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Wisdaregidor

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## Wisdaregidor

### Inhabitants

Adventurers, demons, etc

**Wisdaregidor**, also spelled Wizdaregidor, is the world in which *The Brave-Tuber* is set.

## Description

Presumably a parallel of Earth in the Medieval period, Wisdaregidor is under constant threat from the Demon Lord attempting to conquer it. Interestingly, despite the presence of demons, adventurers, and monsters in the archetypical fantasy world, Wisdaregidor also has technology sufficient enough to facilitate a functioning Internet and devices that can not only interface with it, but also record and upload high definition video.

## Culture

Wisdaregidor has a melding of cultures, partially from Medieval Europe, and partially from modern social-media consumerism. It boasts taverns of rough citizenry, defined by strife, but also by popularity, with denizens constantly jostling to be the most relevant and popular person of the day. Personal activities are recorded and vlogged about, and everyone judges these activities as in the real world.
Duergar

Duergar, due to close proximity to the Absinthe Stone, have slowly been been corrupted by its evil. After thousands of years, nearly all duergar have become servants of evil. Few leave their homes deep underground, and fewer still ever become accepted members of the above ground communities.

WIP notes: Duergar wholly corrupted, but sworn protectors of the stone, and will not let anyone get near it. But also totally evil. Conflict! :)
Sixam Aliens

## Known Sixam Aliens

### Simworld

* Gemstone Laws
* Juniper Laws
* Kylie McKinney
* Senior Pollination Technician 3
* Zion Laws
* Steve Whitney
* Walter Mayfield
* Venus Galaxy
* Michele Bullock
* Xzavier Cobb
* Monique Gunther

### Sixam

* President Galaxy
* Senior Pollination Technician 9
* Nova Galaxy
* Astrid Galaxy
* Pandora Galaxy
* Mother Galaxy
* Lord Supernova
* Supernovina Witch (Formerly)
* Aubree Randle
* Motherov Supernova
* Stewart Schuler
* Tina Valle
* Rebekah Seaman

### Deceased

* Ariana Osborne
* Charlee Thurston
* Galaxy Laws
* Mystic Laws
* Stacy Kilgore
* Zion Laws (Pre-Time Skip)

### Unknown

* Alien Tom Laws
* Mystic Laws, Gamer Edition
Gymelstik

Desolate cliffs, craggy peaks, joined by ropes. Goblins have upper body, move by climbing across ropes. Like using huge heavy weapons. Hurl rocks at people. Lots of arm based action. If there’s dispute about successor to clan/tribe, they go to top of mountain and throw competitor off in duel. Shows qualities of successful goblin: merciless, strong. Run on all fours. Worship the mountain, who they view as a god. God of rock. Very strong like mountain. Strength links you to their creation god, who pounded them out of the stone they live on. God of the chasm: Unknown, uncertain death, disappearing, mysterious. Adventurers must be wary or wander into their homes. Dull bluish grey skin, craggy teeth, slit nose, flattened teeth, short ears. Rudimentary clothing, bands of leather around their muscles that accentuate their strength.
Malstaris

Also sometimes called the Umber Wastes

Malstaris bears a strong geographic resemblance to the material plane, but the plane is void of almost all signs of life. A dull grey wasteland dominates the landscape, with the only breaks taking the form of huge towering, stormy grey and black mountains. The weather never changes, the seasons never seem to change, and life exists void of nearly all emotion, as it seems that all passion and care is sucked out of everything into the empty expanse. You do not hunger, nor thirst in Malstaris, and sleep never seems to come. Each day drags into the next, as the sun never seems to set, but never seems to have risen either.

Malstaris is original home of the drow, who have since crossed from Malstaris over to the parallel world of the Material Plane. Vast drow cities dot the landscape, covering both plains and the sides of mountains. Spread throughout the lands, and populous all over the cities, are the voids, people of all races from the Material Plane who had once traveled to Malstaris only to lose all personality and emotion, practically becoming one with the landscape. Between cities, strange magical creatures threaten those who wish to travel, including mind leeches, dusk fiends, bloodprowlers, and

This plane is the counterpart to Feyternia.
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Prime Elementals

Two pantheons exist in Alaria—the New Order, and the Prime Elementals. The New Order consists of what most commoners refer to as the gods. The Prime Elementals are a much older pantheon, consisting of only 8 siblings, protectors and guardians of all Alaria. Unlike the New Order gods, the Prime Guardians are immortal, apolitical, and un-beholden. Few worship the Prime Elementals besides the Saurus, but they were once the only gods, worshipped by the First Peoples. Four sets of twins exist, each twin an owner, creator, and destroyer of one of the four elements—Earth, Water, Air, and Fire. None have any alignment, for they remain out of the affairs of those on Eko. For this reason, prayers to these gods rarely go answered, except for perhaps a flicker of a candle or a gust of wind to acknowledge your voice. The Prime Elementals were tasked long ago by Zyxus to protect the world at all costs from the evil of the Absinthe Stone, and nothing more. They stay out of all affairs of the mortals, but they do intervene, the results are catastrophic. Once, when the Absinthe Stone overcame the people of Alaria long ago, the Guardians stepped in, and wiped the world of all people in a cleansing that was named the Sundering. Civilizations disappeared, as did entire races. The world was left to rebuild, temporarily void of all good and evil—a fresh start.

## Earth

### Bhor

Bhor is one of the gods of earth. His symbol is a lonely mountain. His domain includes:

* Solitude
* Honor
* Health
* Pain

### Ghet

Ghet is the other goddess of earth. Her symbol is a view of rolling hills. Her domain includes:

* Tradition
* Loyalty
* Family
* Inevitability
* Paralysis

## Water

### Lorus

Lorus is one of the gods of water. His symbol is a crashing wave. His domain includes:

* Strength
* Determination
* Courage
* Revenge

### Seris

Seris is the other goddess of water. Her symbol is a view of flat sea. Her domain includes:

* Emotion
* Gentility
* Erosion
* Decay

## Air

### Aurus

Aurus is one of the gods of air. His symbol is a curling gust of wind. His domain includes:

* Movement
* Progress
* Haste
* Mistakes

### Caerule

Caerule is the other goddess of air. Her symbol is a clear blue sky with the sun overhead. Her domain includes:

* Beauty
* Clarity
* Sight
* Disease

## Fire

### Jingu

Jingu is one of the gods of fire. His symbol is a roaring flame. His domain includes:

* Life
* Trickery
* Humor
* Light

### Kiev

Kiev is the other goddess of fire. Her symbol burning ember. Her domain includes:

* Life and Death and their eternal cycle
* Rage
* Passion
* Individualism
Protagonist

**Protagonist** also known as **Pan-suke** is the protagonist of Dies Irae: PANTHEON, the brother of Kouha, and the retainer of Hirume. He appears to have a close connection to Varhrān

## History

His birth was destined since the creation of the system of the Divine Throne, his birth planned out by Mithra as a manner through which her plan could be realized. Though a being such as he was born far to early, this being Varhrān, born in Ahura Mazda, though Varhrān would ultimately perish as a way to further this grand plan.

He became close with Hirume and decided to work with the Gods in order to slay the Naraka.

## Abilities

His fighting power is comparable to that of the Three Knights.

He is capable of "translating" the information from the Age of Zero, and through this allows for communication with and interaction with Naraka.

### **PANTHEON**

He can summon those related to The Throne into the battlefield.

## References

1. ↑ *Avesta of Black and White: Chapter 15 - Part 2*

 Avesta of Black and White | Yazata:  Magsarion • Quinn • Ferdows • Samrukh • Alma • Sirius • Zurvān • Nahid • Varhrān
Twelve Princes: Roxanne
Demon Kings: Khvarenah • Nadale • Bhavan • Frederica • Mashyana • Kaikhosru • Aka Manah
Sawtooth: Munsarāt • Elnaz • Farangis • Shirin
Locusts: Zaurid • Taurvid
Princesses: Nadia • Dragon Jewel Princess
Star Spirits: Spenta Mainyu • Ameretat • Haurvatat • Vohu Manah • Zahnak
 Paradise Lost | Main characters: Lyle • Lilliel • Carmine Onyx • Ennis Cardinal • Known Christ • Sophia Christ
Illuminati: Sigma Weisshaupt • Vera Cross • Zeno • Nerose Satanel • Astaroth • Lilith Altmarin • Judas Strife
Infinite Snake: Azlan Weisshaupt • Geese Clemens • Desert Grave • Gordes • Shambles • Zulu • Doctor
Demons: Belial • Beelzebub • Lucifer • Yaldabaoth
 Third Heaven | Shamash:
 Dies Irae | Main characters: Ren Fuji • Marie • Shirou Yusa • Rea Himuro • Kasumi Ayase • Eri Honjo
Longinus Dreizehn Orden: Wilhelm Ehrenburg • Reinhard Heydrich • Mercurius • Michael Wittmann • Eleonore von Wittenburg • Wolfgang Schreiber • Rot Spinne • Valerian Trifa • Rusulka Shwagerin • Liza Brenner • Kei Sakurai • Tubal Cain
Longinus Dreizehn Orden (Former): Rei Sakurai • Musashi Sakurai • Beatrice Kirscheisen • Kai Sakurai • Issak Heydrich
The Holy Church:  Ludwig von Rosenkranz  • Alfred Der Vogelweide • Kirisaki Kyouka • Volker Barring • Irene Cartwright
Song to the Witch: Marilyn Monroe • Adolf Eichmann
Interview with Kaziklu Bey: Claudia Jerusalem • Dianah Malloy
Wolfsrudle: Wilhelm Canaris • Walter Schellenburg • Otto Wegener
 Anima Entelecheia | Twilight Order of Knights:
 Kamiji Kamui Kagura | Eastern Expedition: Habaki Sakagami • Rindou Koga • Soujirou Mibu • Shiori Kujou • Keishiro Kyougetsu • Sakuya Kyougetsu • Yakou Madara • Ryuusui Mikado
Rokujou Clan: Rokujou
Shikigami: Teirei • Nanji-ko
Yatsukahagi: Tenma Yato • Tenma Sukana • Tenma Ootake • Tenma Morei • Tenma Numahime • Tenma Momiji • Tenma Akuro • Tenma Tokoyo • Tamami Tenma
Adventure Mangled Bear

Adventure Mangled Bear is a light grey and grey colored bear made by a Chinese company trying to make counterfit Freddy's, but later got sued and had to abandon all the fake models. He has a light grey arm with a microphone as a hand, and the other arm has 2 endo skeleton arms connected on that side with one having a drill and the other having a mace. Instead of ears, he has no ear on one side and the other side has 2 small robotic peices. He was found in a abandoned mall.
The Sims 4 (Season 2)

The second season of The Sims 4.

## Main Characters

* **Tom Laws**
* **Summer Laws**
* **Death Reaper**
* **PlumBot 5000 (Promoted to main cast)**
* **Crystal Laws (Introduced)**
* **Papa Laws (Introduced)**
* **Jennifer Laws (Introduced, dies)**
* **Asmodeus (Introduced)**

### Big Bads

* **Asmodeus (Introduced)**
* **Jennifer Laws (Introduced, not villainous)**

## Deaths

* **Dennis Kim - Died from natural causes at an old age**
* **Jennifer Laws - Died from embarrassment after peeing herself**
Fire Swamps

This stretch of swampland is marked for the hot springs, methane geysers, and raging fires. Large cracks beneath the surface of this swamp bring water from deep within the planet, and with it, huge bubbles of methane gas, which frequently ignite in massive explosions. Large pools of toxic water boil all around, releasing poisonous gasses into the air around, forming an almost constant fog over the swamps. Very little can survive in these conditions, but those that do are very safe from anyone who wishes to find them.
Yuan-ti of the Silver Fang

Long ago, the Eyolias Empire ruled the Jungles of Titania. However, as the centuries passed, their power faded as all powers do, and the once rich empire saw itself facing decline. In an attempt to avoid fading into the books of history, a way to revitalize the people and return them to their former glory was sought. Drawing insight from the Weze people, of the Moon Wilds, the empress at the time fused her bloodline with that of snakes. Although the empire eventually fell, the yuan-ti bloodline survived.

## Features

On top of the features granted by the yuan-ti race, you gain the following benefits.

**Ability Score Increase.**Your Dexterity score increases by 1.

**Silver Fang.** Once per long rest, you can deliver a poisonous bite with your mouth. Your bite is considered a natural weapon with the "Finesse" property. It deals 1d4 piercing damage, and 1d4 poison damage. Other yuan-ti do not have resistance to this poison damage.

**Languages.**You know Abyssal.
Tieflings

Tieflings are a race stemming from an ancient encounter between the great sorceress Elhena and a succubi that had turned away from their past life. Through powerful magic, the couple bore children, a race of devil-humans today known as tieflings. Shunned by many on Eko for their connection to the plane of Hell, many tieflings find themselves in lives of outlaw, though there is nothing inherent in their nature that would cause them to follow a path of evil.
Celestia

Celestia is located in the center of the celestial plane, and is home to the Prime Elementals. There, the first of the gods have built their home, a magnificent, opalescent palace surrounding the God Table, where the plans for Alaria were first born. Surrounding the table lie eight chairs, each sculpted to represent their domain, each sibling sitting directly across from the other. Radiating out from Celestia in a multidimensional sunburst are all the demiplanes that house the worlds of each god in Alaria.
Lightning Raptors

Lightning Raptors, native to The Lightning Mountains and the skies and storms beyond, are a constant threat to airships and climbers alike. Traveling in flocks within lightning storms, these massive, bat like creatures will swoop down and carry hapless victims into storm clouds where they are electrocuted and then devoured on death.
Feyternia

Sometimes called the Everwilds.

Feyternia bears a strong geographic resemblance to the material plane, but the world is overgrown with wildlife. In addition, the land is of extremes—weather changes from perfect blue skies to raging storms, magic goes from tepid to monstrous, and emotions can swing from pure fury to gentle comfort—all within the space of a second. It is one of the three parallel planes, straddling the Material Plane and across from Malstaris.

Feyternia, as the name suggests, is the origin of all fey creatures, which include dryads, elves, hags, quicklings, pixies, satyrs, and sprites.
Find Greater Familiar

## Find Greater Familiar *(Level 4)*

Casting Time: 1 hour

Range: 5 ft

Components: V, S, rosemary, and 500 gp worth of silver

Duration: Unlimited, *Concentration*

School: Conjuration

Attack/Save: None

You summon a shadow (choose an infernal creature) from the Nethereal Plane of challenge rating equal to no greater than 1/2 the level of the spell slot used to cast this spell, which appears in an unoccupied space that you can see within range. The shadow disappears when it drops to 0 hit points or when the spell ends.

The shadow is hostile towards you, but will not attack you. It obeys any explicit verbal commands that you issue to it (no action required by you), so long as those orders are not obviously suicidal. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

If the shadow should enter an are of complete darkness, at the DM's discretion, it may break its bonds and do as it wishes. You have no control over the shadow while it is free, and it may attack or leave, returning the Nethereal Plane.

**At Higher Levels.** When you cast this spell at higher levels, the creature summoned may be up to 1/2 the level of the spell slot. In addition, for every level above 4th that you cast this spell, it requires 500 more gp, and takes an hour longer to cast.
Cogmen

Cogmen are whirring creatures of clockwork, designed independently by the gnomes and vedalken using a combination of gears, levers, pistons, and magic. Cogmen are visually distinct from the warforged in that they are smaller with more delicate frames, built for many non-war purposes. Cogmen cannot reproduce, sleep, nor think in the same way that most races do. Instead, a firm ruleset of emotionless logic governs the decisions of the Cogmen. Although they still and often do make mistakes, it would be near impossible to judge their actions as irrational. Great variability exists in the two subraces, since they were each designed for different purposes and in different societies. Further descriptions are included on the subrace pages.

## Features

**Ability Score Increase.** Your Dexterity score increases by 2.

**Body and Mind of Metal.** Your body is made of metal, not flesh and blood. You have advantage on saving throws to resist being poisoned, charmed, or magically put to sleep, and you are resistant to poison and psychic damage.

**Languages.** You can speak, read, and write Common.

## Vedalken Design

As a machine designed by the Vedalken, your purpose was to assist in research, and serve as a bank of information that could be drawn upon.

**Ability Score Increase.** Your Intelligence score increases by 2.

**Vedalken Memory Storage.** You gain fluency in two common languages of your choice, and proficiency in your choice of Arcana, History, Nature, or Religion

## Gnomish Design

Gnomes had many uses for cogmen, including jobs such as construction, servitude, and even entertainment. As a gnomish designed cogman, you can choose from a variety of features, representing the diverse uses of cogmen in gnomish cultures.

**Ability Score Increase.** Your Strength, Charisma, or Wisdom score increases by 1.

**Specialized Purpose.** You were designed to excel in one are of gnomish society. You gain expertise in your choice of one of the following skills: Acrobatics, Athletics, Animal Handling, Medicine, Perception, or Performance.
Nethereal Plane

The Nethereal Plane rests directly below the Material Plane. It bears all the features of the Material Plane, but everything is a shadowy, see-through version of its material counter part. One can walk through solid objects on the Nethereal Plane, and regular weapons cannot hurt you. The plane is inhabited by shades, though it is often visited by other beings as a temporary means of travel and vision.

The plane is also where the shadows of the dead go. Upon death, your soul and your shadow separate from your body, which has been somehow rendered unsuitable for life. While your soul disappears to the Ethereal Plane, your shadow sinks down to the Nethereal Plane, where it roams as a shadowling for 23 seconds before a shadow hound arrives to escort it down to Hades. Some refuse to go with the shadow hounds—a choice that can never be unmade. These shadows become shades, dark, ghost-like remnants of their past selves left to watch on as the world continues without them. There are many reasons shadows choose to remain: to watch over a loved one, to haunt their enemies, and sometimes just to watch the world unfold. Regardless, it is almost impossible to interfere with the life below, for without magic, those on the Nethereal and Material Planes have no way to interact.

As the Nethereal Plane has been claimed by the Absinthe Stone, many of the shadows that choose to stay slowly become corrupted by its evil. Those who don't are often turned bitter by their enslavement by wizards (known as Confinement), who summon them in ritual on the Material Plane and bend them to their will. However, without invitation, no shadow (nor soul) can reenter the Material Plane without direct summoning or invitation. Leaving, though, can be caused by a dismissal from Confinement, or by entering an area of incredible darkness, where planar overlap between the Nethereal and Material Planes is strongest.
Kall Dormen

A kobold hideout, built into the hollowed-out shell of an enormous battlewalker , remnant from the Iron War. From inside, they are safe from the rocs that frequent the area, and with the layers of booby traps that surround the skeleton, they are safe from everything else. Inside, a small community thrives.
Iurugen the Devourer

Iurugen Eyolias was one of the first yuan-ti of the silver fang, raised to be an ageless emperor of the Eyolias Empire, though was poisoned and brought to an untimely death only 30 years into his rule.

200 years after his death, his shadow had risen the ranks of Hell, and was summoned back to the Material Plane by yuan-ti cultists, who mistook him for his twin brother, who was also believed to be dead. Instead, an angry and violent Iurugen entered the world, roaring for the demise of his brother, who he believed to have killed him. Frantically, Iurugen was de-summoned, but poorly, and he was sent to the far reaches of the chaos planes. The cultists, furious, placed a curse on his name, so that all who learned of him perished, dying painfully as snake venom flooded their veins.

Confused, angry, and all alone but for the chaotic energy around him, Iurugen began to grow, and has ever since. As he grows to large for a plane, he devours it, and grows to fill the next, and the next, and the next, in a ceaseless search for escape and revenge on Kennet, his brother.
Cthulhu

Cthulhu is alien to this world—a mysterious and formidable monster that came along with the aboleths, illithids, and beholders that arrived millions of years ago. Some believe that the aberrant races originally came to this world to flee from the terror of Cthulhu on their homeward, but that it managed to get through as well. In either case, Cthulhu once tread the seas, free to wreak destruction upon the world. However, with the combined might of the Elden Wizard Council, it was subdued, and bound to the bottom of the sea in a deep and powerful slumber. There are some who wish to see it rise again, who speak to some weaker level of its conscious, trading their souls for its power. Warlocks who devote themselves to Cthulhu use the stats for the The Great Old One patron
Desert of a Million Shards

Five-hundred years ago, when the meteor hit the Yodei Desert and the world almost came to an end, Hetkae the Savior stepped in, sacrificing himself as he unleashed the sorcery within his veins to prevent the shockwave and explosion from spreading beyond the desert, trapping it within. As his body was blown to bits by the magic coursing through him, the meteor's explosive force stopped at the edges of the desert, leaving an eery landscape where the impact occurred—solid glass. Jagged in many places, and strangely flat in other places, the desert looks completely alien. No shelter and nearby mountains have provided perfect hunting grounds for rocs, who terrify those who wish to cross. Pockmarking the landscape are thousands of shattered bones and shards of glass from where massive rocs have dropped their prey to kill them before feeding them to their young.
Yggdrasil

An actual tree, deep in jungle, gives life to entire jungle, is protected by the Circle of Eternia (dryad druid group). Coiling trunk, all sorts of life grows in it. The entire tree comes straight from the center of the planet, where 5 waterfalls all also pour into. The base splits into three main roots, which lead into Tartarus, Hell, and Hades, while the highest reaches of its branches stretch into Celestia.
Anarak

Anarak can trace its beginnings back to the Sundering, when Khothe fled north from Thespia after starting the new age. Anarak is a beacon for sinthia everywhere looking for a place to be accepted. Evil is brewing here, with the sinthian lord cooperating with their neighbors in Greselia on a mission to mine out towards the Absinthe stone. It is a semi secret operation, one that you are unlikely to find out about unless you are sinthian yourself. People here live in the abandoned homes of those who fled when the Sinthian Lord declared it to be a Sinthian nation. Their economy runs off of the minerals that get pulled out of the mines. Most Sinthians hate the mines, and get the Goblins to do the actual digging, while the SInthian do the selling. Tensions between the Anarak and all of their neighbors is high: With the Giblek because they are being semi-enslaved, with Ta Linn because the horse people have suspicions of what's going on, and with Drasniak because Anarak made a failed attack on Drasniak several hundred years ago, resulting in a short but bloody war. They live under martial law. The Sinthian value power at whatever cost, which requires a very powerful and strict leader to keep them under control.
Glorin

Glorin is a nation of sun dwarves built into the sandstone pillars that make up the Whistlestone Mountains. The country is ruled by the leaders of the different houses of Glorin, who alternate executive power as they accomplish great deeds. The skeleton of a massive dragon lies buried under Gamé, the first of the Glorin settlements to be founded. According to legend, dwarves were crossing the mountains north when a glint of sunlight caught one of the expedition leader's eyes, causing him to trip and fall into one of the deep crevasses that crisscross the mountain range. When a rescue mission was launched, they found him dead, but also uncovered the skull of a massive dragon, which they've been excavating to this day.

Glorin dwarves have golden skin, and are stout, ferocious, and relentless. The Glorin value material wealth and family above all else. Huge family houses that pass down wealth have lived for thousands of years. Having grown used to attackers seeking their riches, the Glorin have become vicious warriors as well as miners, and have no trouble fending off their family wealth. The Glorin are very fragmented between their houses and will occasionally challenge each other over disputes on who owns what land. In these cases, the head of each house will fight each other until one person surrenders. Each dresses in the house’s armor and uses the house weapon, hugely decorated and powerful weapons that have been passed on from generation to generation. Although they occasionally squabble, no Glorin dwarf would ever kill another Glorin if they were a member of another house. Houseless Glorin are treated as outcasts however, believed to be outbreeded and therefore illegitimate, or disowned by a house for committing an unforgivable crime. The Glorin have goat farms, and the milk is almost as enjoyable to them as ale, believed to be nature’s silver in comparison to beer’s gold. Algaes grown on the towering sandstone walls that stretch to the sky above are also eaten, and wide varieties exist, from disgusting gruel to fine delicacies. Towns generally encompass the house of one of the families, with people living in the surrounding area generally being at least mostly related to the family.

Unbeknownst to the dwarves, this dragon was an ancient and powerful dracolich buried under these mountains by the Anmari 14,000 years ago. The Anmari led a thousand people north claiming that a new homeland lay in wait there, while in reality using them as bait to lure the dracolich in to be crushed by the mountains the Anmari sorcerers eventually mustered up from the sky above. As the dwarves get closer and closer to finishing uncovering the dracolich, he begins to awake...
Zane

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## Zane

### Affiliation

* Holy Sword Channel
* WizTube

## Physical description

### Eye color

Brown

**Zane** is one of the two protagonists of *The Brave-Tuber*.

## Appearance

A tall teenager, Zane has a shock of black hair and brown eyes. He wears a white medical wrap around his right eye and a black jacket with a high collar overtop a grey shirt. On his hands he sports fingerless black leather gloves, and his arms are wrapped in white cloth. Lastly, he sports a pack with its strap slung diagonally across his front, and attached to the pack is a scabbard and sword.

## Personality

Zane is obsessed with popularity, and goes to extreme lengths to stand out from the crowd. He does this via uploading videos of his feats to a WizTube channel, Holy Sword Channel, whom he runs with Kuku. Such feats include challenging monsters, demons, and his passion for relevance pushes him to the point where he would even challenge the Demon Lord directly if it would boost his subscriber-count.

## Relationships

### Kuku

Main article: Kuku
Zane runs the Holy Sword Channel with Kuku, and as a pair they strive to gain fame by challenging increasingly dangerous adversaries together.
Brass Palace

The Brass Palace is a time and space traveling paradise. Although there is no surefire way to find the palace, the most common ways to find it are when teleportations go wrong. Time does not pass in the palace, and those who enter rarely ever leave, and if they do, often find themselves in a completely new world—one that lacks the same appeal as the palace. Frequently, they spend the rest of their lives searching for a way to find the palace again.
Stone Eyes

The Stone Eyes are the secret force of spies under the control of Queen Avelouria. In the year 23,542, only 2 years after the War of Three Kings, the Stone Eyes were formed by King Caspia as a way to keep watch on the people and prevent another revolution. His younger sister, Queen Avelouria was placed in charge of their operations, and when she overthrew her brother, the Stone Eyes were integral to the setup of the downfall of King Caspia and ascension of Queen Avelouria.
Astral Sea

Also sometimes called the Astral Plane

The Astral Sea connects all planes, often depicted as resting in the very center of the Alaria universe. It is a literal sea, infinitely deep, and infinitely wide. The rare island can be found floating through the sea, often inhabited by Gith. At the far reaches of the plane lie the ruins of The Dordrecht, the first ship to transport the dead from the Material Plane to the Celestial Plane. Within it live thousands of ghosts, as well as The Prince of Sorrow, lord of the ghosts and keeper of the ruins.

Deep beneath the surface, giant boulders, up to hundreds of feet across, drift through the powerful astral currents. The Astraloids, as they have are called, occupy space in both the Astral Sea as well as high in the skies of the Material Plane, drifting through both worlds and providing the force that moves the giant airships across the continent.

## Inhabitants

A variety of creatures have adapted to survive on the Astral plane, large and small, intelligent and wild. These include:

* Gith
* Planar Squid
* Astral Whales
* Prismatic Dragons
* Ghosts
Prince of Sorrow

The Prince of Sorrow is the ghost of a powerful mind flayer. Once heir to a fortune, he met an untimely death to the hands of a Githyanki sword, and his soul was collected by reapers to be brought to Celestia. Swearing vengeance against the Gith, he destroyed the ship during its voyage across the Astral Sea, preventing it from bringing any of its thousands of souls to Celestia. Stranded in the Astral Sea, not living nor dead quite yet, he built a new kingdom upon the wreckage of The Dordrecht. He rules over the population of ghosts with an iron fist, and terrorizes any Gith who dare to approach.
Races of Alaria

A variety of both playable and non-playable races exist on Alaria.

## Playable Races

### Traditional Races

* Dwarves
	+ Stone Dwarves
	+ Hill Dwarves
	+ Sun Dwarves
	+ Fiero
	+ Winter Dwarves
	+ Duergar
* Dragonborn
	+ Ajax
	+ Mizzet
	+ Rajik
	+ Malavarus
	+ Mardu
	+ Grikdos
* Elves
	+ Valerian Elves
	+ Sun Elves
	+ Moon Elves
	+ Gocai
	+ Sea Elves
	+ Drow
	+ Eladrin
* Gnomes
	+ Brighteye Gnomes (Rock Gnomes)
	+ Wildfoot Gnomes (Forest Gnomes)
	+ Sverfneblin (Deep Gnomes)
	+ Efneblin (Sand Gnomes)
* Half-Elves
* Halfling
	+ Stout Halflings
	+ Lightfoot Halflings
	+ Ghostwise Halflings
	+ Darklings
* Half-Orcs
* Humans

### Setting-Specific Races

* Cogmen
* Fairies
* Ratfolk
* Synthia

### Non-Traditional Races

* Aarakokra
	+ Eagle Aarakokra
	+ Falcon Aarakokra
	+ Macaw Aarakokra
	+ Owl Aarakokra
	+ Condor Aarakokra
* Aasimar
	+ Protector
	+ Fallen
	+ Scourge
* Bugbears
* Centaur
* Firbolgs
* Genasi
	+ Fire Genasi
	+ Air Genasi
	+ Water Genasi
	+ Earth Genasi
* Goblins
* Goliaths
* Grung
* Hobgoblins
* Kalashtar
* Kenku
* Kobolds
* Lizardfolk
* Loxodon
* Minotaur
* Simic Hybrid
* Tabaxi
* Tieflings
* Tortles
* Triton
* Vedalken
* Warforged
	+ Envoy
	+ Juggernaut
	+ Skirmisher
* Yuan-ti
	+ Yuan-ti of the Painted Hood
	+ Yuan-ti of the Silver Fang
Efneblin

Efneblin, often called sand gnomes, have lived in the deserts for so long that they have become accustomed to the desert lifestyle. They are generally more sturdy and cautious than their cousin races, and have a much more pragmatic outlook on life.

## Physical Description

Most Efneblin have darker, and often weathered skin from long days in the desert.

**Ability Score Increase.** Your Constitution score or Wisdom score increases by one.

**Desert Acclimated.** You can survive up to a week without water, and ignore all negative effects of heat from living in the desert.

**Sagacious.** You gain proficiency in perception and insight.
TS4: Sulani (Season 4)

Also known as **The Ballad of the Red Circle**.

### Big Bad

Venus Galaxy, Red Uriel, Uriel Meire, Red Venus, Mazikeen, Belphegor, Mystic Galaxy, Camberro Pererez

## Main Characters

#### Laws family

* Tom Laws
* Brother Laws
* Timothy Laws
* Jennifer Laws
* Bruno Laws
* Maci Laws
* Summer Laws
* Esther Laws
* Gemstone Laws
* Wade Laws
* Keon Nixon (Dies)
* Mystic Oversoul (Dies)
* Squeaks

#### The Red Circle

* Lolita Goth
* Ramiel
* Melody Hall
* Red Uriel/Uriel Meire (Dies)
* Pierce Austin (Dies)
* Adelaide Griffiths

#### Gendenken Sudus

* Vermissa Afino
* Prodotia Farette
* Carmina Zaikar
* Miseriah

#### Demons

* Belphegor (Dies)
* Mazikeen
* Lilith
* Oltham Wraith (Dies)

#### Other

* Lily Feng (Dies)
* Camberro Pererez (Dies)
* Mystic Galaxy (Dies)
* Venus Galaxy (Dies)
* Francisco Nunez (Dies)
* Red Uriel/Red Venus (Dies)
* Wormwood

## Deaths

1. Lily Feng - Burned to ash by Belphegor
2. Shrek Jr. the Ogre - Life siphoned by Mazikeen
3. Mystic Galaxy - Murdered by unknown means by Camberro Pererez to get the attention of Tom Laws
4. Mystic Galaxy - Soul absorbed into the Mystic Oversoul
5. Camberro Pererez - Drowned into the air using siphoning magic by Tom Laws
6. Grim Reaper - Life siphoned shortly after being resurrected by Mazikeen
7. President M. Russel - Assassinated by Venus Galaxy
8. Mystic Oversoul - Ascended into Heaven and dissipated into individual Mystics
9. Oltham Wraith - Kicked to death and subsequently dissipated into nothingness by Lilith
10. Belphegor - Killed by Lilith during woohoo
11. Celene Lopez - Stabbed in the jaw by Red Uriel/Uriel Meire
12. Red Uriel/Uriel Meire - Shot in the back of the head by Adelaide Griffiths, causing him to melt into ash
13. Francisco Nunez - Killed when Venus Galaxy crashed a helicopter into the house that he was meeting Team Survival in
14. Venus Galaxy - Commit suicide by stabbing himself in the gut and cutting upwards, handing his body over to be controlled by Red Uriel as Red Venus
15. Keon Nixon - Neck telekinetically snapped by Red Venus
16. Pierce Austin - Sprayed down with hundreds of conjured bullets by Red Uriel after him and the Red Circle attempted to use supernatural means to defeat him
17. Red Venus/Red Uriel - Utterly destroyed by Wormwood when he manifested through an unseen "boy", ending the Great Displacement and saving the Multiverse
Black Dune Bay

Black Dune Bay is famous for it's notorious pirate shanty town and the deadly black sands surrounding it. The town, named Deadman's Hideaway, is located in the center of the bay. A day's travel in any direction will land you in the middle of the The Black Desert, a desert consisting of black volcanic glass.
Hetkae the Savior

Hetkae the Savior lived a short but significant life. Born into a minor noble human family in The Blue Shale Mountains under the rule of The Good King Andor and therefore trained in the wizarding arts, he was catapulted to fame and fortune after it was discovered that he had dragon ancestry, and was instead to become a sorcerer. Taught the ways of kindness, generosity, and gratitude, he was applauded by the people for being a good lord as he quickly ascended the steps of magical mastery. Sacrifices himself to save the planet from a meteor, now his ghost haunts the ruins, asking for appreciation.
Under Planes

The Under Planes consist of three demi-planes, Hell, Hades, and Tartarus, while in the center of the plane lies the Absinthe Stone, corrupting all around it. Integral to the Under Planes is the sea of chthonic energy that circulates among them, providing power to their inhabitants, and stemming directly from the Absinthe Stone at its center.
Lost Key

The Lost Key is name that was long ago given to ghost of the legendary thief Edrik Eisweise. His fingers are so nimble and delicate that he can open any lock, disable any trap, and pick any pocket. Now he drifts through the Ethereal Plane, occasionally gifting the rare rogue his blessing and aid, or perhaps transforming a commoners life down a new path towards rogue-hood. He appears as pleases, when he pleases, and try as anyone might, if he does not wish to be found, he won't be.
Humans

## Features

**Ability Score Increases.** Three scores of your choice each increase by 1.

**Zyxus Heritage.** You are resistant to radiant damage.

**Determination.** Once per short rest, you may gain advantage on an attack roll, saving throw, or ability check.

**Human Diversity.** You gain proficiency in two skills or tools of your choice.

**Languages.** You are fluent in Common and one other language of your choice.
Tartarus

Tartarus is a plane of chaos and evil, and home to the race of demons. Shadows that have chosen to join the ranks of Tartarus become demons, and enter a society with no rules and eternal warfare. No sort of unifying society exists, only a universal desire to destroy, take, and succeed at all costs. Most are eaten by large demons, who become more powerful, but some survive to become vicious overlords themselves.
Yuan-ti

## Features

**Ability Score Increases.** Your Charisma score increases by 2.

**Age.** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.

**Alignment.** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

**Size.** Purebloods match humans in average size and weight. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Innate Spellcasting.** You know the *poison spray* cantrip. You can cast *animal friendship* an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast *suggestion* with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

**Poison Resistance.** You have advantage on saving throws to resist being poisoned, and you have resistance to all poison damage.

**Languages.** You can speak, read, and write Common

## Sub-Races

Two sub-races of yuan-ti exist, though they are not related by a common ancestor.

* Yuant-ti of the Painted Hood
* Yuan-ti of the Silver Fang
Celestial energy

Celestial energy is the source of most magic in Alaria. It is used by clerics and paladins when their god channels it from their plane to the material; it is used by druids and rangers when they channel the celestial energy from within the souls of the creatures around them; and it is used by monks and sorcerers when they channel the celestial energy from within. Celestial energy is the counter part to chthonic energy, which is channeled from the Under Planes, and used by warlocks, demons, and devils.
Zyxus

Zyxus was the youngest of the Astral Titans, though he would go on to create Alaria [see Origin of Alaria]. He possessed two heads, named Zyx and Xus, Zyx corrupted by the evil of the Absinthe Stone, and Xus still as pure as when he came into existence. Zyxus had two hands which he used to shape Alaria. His right one, named Kaos, was chaotic in nature, while his left hand, named Lah, was lawful.
Synthia

Synthia arrived on Eko at the same time as humans, and are generally viewed as their evil cousins. When Zyxus fell, humans and Synthia arose from the Sea of Ten Thousand Tears, hand in hand as friends. However, after a series of events including the eradication of almost every synthia by humans, the synthia and humans now coexist in a slowly boiling stew of hatred for each other. Humans hate the synthia for their magical abilities which seem closely tied to the Absinthe Stone, and the synthia hate humans for almost eradicating them.

Synthia are almost identical to humans but for a black or white stripe of hair that always manifests itself as synthia reach adulthood. Many choose to hide it, either by concealing it under a hat, nestling it in the center of a bundle of hair, or even shaving their head. Besides this, synthia are mentally and physically quite similar to humans.

## Features

**Ability Score Increases.** Two scores of your choice each increase by one.

**Zyxus Heritage.** You are resistant to necrotic damage.

**Darkvision.** You can see in darkness out to a distance of 30 feet, and in dim light 30 feet beyond that.

**Affinity for Shadows.** As a bonus action, you can hide in an area of dim light or shadow.

**Synthian Magic.** You learn one cantrip of your choice. Use the spellcasting ability corresponding from the spell list you take it from.
Vad Ilghak

Vad Ilghak is the capital of Myorna, and where they first surfaced. An enormous skull marks the entrance to their city, built into the mountain. Although these drow have struggled to throw off the image of a cruel and evil civilization, their architecture and culture often reflects their macabre history.
Greenflower

A small, pastoral community nestled against the Veridirus Range. Home to an assortment of 400 people, mostly humans, life in Greenflower is generally quiet. The village was named after the strange green flower that grows in the valley it is located, believed to be magical and a symbol of good luck, but with no known functional properties.
Myorna

Myorna is the only above ground drow civilization. Heavily distrusted by its neighbors despite Myorna's efforts to make peace, Myorna struggles to remain a member of the Aldriktch Alliance. The relatively small nation is politically divided between its northern and southern settlements, with the North (primarily Vad Ilghak and Urkhuk) advocating for secession from the alliance, and the South trying to hold it together. More frequent interactions with outsiders has led the south to become more attuned to above-ground customs, further alienating them from the north.
Rothgar Bank

Famed across Alaria for it's stinginess, trustworthiness, and ability to forcibly extract payment from reluctant debt-holders, the Rothgar bank is a formidable force, as influential as a country on its own. It is controlled by a small, tightly knit council of the five metallic dragonborn, and few secrets escape its grasp.
Сезон 1

Пробуждение зла - первый сезон комикса Лумикс: Легенда о волшебниках. Алексей является протагонистом и талисманом сезона, а главным антагонистом является Тёмный.

## Официальное описание

Давным давно древний круг защитников защищал весь мир Лумикса. Но пришло время передать это бремя новому поколению. Сражаться с силами тьмы придётся новой команде из 8 волшебников. Им суждено стать величайшими защитниками всего измерения, но им ещё нужно многому научиться, что бы стать настоящими волшебниками.

## Спойлеры

* Главного злодея будут называть Тёмным
* В Магической Школе не всё так спокойно
* Протагонист сезона - Алексей
* У Алексея будет соперник с которым он постоянно будет ссорится.
* Будут любовные интрижки
Iron War

From 3,023 to 3,020 AS the Iron War was waged between goblins and gnomes. It was a war fought primarily to prove their own technical dominance, which were each massive. Massive battlewalkers and all other sorts of war machines strode or crawled across the battlefields, killing goblins and gnomes alike in huge, deadly bursts. The technology for the machines was lost in the Sundering, but remnants of some of them survived.
Ubrik

Ubrik is an ancient civilization of stone dwarves. Nearly all of the country lies underground, with the settlements on the surface more accurately representing enormous and heavily fortified entrances to the tunnels beneath. Once one of the most mighty of all dwarven kingdoms, it has been brought to its knees by the discovery of a strange, silvery metal—now named slyvik—deep within the planet that utterly corrupts anyone who comes in contact with it, transforming them into bloodthirsty cannibals. [like zombie apocalypse]. Three settlements in the north have already fallen, and rural villages in Drasniak are falling to the slyver raids as well.
Singing Trees

The Singing Trees make up a forest in the northern reaches of the Faewoods. Those who enter risk death, as the trees sing such beautiful music that it is nearly impossible to resist laying down to rest to listen to the music and sleep, at which point the tree will drop its seeds on your body, where a new tree will grow. Each tree knows everything about the body from which it grew, and spends the rest of it's life singing sweet songs woven from your memories. One can learn great secrets by listening to the trees, but risk never being able to leave. However, when the last record of some piece of information lies with the trees, there is no other choice.
Catar

Catar is a dwarven nation, ruled by three distinct bloodlines of sun dwarves. Each populates one of the three mountain capitals of Catar, representing the different aspect of their religion. Solero, or the sun, represents light, knowledge, and might. Gravo, or law, represents judgement, death, and the cycle of time. Madera, or mother, represents healing, respect, and rebirth. To the east of the mountains live the Ilmaki, a group consisting primarily of stout halflings that live under a small government independent of the Catar, but with a shared military that defends all of Catar's borders.
Midnight Lantern

Long ago, Death held the Midnight Lantern, a light that shone directly into the Nethereal Plane, allowing Death to bring both one's soul as well as shadow up to the Celestial Plane to live out ones afterlife with one's god. But in the first millennia of time, when Alaria was still young, the lantern was stolen, and disappeared, never to be seen again. For this reason, Death can only bring one's soul to the heavens, while your shadow sinks to the Nethereal Plane to be taken by the Absinthe Stone's evil servants.
Drasniak

Drasniak is a primarily halfling country, controlled by a rich and elite merchant class. Drasniak holds riches from across the world, brought back by adventurous traders and far reaching shipping routes.

Also holds Erkräl, an enclave of forest gnomes protected by an ancient pact binding Drasniak to defend Erkräl.