountain chain due to the Pyrian Highway being only known to them
Mythical Curses

*Divine Curses:* Divine curses as the name hints are curses given out by divine beings, most commonly angels representing a god. Divine curses are acquired through directly opposing a god, betraying their god within a sphere of thaumaturgy and even in some cases, for chaos. **Divine curses are to be handed out, be that through events or otherwise.**

Can Effect: Someone, Something, or Someplace

*Vitor Curses:* Vitor curses, often associated with what can be perceived as spirits and elementals, and seeming poltergeists. These are the most broad of curses, however despite this not many of them are logged accordingly. Vitor curses can be both runecasting or mancy curses, which is why the context of the curse is so wide. The only consistency in which vitor curses hold, is that they are always associated with the magic it comes with. For example, hydromancers would hold a curse involving water, runecasters with runecasting etc. **Vitor curses should be reserved for events only, minor or major.**

Can Effect: Someone
Thedoran

Thedorans are a sapient race native to the planet of Youllgo.

Thedorans are tall, brightly colored, with long striped limbs, downy feathers, and turtle-like beaks, lined with serrated teeth. Their appearance, while striking, is actually camouflage on their gaudy homeworld. With their upper limbs folded to their body, their long necks tucked in, and legs together, they take the appearance of a type of Youllgoan tree.

Notable Thedorans:

Geezle
Magic

## Mystic Arts

The most common form of magic found in Far Lands, relying on the use of energy to exert the caster's will upon reality.

## Alchemy

A lesser form of magic which governs the creation of substances which may or may not hold magical properties.

## ~~Thaumaturgy (Divine Magic)~~ ***(No longer available)***

Holy magic, gifted to those who adhere to the creeds of the Gods. **(X)**

## Rune-casting

Casting of enchanted language on various mediums, runes.

## Summoning

A secret magic that was revealed after the death of the Gods, disabling Thaumaturgy. Summoning lets the magic user be able to summon objects and creatures from other realms.

## Wild Magic

An infrequent, bizarre and an unique form of magic, operating unpredictably anywhere. This includes vampirism and lycanthropy.
Holy Water

### Rarity

Uncommon - sought after by beast slayers and clerics, but not much by anyone else beyond that.

### Other Information

Can only be brewed by Lumen, Ritus, and Salus Thaumaturges.

Made through a ritual instead of conventional brewing. A Thaumaturge from the spheres of Salus, Ritus, or Lumen can add powdered silver to any water and, through a somewhat lengthy ceremony, dissolve the metal into the liquid while infusing it with Vitor. When exposed to air, holy water appears to emit a faint white glow.

*(Due to thaumaturgy being severed from the game, holy water can not be brewed anymore by Lumen, Ritus or Salus thaumaturges.)*

The resulting potion can be used against undead and corrupted beings as a throwable weapon, giving them burns and weakening them to more physical attacks. It can also be used to bless certain areas to weaken the presence of vile creatures. Note that bodily regions affected by holy water usually stay that way until the next dawn unless large quantities of water are used.

Holy water will expire after 5 days if not reblessed by a thaumaturge of the mentioned Spheres.
Azarian Moss

A rare blood colored mix of fungi and algae that grows in humid, dark areas. Extremely bitter and toxic in nature, this piece of flora is capable of producing a pink goo which is great for fighting infections. This moss grows most often on rocks.

Azarian moss is identified by its slimy feel and its toxic masses. It's toxicity is neutralized via dilution.
Chromium

This metal is another alloy, this time between Solarium, Waridium and Elafry in a 20:15:1 KG ratio. When creating this metal, blacksmiths must be aware that because of Solarium’s light absorbing properties, it may seem like it is already red or yellow hot, however that is merely Solarium letting off light as it was already overloaded by it inside the furnace. The density of Chromium is 5000kg/m3 and its melting point is 900C / 1652F.

The resulting metal has a very interesting property, when taken out of the furnace and formed into an ingot it takes a matte black coloration, however upon touch it changes color. The color it changes to is dependant on the person’s mood apparently, with every emotion pulling up a different color on the metal. When polished, this metal also makes the best mirrors known to mortals, which makes them very useful for luxomancers, astronomers, or simply anyone who wants a fancy mirror.
A'y-A'y

Amongst local Amnisicans you might hear that a place is so foul that the rodents are as large as cats. Though this rumor is often hurled as an insult it is actually the case in the plains- particularly Latteras city. Ay-Ay are a grotesque form of vermin that have plagued the minds and spirits of the downtrodden for centuries. They’re infamous for their fetid nature and are often associated with plague or the coming of sickness. Recently these aberrant rodents have become particularly numerous as systems in place to keep their populations in-check have been eroded by the Umbusan invasion.

#### Physiology and Anatomy

Unlike rats the Ay-Ay can move quite efficiently on its hind legs. Each of its three-toed limbs are tipped with small claws that allow them to climb and hook into urban structures. Their hands are freed up to perform tasks, and though they lack complex dexterity, they can grab items of interest and dig into surfaces to make their dens. These traits combined mean Ay-Ay are incredibly efficient at traversing the complex landscape of urban centers, making them one of the few monsters with the capacity to dwell inside these areas. Nimbly they can compete with domestic cats and dogs, often putting them at odds with their owners.

Ay-Ay have enormous mouths which facilitate maximum consumption. They hardly chew like other mammals, favoring to instead scarf down whatever they may have had the opportunity to grab. They’re hardly picky, feeding on anything from waste to leftovers. As omnivores they can appropriate any available food source provided they’re not caught doing it. Ay-Ay are well-equipped to hunt small game too, their jagged teeth and nimble sense let them chase prey through tangled environments with ease. Ay-Ay often eat other rodents but may also feed on small livestock animals and housepets.

Ay-Ay have acute senses: they’re able to see in the dark, hear minute disturbances in caverns, and sniff out rotting meals. They find it difficult to see during the day as the light can burn their enlarged pupils. Ay-Ay prefers to dwell beneath the surface during the day, venturing out at night to hunt nocturnally. This weakness to the sun extends to other lights like the ones produced by Luxomancy, though these lights only irritate them opposed to outright damaging their eyes.

#### Psychology

Intelligent and social, Ay-Ay are a particularly insidious threat. They dwell in clans where they work to build dens and protect their pups. Brood is raised communally in large centers to ease strain on individual parents. Those caught freeloading are often chased out and their brood killed as retribution. Ay-Ay may work together to obtain items of interest, assisting in breaking open jars or pushing over barrels if there’s a food reward inside.

Ay-Ay can be tamed though they’re not inclined to associate with sapient races. Although, practitioners of Vadakel, Thulan, and Necromancy appear to have an easier time winning them over.
Summoning Auras

## **Introduction**

Through exposure to various realms past the borders of Azura’s very reality, summoners often become afflicted with madness. The ploys and commands of otherworldly entities often ravage the minds of greater summoners with thoughts of dread and foreboding. Many have cracked under the tide that is its cold embrace. For those that withstand the pressures outside the rifts they may fulfill something far greater in their very being, manifesting as a bodily aura. Coupled with the chaotic energy of their realms, auras become part of their summoners' very being, bound into their physiology. Growing stronger with each rung of summoners power, Auras prove to be a useful byproduct of the realms effects on Azurans.

*Auras are magical, physical, or psychological traits which are gained via progression into summoning.*

Every level you progress, you will be able to choose one aura for your corresponding level, and **Oracles may apply for** ***one custom aura***, which will replace the pre-made aura.

As it stands, this will be how many auras each level will be permitted to have;

* **Experts *= 1 Expert aura [1 Total aura at Expert]***

* **Masters *= 1 Master aura + 1 Expert aura, [2 Total auras at Master]***

* **Oracles *= 1 Oracle aura + 1 Master aura + 1 Expert aura [3 Total auras at Oracle]***

Once an aura has been selected, it may only be changed with moderator approval. **Auras are still subject to magic-dampening effects like Katteri, Green fire, and Plate unless otherwise specified**. Auras emit a vitoric pulse passively akin to channeling, following the same rules as conjuring and channeling would.

Each realm has a total of 7 auras that you may select from (3 Expert, 2 Master, 2 Oracle). You will be able to choose a maximum of three, which will only be possible at the highest level of summoning.

*Summoners have the ability to turn off their auras, albeit it takes some effort.*

## **Auras by Realm**

* ***Realm of Sheol***
* ***Realm of Mikräg***
* ***Realm of Eldingar***
* ***Realm of Vadakel***
* ***Realm of Sephra***
* ***Realm of Oiram***
* ***Realm of Thulan***
Timor Potion

*Timor Potion* is created to separate targets from groups, leading them to be subdued easier, or otherwise ambushed.

### Ingredients

50g Raw Ludwagian Lichen
150ml Bloody Water

4 Whole Slant Herbs

Whole Droom Bell

Whole Vitarelyum Mushroom

The *Timor Potion*, when ingested orally or injected through the bloodstream, gives the victim a headache at first. After **half a minute**, the victim will begin to hear familiar voices and hallucinate doubles of the people around them, following the wrong person or group in a random direction instead. After about **two minutes**, or when combat begins, the potion wears off quickly, leaving the victim with a migraine instead. ***Psychomancers of Intermediate level or higher*** can discern which people are fake, but not the voices, and **Experts** of aforementioned magic can resist the migraine that follows.

### 1 Bottle Recipe

50g Raw Ludwagian Lichen

150mL Bloody Water

4 Whole Slant Herbs

Whole Droom Bell

Whole Vitarelyum Mushroom
Waridium

This is a fairly soft, light and somewhat durable metal. It can be found all accross Azura, but not as often as more conventional metals. However waridium is still a good choice as a lightweight armor capable of stopping some blows but shouldn't be relied on. The density of this metal is 7000kg/m3 and its melting point is 1250C / 2282F.
Vitshroom Potion

**Vitshroom Potion** also known as *Vitarelyum Potion*, is a concoction derived from the Vitarelyum mushroom. Known for its glowing-blue hue, the Vitapotion is used by mancers to hasten the regeneration of their vitor, which is entirely dependent on the user’s vitor pool. **Beginners & Novices** *notice effects right away*, being able to cast medium to large spells of their respective size, whereas **Intermediates & Experts** *would have to wait (6-9 combat turns)* to be able to cast medium or large spells again, and instead, they'll be limited to smaller casts until this time is up. **Masters and above** do not sufficiently feel the effects of the Vitashroom Potion in combat, but typically **use it for passive usage**, as it takes (*half an hour)* to regenerate enough vitor for Master-level spells once out of combat.

*· This potion **does not account for the body’s physical toll**, meaning a Mage can potentially fall unconscious from overuse of Vitor if they cast too many large spells.*

### 1 Bottle Recipe

Liquid Vitarelyum Mushroom Extract

Crushed Ludwagian Funnel Cap

125mL Water
A Piece of Future

***A Piece of Future*** is the only studio release and EP from tribute band Fishmans+, released on July 11, 2012. It comprises of six different interpretations of song A Piece of Future, one of the last compositions Shinji Sato of Fishmans wrote. The song was never "completed", so this EP attempts to finish the piece in Sato's honor. *A Piece of Future 2011* was earlier performed live at May 3, 2011 @Hibiya Open-Air Concert Hall, a concert which was later printed in full as Live 2011/5.3 At Hibiya Open-Air Concert Hall "A Piece Of Future".

## Track listing

1. "A Piece of Future 2012" (13:18)
2. "A Piece of Future (Sakamoto's Lure Mix for Fishmans)" (7:18) - Mixed by Ryuichi Sakamoto.
3. "A Piece of Future (Takkyu Ishino Mix)" (10:19) - Mixed by Takkyu Ishino.
4. "A Piece of Future (Umeda Tetsuya Played Cassette Tape.)" (5:15) - Mixed by Tetsuya Umeda.
5. "A Piece of Future 2011" (20:11)
6. "A Piece of Future (Radio Mix)" (9:49)

## Personnel

### Band members

* Kin-Ichi Motegi (drums)
* Yuzuru Kashiwabara (bass)
* Hakase-Sun (keyboards)
* ZAK (producer)
* Shinya Kogure (guitar)
* UA (vocals)
* Ikuko Harada (vocals)
* Katsui Yuji (violin)
* Tavito Nanao (vocals)
* Yumiko Ohno (mini moog)
* Bose (rap)
* Etsuko Yakushimaru (vocals)
* Norimizu Ameya (effects)
* Seiichi Nagai (guitar)
* Cantus (chorus)

### Other musicians

* Jyoji Sawada (string arrangements)
* Keigo Oyamada (guitar)
* Ryuichi Sakamoto (remixer [track 2])
* Takkyu Ishino (remixer [track 3])
* Tetsuya Umeda (remixer [track 4])

## Issues

* 2012 - **RZCM-59105** (CD, Commmons, Japan)
* 2012 - **JS12S093** (12" Vinyl, Jet Set, Japan)
Zilazar

**'The Love Binder'**

**'Lord of Dreams'**

**'The Kind'**

**'The Cupid'**

**'The Golden Heart'**

Zilazar is the name of a minor, lesser worshiped god that was forged by Selvas as a god that would aid his master in watching over the mortal plane and its mortal beings. However, Zilazar's focus follows two things - friendship and love. Those are what he considered worthy of a living creature, and these two things drove him to constantly visit the mortal realm, to watch over families, clans, and companions.

If the mortals bound themselves to each other, be it a companionship, a marriage pact, or a tight friendship, Zilazar would protect their connections and support them in their life, sometimes making presents for them. Be it a sudden calm music sounding from nowhere, or a small, beautiful looking animal, or a carrier/transport animal to accompany them.

Zilazar is a not-so-famous petty god that is worshipped only by those who want their friendship / relationship / companionship to be permanently tied together, or those who seek love or fortune. If Zilazar chooses those he deem worthy of his gifts, they will be given an item of attractive value, such as a small satchel of money, or a bag of fine clothing.

His shrines are traditionally covered in vines or flowers, with sun rays constantly shining upon them, and are often found among societies that worship Selvas.

Zilazar is often depicted as a beautiful looking man in a white robe with laurels on his head, or a knight bearing only a shield in glistening armor. He is described with blond hair and a curly mustache in both depictions.
Zydin Cross-Cultural Exchange Report

To: High Administrator T'relis

From: Lt. Givonis Latris

Greeting Father, I hope this message finds you and the rest of the clan in good health. As you know I was transferred to the human vessel, SSV Newton as an engineer. It has been interesting to say the least. Though our technology is superior in nearly every way it is fascinating to see the human approach to space travel. It is similar to a museum ship which is perfect as you know my love for history. Interactions with my fellow officers have been... mixed. I have many of my interactions have been mirered in mis communications. Several of my new crew mates have many questions about our faith with it's relationship to technology.I find that it is difficult to answer. Still I have made some friends and I am enjoying a game they call Dungeons and Dragons. I send my warmest regards.

Your Son,

Givonis
The Recondite Society

## Synopsis

The Recondite Society is an anti-divine movement and gathering within Northern Ludwag. Once secretive, the Society has taken more active steps to publicity. Speaking rhetoric against the Gods, seeking their absence from the mortal realm, there's spoken of far more violent intents, radical ideas to ensure this is fulfilled. Only one thing is certain: that they intend to see their beliefs through.

### Notable Members

* Various political figures and dukes
* Dredgen Yor
* Kevy Higgins
* Richard Amirault
* Daniel Higgins
* Baren Ignaphi

### Culture

[REDACTED]

Reconditism
Stasis Drought

rarity = Rare - Due to the intensity and care of the brewing process, it often takes scholars to brew such a potion effectively.

### Ingredients

Frozen Wood Frog blood, Extract of strong peppers, Northern Stinkmoss, Hirpar Root, Drum Bell, Honey, Saline

### Other Information

It has a terribly strong taste and smells of pepper. Using it as an external poison does not work, and mixing the potion with something such as food or drinks also ruins its effects.

The Stasis Drought was created by Ser Perrus Catanach and Miss Alfie, members of the Latteras Academy of Magic’s Plague Division, after a long process of research, trial and testing. The main use of the potion is to allow the users to survive the treatment of the Blue Bile Plague, but has found a more universal use in stabilizing wounded or poisoned victims. Considering that the potion takes one hour to achieve full strength, its effects include:

* Considerable slow down of the heart rate to less than one per hour.
* Slow of every single metabolic process of the individual to an almost stop.
* Put in a process of stasis/cryptobiosis for about eight hours.
* Resistance to extreme cold without suffering from frostbite or death.
* After waking up, an hour of intense weakness as the body returns to speed.

The only marked downsides to the potion involve the recovery process, where most victims who use it suffer from drowsiness, hunger, thirst, and loss of general coordination. For older users, it can strain on the heart, and lead to heart problems later in life. In the case in which it is accidentally ingested or forced, there are established solutions:

* Bringing the Blood Alcohol Concentration over .10%
* Ingesting a Milorian Potion.
* Releasing Adrenaline into the bloodstream, for example, entering a fight.
* Receiving a small electric shock.
Xyladew

## **Overview**

Xyladew (Produced by Xylaks) is a naturally fermented vice produced only on the north-eastern side of North Ludwag. While seemingly harmless, Xyladew is not only potent, but highly addictive. Whether it is considered a luxury by nobles or a sink for the homeless to fall ever further into, this compound is not to be trifled with. With only one dosage of Xyladew can one become addicted to such a substance, an impossible depravity for more leads so many astray.

## **Effects and Procedure**

Xyldadew can either be injected via a syringe directly into the bloodstream or ingested into the stomach, with the former being much more potent than the other. Upon consuming Xyladew, one may feel a rush of energy and further behavioral differences such as the feeling of being well rested among other things. This coupled with the taste of Xyladew which is considered one of the sweetest naturally occurring products across ludwag. Diluted versions of Xyladew can be used as a natural sweetener for dishes and meals, making it quite the chief's favorite among nobles.

The true underlying effects of Xyladew begin to occur after a day or so as the affected individual feels compelled to find more, while mild at first over the course of a week this becomes too great to handle. After a state of constant deprivation the addicted subject becomes fixated on finding more and only that, losing any semblance of their previous goals in the wake of saiating their addiction. Soon this withdrawal causes insomnia as their fixation becomes complete dependency, shortly afterwards death is almost certain.

## **Treatment and Dilution**

To avoid the downright fatal effects of Xyladew, many have taken to the process of dilution to render the vice less potent. By combining Xyladew with water the compounds inside the substance dilute into the water, turning into a syrup-like substance with the consistency of honey. This diluted substance, while not as powerful as pure Xyladew, doesn’t contain the detrimental addiction process of its purest form. However, this substance does seem to cause a minor craving to those who consume it, making it rather popular among the upper class.
The Three Colonies

**The Three Colonies**

These colonies; Sagittarius, Otis Minor, and Hyden are the only of Earth's 20 to reject the charter of the Solar Union and declare themselves independent. They exist in a pre-Union charter state with no central government or regulations. Corporations operate with little or no regard for anything beyond profits. No government services exist and citizens are required to provide everything on their own including their own safety. Murder, theft, and piracy are common planetside and in Three Colonies Space. Pollution and environmental damage from unfettered mining make the air outside of specialized domes very dangerous to breathe. For these reasons, the Solar Systems Fleet recommends travelers avoid the Three Colonies.

## Energen and Protec

Energen and Protec are multiplanet corporations that operate exclusively within the Three Colonies. Energen and Protec have extensive mining and facilities that operate on Three Colonies. They operate with complete autonomy acting as de facto governments. All Protec and Energen products are banned in Solar Union space as they do not meet the necessary labor and environmental standards to be sold.
The Wight Whale

**The Wight Whale**, a mythical beast that many sailors are obsessed with killing for fortune and a life of luxury, and a few dedicated their life to studying if this myth was real, while others pray to the Great Seven to never encounter this unholy monstrosity in the middle of the sea.

This myth is commonly used in most current cultures to keep children and the elderly away from swimming too far from the coast, saying that the Wight Whale will kidnap them and drag them deep down into the sea bottom just to never be seen again.

There have been many reports of the Wight Whale attacking all around Ludwag’s coasts. Some sailors say they have witnessed the Wight Whale with their own eyes, describing it as a lifeless creature. Those who say that have witnessed it mention you will know it is nearby when you smell an odor of rotten flesh, but none of them are to believe or trust since most reports of seeing the Wight Whale near the coast are commonly done by drunk sailors or people joking about it. It is said that if you were to encounter this beast, you wouldn’t survive to tell the truth about it, the reason why nobody ever believes any claims from sailors who have seen the Wight Whale.

A few Parthanists believe this myth to be true. They consider this beast to be encroaching the domains of Parthan, an unholy monster that should be slain if the opportunity was present. Even though, most Parthanists consider myth as a creature created by Parthan to punish those who destroy her domain by killing the life within it - sea life - taking the form of an undead whale to represent the countless amount of lives that most fishermen have taken. It is for this reason that some sailors, fishermen, or mariners convert to Parthanism - praying to Parthan to not unleash her wrath upon their poor souls.
Ulleric's Wonderful Tonic

No one knows precisely who Ulleric was, but the name stuck to the bottle - somewhat like a brand. It inevitably found its use among the Elven populace, more specifically the Silvic, where having facial hair is both a fashion sense and a sign of wealth. The tonic stimulates facial hair growth over time and counters balding, making it even possible for Elves to grow a beard.
The Zydin

## **Alien Contact**

Human contact with extraterrestrial life for more than a century was confined to plants and lower life forms. It wasn't until  5 years ago when a survey ship stumbled onto a  lost alien fuel transport ship that humanity found out we are not alone in the universe. These aliens, the Zydin extended full diplomatic relations including economic trade with the Solar Union 3 years ago and embassies have been established on Earth and Zyda.

## **The Zydin**

The Zydin are an intelligent extraterrestrial space-faring species that inhabit the Hydes star cluster 151.1 light-years from Earth. Zydins are a mammalian like species that breath Carbon Dioxide that bare a remarkable similarity to humans.

## **Religion**

Zydins have a natural link to technology with some Zydins exhibiting significant sway over technology with a simple touch. This natural ability led to the creation of religion, The Followers of Z'los that is based upon Zydin technolgy and it's the relationship with Zysin evolution. Not all Zydin are religious and several thousand off shouts of the Follows of Z'los thread a large and complicated tapestry.

## **Government**

The Zysin homeworld and its colonies are run by a council of 7000. This council is elected by means of computer-assisted thought patterns, where the will of the people is literally channeled to the preferred choice. Human scientists have no idea how this is accomplished. Counselors are given emotion inhibitors to help make rational decisions. These inhibitors can be taken off after service, but it is a mark of honor to wear them after government service. Zydins are generally social and friendly beings who crave knowledge above all else. Recently this has expanded to cross-cultural exchanges aboard Solar Systems Fleet and Zydin vessels and Outposts.
Trephian Elixir

Made with dried root of Burdock and boiled in Northern Stinkmoss extract; beeswax is often added. Originating from a vague recipe for a healing potion brought by Trephian immigrants, Trephian Elixir is a viscous fluid which can be brown to reddish in coloration. The elixir significantly slows bleeding by creating clots in the blood, and has antibacterial properties that fight infection. Consuming Trephian Elixir in very large quantities results in extreme blood clots which prevent the blood from flowing properly, which can result in death.
Jailhouse

**Jailhouse** is a commercial aired in 1957, Only 3 screenshots can be found for the Wilkins Coffee version, the Frank’s version, & the Faygo version.

## Transcript

Wilkins is the judge in a courthouse. Wontkins.

Wilkins: Why were you speeding?

Wontkins: I wanted a cup of coffee.

Wilkins: Wilkins Coffee?

Wontkins: No, just coffee.

(A rattle of keys as a prison door is slammed on Wontkins.)

Wontkins: Next time, I'll say Wilkins.
Redleaf

Redleaf is a special breed of smokeleaf that was often used for sleep deprived people, as it makes you drowsy. Although, while the drug alone is harmless, taking it and drinking liquor of any kind seems to activate a wild side of a human. Archived reports detail that men "foam at the mouth and scream wildly, often about how they are boiling, before going unconscious". This has also lead to several deaths and murders.
Upiór

## OPIS

Upiór jest typem **agresywnym** stworzenia. Występuje w okolicach, i na cmentarzach.

## WALKA

Bezproblemowa nawet dla bardzo młodej osoby z bronią.

## MAGIA

Upiór dysponuje kilkoma bardzo słabymi czarami ofensywnymi jak Magic Arrow, An mani, Fireball. Ponadto potrafi się leczyć, jednak ze ilość jego HP i bardzo niską ilością many, jest to bardzo łatwy do zabicia. Może rzucić słabą klątwę na nasze statystyki.
Szkielet łucznik

## OPIS

Szkielet łucznik jest **agresywną** istotą. Występuje na cmentarzach i w ich okolicach.

## LOOT

* 60 strzał zwykłych
* 5 kości
* małe ilości kamieni szlachetnych

## WALKA

Bezproblemowa nawet dla bardzo młodej osoby z bronią. Warto jednak wiedzieć, iż podchodząc do potwora zacznie się od nas odsuwać, jednak ze względu na jego mała mobilność jest łatwym celem.
Dream Masters 2 Wiki

## **Wskazówki**

* Dopiero zaczynasz przygodę z edytowaniem wiki? Zajrzyj do Centrum Pomocy, aby nauczyć się wszystkiego co musisz wiedzieć o budowie wiki.
* Przejrzyj obecnie istniejące kategorie, aby dowiedzieć się jakie narzędzia masz do swojej dyspozycji i jakie strony zostały już utworzone.
* Odwiedź główna kategorię administracyjną, która zawiera wszystkie najważniejsze narzędzia pozwalające utrzymać wiki w dobrej formie.

Zawartość
* Tutaj umieść linki do najciekawszych artykułów na wiki.
* Drugi link.
* I trzeci.

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Cheep Cheep

Wilkins: Sorry but that other coffee's for the birds!

### Companies

Wilkins Coffee, Dugan's Bread, La Touraine Coffee, Nash's Coffee, Red Diamond (lost wilkins and wontkins commercial)

We see Wilkins and Wontkins with 2 cans of coffee, one for f Wilkins coffee and and another of cheap coffee. Wontkins then chooses the cheap coffee and 2 birds come out of it. "Sorry, but that other coffee's for the birds!" says Wilkins, a font to the phrase "for the birds."
Muttroach

Muttroaches are large mutant cockroaches that are native to the Junkyard. Despite being considered pests, they are extremely useful at waste management, and have been imported in small groups as waste management teams in other systems. Extreme care is taken to prevent Muttroaches from emigrating from the Junkyard, as due to their hardiness, quick breeding, and unpredictability, they could easily become a galaxy-wide pest race.

Muttroaches have evolved from various species of Terran cockroaches, with an extremely diverse genepool, some breeds of Muttroaches take after specific species of cockroaches more than others.

When humans began using the Junkyard as a way to dispose of the excess waste accumulating on their planet, cockroaches were a natural tagalong to the extant moon. What wasn't expected was that roaches would not only survive, but thrive on this moon, with the roaches that arrived in regular trash shipments providing genetic diversity. With the huge space of the moon, lack of predators, excess food, large numbers, and trace radiation from the nearby star, cockroaches began evolving and mutating at record speed.

Within a century, they had evolved to the size of dogs, and within another, to the size of humans. Within the last century, they have grown to an average of 8 feet tall, with heightened intelligence, sentience, and some sects developing sapience.

Though they would not be considered a society by most definitions, they have begun some rudimentary elements of civilization in certain colonies, such as language, families, recreation, names, and religion. This is countered by the fact that, some breeds more than others, they can be extremely quick to frenzy, and are unpredictable.

Muttroaches possess a variety of abilities, including immense strength, speed, limb regeneration, limited flight, extreme survival skills, radiation and poison resistance, and ability to consume almost anything. Their spoken language consists of clicks and chirps that are difficult for most other spraces to converse in, but they do possess written language from access to antiquated terminals, which they used to communicate between sects.

They are frowned upon by other spraces, mostly due to their cannibalistic instances, frightening appearance, and general perception as being unclean and gross.
Lifting Curses

*Ritual Curses:* A counter ritual, involving some sample of the thing that had been cursed. Or a blessed being could attempt an exorcism of the cursed thing. This could lead to multiple ingredients or resources being required to raise the curse.

*Action Curses:* Simple terms, you accept what has led you to this point, and prioritise improving your character over it. Despite sounding simple, it is not easy to cure.

*Folklore Curses*: Each Folklore curse has its own weaknesses and cures. Oftentimes, a Folklore curse are the kinds of curses that turn an individual into some animalistic decrepit beast or version of themselves, and requires a specific cure or solution for each curse.

*Loss Curses:* Letting the dead of a certain location to rest. If that is through burial, or cremating the corpses (unorthodox, might not work). If an individual is cursed with it, a psychomancer or ritus thaum to put their mind to rest, and holy water.

*Civilisation Curses: **(E)***: N/A, no thorough nor definitive way to counteract them

*Possession Curses:* The Item that had been cursed or afflicted by the previous owner requires to have a ritual held upon it by a thaumaturge of some kind. This is to combat the curse and remove it from the item. The curse of the item *can* be destroyed, but has its own risks of cursing the individual who destroyed it. Cursed items can also be used in the opposite of it’s curse to cure it.

*Divine Curses: **(E)*** Appeal to the divine being in which cursed you. The severity if you’re a non thaum shouldn’t be too severe, and thus would be simpler to remove. Ie, if cursed by Selvas angel for murdering Creed members, become a pacifist and vow not to take a single life again, thus having the curse revoked. **If you break the vow you regain the curse and cannot revoke the curse again.** If you are a thaumaturge it will have to be higher stakes to revoke the curse, since you’re already permanently bonded to your god. Or there is a possibility to have a curse removed by another god.

*Vitor curses: **(E)*** Vitor curses are directly linked with vitor, and thus for removal you need to cut your connection to vitor entirely. This can be simple if you’re a lower mastery level such as beginner -> intermediate even for mancy, or novice for runecasting, etc. However, the higher the skill level, the higher the severity of the curse, and the longer it will take to cut your connection to vitor entirely. Reason this needs voting is for mancers that had a staff vote (master mancers, expert runecasters etc) will need to officialise this through vote.
Forrure

Forrure is a small planet that is primarily home to the Fleurian race. It is comparable in size to the planet Mercury. It consists of two continents, surrounded by mostly inhospitable shallow oceans that contain photosynthetic, bioluminescent bacteria, and little else.

The two continents of Forrure are somewhat similar in topography, with one continent significantly larger than the other. This is the only continent that Fleurians have settled. The smaller continent has a slightly rougher terrain, with the only instance of a mountain on the planet.

Most of Forrure's continental geography is extraordinarily flat, open plains, with grasses and occasional rolling hills. There are occasional patches of stunted trees.

Fleurians are not known for geographical prowess, and have not mapped their entire planet.

## Flora and Fauna

Fleurians are the only entirely sapient and sentient race on Forrure.

The Strangers are arguably sentient, and may have inklings of sapience, but are too overwhelmed by their voracious hunger to ever unite into a society.

Other fauna consist of mostly small reptilian and insectoid creatures. [XXX] are a species of a reptile that are relatively large, lazy, herbivorous and slow-moving. While they have not been domesticated by Fleurians, they are regularly hunted and trapped for food.

As most of the planet is grassland, life is adopted mainly for a plains existence. There is only one species of large, grazing creature, and they are kept in herds by Fleurians for meat.
The Matriarch

the matriarch is the all-powerful figurehead of the fleurian race. unseen and unknown by the vast majority of the population, she nevertheless possesses the entirety of the race's knowledge and goings-on, and is selective of what information is distributed to the public. she takes a personal interest in Dys after her dissent.