recursal/Fanatic-Fandom huggingface dataset:
Races of Azora

Human: Humans in Azora are no different that humans in real life, except accents aren't really a thing in Azora. humans are commonly strong and good hunters and soldiers. Humans are commonly just referred to as men, referring to all humankind. Humans average lifespan is 100 years and average height of 6 foot. they speak Azorean (Azorean is just English canonically) and mainly live in Rusviir and Bruvia.

Cerians: Cerians average around 300 years of life expectancy and are known to be skinny and with low muscle mass, as they are known for intelligence rather than brute force. the average height of a Cerian is around 6ft females to 6'2 males. Cerians originated from Rusviir and were friends to humans during Zaria rule, but after the great banishment, all migrated to the Cynteri islands and made their homeland. Cerians are usually a pale humanish tan, with elongated elf like ears with eyes usually with bright red or orange irises. Cerians speak Azorean and some speak Ceidish, a language spoke only by Cerians but is mainly used for phrases and names rather than communication.

Saleni: The Saleni people hail from Baryn and are the natives of said island. the Saleni people Are slender but somewhat muscular humanoids, they lack hair of any kind and their skin is comprised of smooth scales that range from a aqua green to a light blue, and gill slits on their necks (3 on each side). their ears resemble that of a Cerian and their eyes are full black. they are the only amphibious peoples in Azora, and while caught up with recent technology, prefer to use spears. they have a metal called Odinium, that is all through the base and inside of the island, making it very hard for humans or Cerians to mine. Odinium is a light blue color and gets its name from odum meaning ice in their ancient language, a language barely known or spoke as of Dawn 5. its quite hard and light making it useful for armor, spear tips and arrowheads.
Gleïs

Gleïs wielding the Earth Glaive.

## Gleïs(Greater Deity)

* 5e

### Worshippers

Druids, farmers, geomancers, geologists, naturalists, dryads, earth elementals, treants

## Manifestations

### Favoured monsters

Dryads
Treants

### Favoured colours

Apple green, earth red

**Gleïs** (pronounced:/*glayss*), the nurturing goddess of life, earth, and nature, reigns over the Elemental Aura of Earth. Here, the ground is rich with the promise of growth, and the flora and fauna flourish under her watchful eye. Her followers are the druids, the farmers, and the herbalists, who all seek to learn from her ways and to protect the beauty of the natural world.

In this realm of endless plains, rolling hills, and soaring mountains, the lesser deities of Gleïs hold their domains. Floyri, the goddess of flowers and gardens, cultivates the beauty of the earth, bringing forth life and colour in all corners of the plane. Bollunwe, the god of animals, watches over the wild beasts that roam the land, protecting them from harm and guiding their migration. And finally, Myria, the goddess of fertility, imbues the earth with the power to produce abundant harvests, providing for the people of the Prime Plane.
Justacia

Justacia at the gates of Olma.

## Justacia(Greater Deity)

* 5e

**Justacia** (pronounced:/*jus-TAY-SHE-ah*), once the ruler of the Prime Aura, now languishes in the darkest depths of the Necrotic Rift, imprisoned by the nefarious King of Hell, Angrathrax, who revels in her suffering. She remains locked away in the Palace of Woe, in the lowest and most terrible of all prisons, her divine powers weakened but not extinguished. Despite her plight, her followers, including judges, lawyers, and those who seek to uphold the principles of justice and equality, still look to her for guidance and inspiration.

The lesser deities the once served her, linger about the auras. They are Naemis, the god of retribution, whose wrath strikes down those who flout the law; Hemasta, the goddess of divine law and order, whose wisdom guides the righteous; and Shu'ath, the goddess of truth and balance, whose scales weigh the hearts of the accused.
Chevrolet

**Chevrolet** participa actualmente en la **GT World Series** y lo hace desde la temporada 2016. Anteriormente participó durante las temporadas 2004 hasta el 2011, siendo uno de los equipos con mayor participación de la categoría en su historia. Ganó el título de constructores en la temporada 2007 y tiene un total de 7 victorias, 44 podios, 10 pole positions y 7 vueltas rápidas.
Limbo

**Limbo** is an aura shrouded in mystery, where the laws of reality are warped and the flow of time is disrupted. It is a place where the souls of the departed are trapped in a never-ending cycle of uncertainty, where the whims of the Keeper hold ultimate sway.

   The Keeper of Limbo is a being of immense power, whose motives are shrouded in secrecy. Some say the Keeper is a god, while others claim they are a demon, and still, others whisper that they are something else entirely. But no one can deny the power that the Keeper holds over this realm, a power that is both mysterious and terrifying.

The purpose of Limbo is unclear, though some speculate that it serves as a testing ground for those who have passed from the mortal realm. The souls that are trapped in Limbo are often lost and confused, unable to find their way to their final destination. The Keeper is said to hold the power to guide lost souls out of Limbo and into their final resting place, but at what cost?

Time in Limbo is distorted, with moments of eternity and eternity in a moment. The very fabric of reality is distorted, with the laws of nature and physics manipulated at the whims of the Keeper. Some have tried to map the realm, to find some semblance of order in the chaos, but none have succeeded. The only constant is the Keeper, whose will is law in this realm.

But the Keeper is a being of neutrality, neither good nor evil. They maintain balance in the realm, ensuring that neither chaos nor order reigns supreme. And yet, their methods are often unfathomable, their motives unknowable. The souls trapped in Limbo are but pawns in a game whose rules are known only to the Keeper.

To enter Limbo is to enter a realm of uncertainty, where one's very existence is at the mercy of the Keeper. Those who venture into Limbo do so at their own peril, for the Keeper is a fickle and capricious master. The secrets of Limbo remain hidden, locked away in the Keeper's inscrutable mind.
Chaotic evil

In the moral chaos that grips the auras, the alignment of **chaotic evil** stands as a force untamed, where power becomes set loose from restraint and selfishness knows no bounds of law or order. Driven by insatiable greed, seething hatred, and an unquenchable thirst for annihilation, these characters heed no moral compass as they succumb to the whims of their destructive desires. Whether driven solely by personal gain or devoted to a cause that sows seeds of malevolence and anarchy, their actions unfold with ruthless brutality, leaving trails of devastation in their wake.

By their very nature, these individuals of chaotic evil inclination find themselves compelled to cooperate and collaborate solely under duress or manipulation, as leaders cling to power by cunningly evading plots of usurpation and assassination. Without exception, they embrace any deed, no matter how nefarious, to advance their own insidious agenda.

Among the abhorrent multitude, serial killers often embody this description, their vile actions aligning with the nature of chaotic evil. Likewise, the darkest corners of desolation harbour a multitude of violent and reckless criminals who resonate with this nefarious alignment.

Opposing alignment

In the area of moral turmoil, chaotic evil characters revel in the absence of order and morality, their actions unrestrained by any guiding principles. In stark contrast, the noble souls aligned with lawful good endeavour to bestow benevolence upon others while adhering to the laws that govern civilized society. These opposing alignments stand as fierce adversaries, locked in an eternal struggle where chaos pits against righteousness.

## Appendix

### See also

* Creatures of chaotic evil alignment
* Inhabitants of chaotic evil alignment
* Chaotic evil deities

### References

Alignment
**DnD 1e, 2e, 3x, and 5e; PF1e and 2e systems**

Lawful good • Neutral good • Chaotic good

Lawful neutral • (True) neutral • Chaotic neutral

Lawful evil • Neutral evil • **Chaotic evil**

**DnD 4e**
Lawful good • Good • Unaligned • Evil • **Chaotic evil**
Deity

*For a complete list of deities, see  Deities*

A **deity** is a divine being of tremendous power.

## Description

All deities hold sway over mortal affairs, their influence extending across various aspects known as their divine portfolios.

Originating from the creation of the Unnamed One or elevated to godhood through divine ascension, these powerful beings reign supreme, their dominion unyielding and their divine authority bestowing favour upon those who seek their worship. However, amidst the intricacy of faith, there exist transient entities, quasi-divine in nature, who gather fleeting devotion and power from their followers, creating their own divine path, such as the enigmatic cults of fiends and devils, and formidable creatures like dragons, who have carved niches not filled by other deities, ascending to their own godlike status in the eyes of their devoted followers.

### Aspects

In the complex realm of divinity, certain gods possess elusive alternate forms known as aspects, each entity distinct and disparate from the others, cloaked in the embodiment of animals, monsters, objects, or even humanoid guises. Yet, the profound intricacies of divine aspects often elude or are gravely misconstrued by the multitudes of devoted followers, their understanding of these divine manifestations shrouded in a haze of mystery.

## Types of Deity

In a pantheon of divine entities, deities are categorized, their placement carefully defined by either their esteemed rank or their elusive origins.

### Special Abilities

Deities of a higher rank gained increasing magical powers, both in terms of strength and potency.

#### Movement

A deity generally moved fast. They could move through the earth, could swim and also climb but not necessarily fly. Once at demigod status, they

## Pantheons

*Main article: Pantheon*In the realm of divinity, pantheons emerge, an assembly of deities entwined in a tapestry of belief. Their worshippers, though diverse, find themselves intertwined in the ethereal fabric. Drawn from the very essence of the Auraverse, these deities embody distinct facets, tethered to the land and the tapestry woven by themes profound. Yet, amidst this divine congregation, the Unnamed One reigns as the arbiter, the master of balance. With an ironclad decree, no deity dares tread upon the sacred ground of another's domain. Their portfolios, carefully assigned and jealously guarded, each deity claims an exclusive purview within the grand tableau of existence.
### Celestial Pantheon

*Main article: Celestial pantheon*Of all the r
### Elemental Pantheon

*Main article: Elemental pantheon*Of all the r
### Infernal Pantheon

*Main article: Infernal pantheon*Of all the r
### Demigod and Monstrous Pantheons

*Main article: Demigod pantheon*Of all
*Main article: Monstrous pantheon*Of all the r
Tradition and time management.

So for it to be a bit easier, I made Years, minutes, hours, seconds, and all of that the same as irl. but dating is different.

so the "dawn of time" was 12k years ago when recorded history and confirmed stuff first happened. D\_ system is Dawn 1, Dawn 2, and so on. A dawn is 2000 years. so the current catch up (and the time of the first game) is the 5th dawn. so all time is gonna be written as D5 since any and all games will take place in Dawn 5 (since its 2000 fkin years). and all history is gonna be based on D5. a "dawn" first got its name because when the people of Azora first started to record history, they had noticed a trend that every 2000 years, a Weird phenomenon called the "Dawn" would happen. The dawn are just northern lights but its changed where it only happens every 2000 years, and the lights are a purple-scale mix, and it lasts a 12 hour night on the change of dawns. its said that the phenomenon is Azora's life energy itself. (the planet is straight up worshipped by some people and stuff like Avorium being the bones of Azora or the Blessed Metal. ill make an article on it) and the D\_ year 0000 is a whole year long ceremony/spirit. usually its just a nice spirit throughout, with all 12 months having a huge celebration at the start of it. and then at year 0001 the whole thing ends. while the dawn is a whole world thing, the religious aspect and the celebration is mainly only practiced in the western Mainlands such as Rusviir, Bruvia, and mostly in Baryn.
Jaguar

**Jaguar** hizo su debut en la **GT World Series** en la temporada 2006 tras la salida de Ford de la competencia. Mantuvo su participación activa hasta la temporada 2011. Durante esos años se hizo con el mundial de constructores en la temporada 2009, subcampeón en 2011 y tercero en 2010. Además, ganó el campeonato de pilotos del 2011 con el austríaco Christian Klien. Durante esas seis temporadas, el equipo inglés ganó 7 carreras, logró 31 podios, 12 pole positions y 6 records de vuelta.
Library

The **Library** in *Green The Planet 2* serves as a mid-game goal and provides players with information about their progress. This section of the game tracks the items dropped from comets, the planets visited, and the flowers collected.

While the Library does not directly impact gameplay, it offers an enjoyable reading experience. Players can read charming descriptions of every item collected from meteors, similar to collections found in games like Katamari.

Increasing the Detection Rate and progressing through planets result in better and rarer drops from comets. The Flower collection showcases the different flowers and their respective colors that players have collected by greening planets.

Additionally, for each Greened planet, the Library features a captivating animated GIF of the greening process, which can be shared on social media or simply enjoyed privately. Furthermore, the Library displays the last few comet streams that players have successfully shot down.
Gran Premio de Sudáfrica

El **Gran Premio de Sudáfrica** es el único evento en llevarse a cabo en África en la **GT World Series**. Formó parte del calendario desde la temporada 2004 a 2007 y en todos esos años la carrera se hizo en el circuito de **Kyalami**. El piloto japonés **Katsutomo Kaneishi** es el único en ganar 2 veces este gran premio, siendo su equipo **Honda** el mayor vencedor también.

#### **Ganadores:**

 2004
(Honda)
(Nissan)
 2005
(Honda)
(Nissan)
 2006
(Mercedes)
(Honda)
 2007
(Ferrari)
(Chevrolet)
(Honda)
North and South Tusma (rusviir)

Tusma is the area to the west of mana, and the southwestern 2 provinces. despite Tusma being classified as south and north Tusma, the people of these provinces haven't installed any kind of border or and separation other than on the map. South Tusma is almost COMPLETELY forest, while north Tusma is only a little over half forested. Tusma is home to one of the largest zarian ruins, named Hazlkor. Hazlkor translates to "Tree Fortress" and is no longer occupied, and is mostly buried and lost with time.

**South Tusma-** South Tusma is the southwest-most province in Rusviir, and is known for its large exports of wood and meat. the Tusman forest is extremely fertile and grows vegetation at incredible rates, and has a high animal population. despite this, it is hard to live outside of settlements or Greenmouth due to high amounts of dangerous animals and unsafe terrain. the South Tusman capital is called Greenmouth, and is a walled settlement near the Tusman border. The Greenmouth area comprises of Greenmouth, the Greenmouth silver mines, and Tusman Leap. Tusman leap is the "official" border outpost for the two provinces, and is the safest passage, most commonly traversed by traders and migrating civilians. South Tusma also has two villages deeper into the forest. Virstead, a farming oriented small village, deep into the woods; And Oakheart, a port town with little exports, but is home to most of South Tusman trade.

**North Tusma-** North Tusma comprises of mild forests and Hills, and its capital is Amberwood. North Tusma also has a settlement known as Northwood, and has a Watchtower a bit far to the west, to protect against any costal invasions or bandit raids. North Tusma also is home to the Great Temple of Vizuri, who receives much worship from farmers and hunters alike. despite a lot of Hazlkor being in south Tusma, the main city is technically in the borders of North Tusma.
Hamon Duvenkar

Hamon duvenkar (born D3 1997) was the Founder and Leader of The Duvendock trade company. The Duvendock Trade company (commonly shortened to Duvendock Co.) was founded in Dawn 4 0150, 1250 years after the Cerians captured the Cynteri Isles in Dawn 3, 1100. Hamon moved from West Cynteri to Bruvia after his father, living in Bruvia, had gotten lethally ill. A few weeks after he had arrived in Bruvia, his father passed, and left Hamon with all of his assets. these assets included around 5000 gold, his small costal cabin, and his Moderately sized boat. after a few weeks, he sold the cabin and boarded the boat back to his property in West Cynteri. Having this money and boat, Hamon started a small trade operation by himself, later hiring a few Cerian boat captains struggling with either poverty or loss of a job. in the early days, Hamon would transport ore from Bruvia to West Cynteri, and transport Furs from West Cynteri to Bruvia. quickly, he amassed 5 moderate sized ships, a small building and dock on the West Cynteri Gulf. At the time, barely anyone or anything resided on the gulf, due to the mass amounts of ash and presumed Zarian presence, but was quickly disproven by Hamon's operation. after around 20 years, the Duvendock trade company was the biggest shipping company around, and able to transport goods throughout Rusviir, Bruvia, East Cynteri, and Baryn as well as bringing goods back to West Cynteri. Due to the mass amounts of ships, large company buildings on the gulf, and international trade, the West Cynterian government Renamed the gulf to Hamon's Gulf and even the surrounding district was labelled as the Hamon's Gulf district. Hamon Duvenkar married Delvi Varsken in Dawn 4 0173, and in Dawn 4 0210 had a child with Delvi and named him Delvin Duvenkar. Hamon Duvenkar died Dawn 4 0298 at the age of 301 from organ failure in his sleep. letting Delvin Duvenkar take over. as of D5 0000, Delvin Duvenkar V is currently ruling the company, at the current age of 202.
Gran Premio de la Emilia Romagna

E**l Gran Premio de la Emilia Romagna** se formó parte del celendario de la **GT World Series** desde la temporada 2000 a la 2007. Luego volvería al calendario una única vez durante la temporada 2020 ya que el Covid-19 no permitió cumplir con el calendario original de aquel año. El italiano **Alessandro Zanardi** es el máximo ganador de este GP con 2 victorias, mientras que **Ferrari** es el equipo con más victorias, habiendo vencido en 3 ocasiones.
Elemental Auras

The **Elemental Auras**, are each ruled by a powerful elemental deity and embody a fundamental aspect of existence. These auras are home to a vast array of creatures and phenomena, each shaped by the unique nature of their respective element.

* The Elemental Aura of Air is ruled by Aeholu, the god of air
* The Elemental Aura of Earth is ruled by Gleïs, the goddess of earth, life, and nature
* The Elemental Aura of Fire is ruled by Incindril, the god of fire
* The Elemental Aura of Water is ruled by Neryss, the goddess of water

From the scorching flames of Incindril's realm to the serene depths of Neryss's ocean, the Elemental Auras offer endless possibilities for adventure and exploration. Whether navigating the treacherous currents of the Aura of Water or braving the howling winds of the Aura of Air, those who venture into these elemental realms must be prepared to face the challenges that await them.
The Baryn Treaty

The Bruvia Treaty was a treaty signed D4 1902, saying that since Bruvia mined, forged, and distributed 90% of the gold currency and had an estimated 85% of all gold in Azora, that all countries would not only remain peaceful to Bruvia, but to also give all mined gold to Bruvia so they can give the country the gold back in form of coin (with a tax cut from it). the treaty also stated that Bruvia must stay neutral to all affairs outside of Bruvia, in order to preserve the peace and standing with said countries; and that the country of Bruvia, as well as all of its government and military, to stay neutral and to not attack or side with any country. the current empress of Bruvia, Lady Sahana Bruvia IV, agreed to all accounts of this treaty and claims that "the country of Bruvia is peaceful, does not want war, and seeks to only grow off trade and allies, not war and theft. and while being the land of fortune and prosperity, it shall not harbor criminals and wanted folk from other countries." the last phrase was a part of the treaty, stating that "while Bruvia may not choose sides, it may and must return criminals and people seeking to run from outside country law back to the country of origin to be punished for all crimes (including fleeing across a border illegally).
The Celestial Land

The Celestial Land or Celestia (derived from what the gods call it) is the afterlife for Humans, Cerians, Saleni, as well as any other sentient humanoid race to ever exist. It is the realm for Revira and seemingly endless, similar to The Nexus, and has a rocky floating island in the "middle" covered in moss and grass as well as having a castle on it called the Celestial Court. the Celestial Court is the palace for Revira and a court used to determine what part of Celestia you will be placed in for eternity. the court meetings for 1 person can take about a second, as the judges are demi-gods that instantly know everything about a person just by looking at them. Revira never comes to the court, and simply just sits in his throne in his great hall. the "parts" of Celestia are called Moral Rings and there are a total of 7. all of the rings are separated by varying looks of unclimbable, extremely tall walls.

1, The Kingdom: the kingdom is the first ring and where you first arrive. it comprises of a beautiful bright garden with a beautiful giant yellow star directly above it (but still in space). its just the waiting room for the court and in the middle of the ring is the Celestial court floating island. you see very little of this ring, because it only serves as a sort of purgatory.

2, Holy Keep: the Holy Keep is a rare land to be placed into and only the most moral and righteous of people reside. its considered the most paradisiacal land and full of priests and holy knights
Psychic

**Psychics** are a supernatural species, a subgroup of humans that are endowed with profound moral and spiritual insight or knowledge; a seer or a soothsayer who possesses intuitive powers.

## Powers and Abilities

* **Telepathy** - The ability to both hear the thoughts and read the mind of another person.
* **Telekinesis** - The ability to move objects with the mind.
* **Empathy** - The ability to identify the emotional feelings of another person.
* **Aura Reading** - The ability to perceive energy fields surrounding various people, places and things.
* **Divination** - The ability to gain information about an object, person, location or physical event through means other than the known human senses.
	+ **Mediumship** - The ability to communicate with deceased people.
* **Astral Projection** - The ability of transporting one's spiritual self from one location to another by supernatural means.

## Weaknesses

Whilst Psychics are categorised as supernatural species, they are still Human, and can be weakened and killed by knives, guns, diseases, etc. like any other Human.
The Shoregoers

The Shoregoers are a hostile tribe of mainly human descendants on the Twisted Isles. The Shoregoers are very similar to humans, but have developed an unusual strength, physical muscle appearance and an unusual Taupe coloring to their skin. Their towns all reside on the westernmost coast of the Twisted Islands, as well as the southern side of the western peninsula. All of their buildings are made of crashed ships and leather from creatures in the isles, its assumed that they first arrived by crashing during a multi ship voyage sometime 5000 years ago, presumably after the Zarian rebellion. Its assumed that the animals they eat and water they drink is what had caused them to mutate so fast. they are usually peaceful until you set foot on the island or get to close to their cities, then they will initiate a hunt to kill and eat you, and use your boat (if any) for a new hut. not much is known beyond this.
Gran Premio de Brasil

El **Gran Premio de Brasil** se disputa en la **GT World Series** desde su temporada debut en el año 2000 de manera ininterrumpida. Solamente no se llevó a cabo en la temporada 2020 ya que se canceló a causa del Covid-19. Se corre en el circuito de **Interlagos**, donde el piloto con mayor éxitos es el italiano **Andrea Bertolini** con dos victorias y otros dos podios, mientras que **Honda** es el equipo más exitoso con tres victorias y otros cinco podios.
Keus' Order

Keus' Order, or more commonly referred to as the Disorder, Is an order of demonic gods and creatures created by Keus himself. apparently, when Keus got to his realm, he made many creatures similar to that of Twisted Isles beings. eventually, these sentient humanoid beings started to worship Keus over the years, and Keus grew angry and vengeful to return to Azora. Keus had absorbed all the beings that had evolved in his realm, giving him insane power of which he used to create 4 other vile "gods" that served with Keus to turn his realm into a thriving, yet twisted, world. these beings were:

**Astrath-** Astrath is the lady of disease and plague.

**Havoc-** Havoc is the lord of chaos and rebellion.

**Rirkon-** Rirkon is the lord of all twisted beings, with the help of Keus. He both makes them and controls them.

**Ulvaz-** Ulvaz is the lord of destruction and slavery.

The creatures Rirkon would create were mainly creatures without true feelings, and would blindly follow. while Keus' creations were consistent and sentient manlike races. over the years, only 1 race had truly lived on, the Daarjin, which are a Cerian like race, but with ash grey skin and warmer eye colors.
Summary of the realms

there are many known realms known to exist in Azora, and this is just a general recap and introduction to all.

Celestia- the Azorean version of a heaven (and hell) . comprised of 7 rings

Solitude- the realm keeping Tovar The Cursed eternally, comprised of an endless moon-like floor with a dusty, gloomy sky without day cycle or weather, or even celestial bodies. said to be contained somewhere in Celestia, but under the actual plain instead of on it. unreachable as far as known by god or man alike; however said Revira can visit, but doesn't.

The Nexus- The realm controlled by Phexnir and is considered a great prison and a huge castle, although a bit like solitude; other than the ambient light, life, and objects.

Azora- self explanatory, the first realm and the realm containing the planet of Azora and its moons and stars.

Disorder/Keus' realm- the realm managed by Keus and his lords. also homeplace of the Zaria after the great banishment.
Gran Premio de Asia

El **Gran Premio de Asia** es uno de los eventos especiales de la **GT World Series**. Se ha disputado mayormente en Japón, en los circuitos de **Autópolis** (2000-2001, 2004-2005, 2008,2009) **, Fuji** y el callejero de **Tokyo**, mientras que en Singapur, el circuito urbano de **Marina Bay** fue sede en 6 ocasiones (2010, 2011, 2012, 2013, 2014, 2015). El piloto más destacado de este gran premio es el italiano **Andrea Bertolini**, quien cuenta con 2 victorias y otros 3 podios, mientras que la **Scudería Ferrari** es el más exitoso, con 5 triunfos.
Hellhound

**Hellhounds** are ballistic and maniacal beasts of the supernatural world, specifically Hell. The Hellhound possesses many supernatural abilities, as a result of his demonic origins.

## Powers and Abilities

* **Superhuman Strength** - Hellhounds are stronger than humans. They can easily knock down and overpower humans with little difficulty.
* **Superhuman Durability** - The Hellhound is incapable of being harmed or slain by most forms of conventional injury, including firearms or blades.
* **Super Senses** - Hellhounds' sense are extremely heightened.
* **Super Speed** - Hellhounds are much faster than humans.
* **Super Stamina** - Once a hellhound has the scent of its prey, it will never stop hunting them, unless it is killed or called off by its master.
* **Fire Mimicry**- They are able to mimic Fire, setting themselves on fire.
* **Pyrokinesis**- They are able to control Fire, and burn one to ashes.
* **Fangs and Claws**- The Hellhound is able to deliver a powerful bite and inflict scorching gashes with his black claws.
* **Fear Inducement** - The Beast is able to induce feelings of overwhelming terror in a victim through his malicious glare alone, oftentimes causing total bodily paralysis (temporary).
* **Precognition**- He seems able to predict the deaths of people, often appearing before someone dies and howling when someone is knocking at death's door.
* **Tracking** - They can locate any human.

## Weaknesses

* **Silver** - Silver could possibly have the same effect (silver is yet another metal feared by supernatural evil).
* **Magic** - Hellhounds are susceptible to the powers of magic.
Banshee

**Banshees** are creatures from Gaelic/Irish folklore associated with impending death. There exists two specific types; a benevolent one that wails in the night as a warning when someone is about to die, and a malevolent one that uses their supernatural screaming to hurt people who hear is. On several occasions, it is entirely possible for a Banshee to kill someone via their screaming by causing internal bleeding.

## Power and Abilities

* **Sonic Scream** - They are able to produce supernaturally-powerful screams that can hurt people who hear it.
* **Intangibility** - Like spirits, they can render themselves intangible.
* **Camouflage** - Able camouflage to their surroundings. They are able to travel through the mist.
* **Electromagnetic Interference** - Their presence caused lights to flicker.

## Weaknesses

* **Witchcraft** - Like most Witchcraft created creatures, they can be killed with Witchcraft.
* **Gold** - A weapon of pure gold can kill a banshee. Even simply being slashed with a golden weapon hurts it.
* **Fire** - Like Vampires, fire too can kill a banshee.
Human

**Humans** or *Homo sapiens* are the most common and widespread species of primate. A great ape characterized by their bipedalism and high intelligence, humans' large brainand resulting cognitive skills have allowed them to thrive in a variety of environments and develop complex societies and civilizations. Humans are highly social and tend to live in complex social structures composed of many cooperating and competing groups, from families and kinship networks to political states. As such, social interactions between humans have established a wide variety of values, social norms, languages, and rituals, each of which bolsters human society. The desire to understand and influence phenomena has motivated humanity's development of science, technology, philosophy, mythology, religion, and other conceptual frameworks.
A page about your topic

# Part I: Federal Categories of Special Education

C:\Users\User\Downloads\sped531\_r2\_categories\_of\_disability\_in\_federal\_special\_education\_law Melissa Mahoney.docx

The University of Phoenix states that there are 14 categories of disability in Federal Special Education Law.  They stated they are: Autism, Deaf-blindness, Deafness, Developmental delay, Emotional disturbance, Hearing impairment, Intellectual disability Multiple disabilities, Orthopedic impairment, other health impairment, Specific learning disability, Speech or language impairment, Traumatic brain injury, Visual impairment, including blindness.  On the IDEA website they state there are 13 disability categories and they list: Autism, Deaf-Blindness, Deafness, Emotional Disturbance, Hearing Impairment, Intellectual Disability, Multiple Disabilities, Orthopedic Impairment, Other Health Impairment, Speech or Language Impairment, Traumatic Brain Injury and Visual Impairment including Blindness.

·        “SLD is the most common category under IDEA. In the 2018-19 school year, approximately 33 percent of students who qualified did so under this category.”  (Lee, 2022).

·        Having a disability is not enough to qualify a student for special education.  The disability is required to have an “adverse effect” on the child’s education.”  (Lee, 2022).

·        Each of the 13 disability categories in IDEA can cover a range of difficulties.  Dyslexia, Dyscalculia, and other written expression disorders fall under the “specific learning disability category and ADHD can be under Other Health impairment.”  (Lee, 2022).
King Angrathrax

King Angrathrax creating the Necrotic Rift.

## King Angrathrax(Greater Deity)

* 5e

**King Angrathrax** (pronounced:/*ANG-gruh-THRAKS*), is the demon of rot, decay, and suffering. A figure of formidable might in the Auraverse, he wields supreme authority and influence within the Hell Auras. His name strikes terror into the hearts of many, as he stands as the sovereign over demons, an embodiment of malevolence and darkness. King Angrathrax's dominion over the Hell Auras is marked by shadowy depths, rampant chaos, and an insatiable hunger for dominion.

Born in the abyssal depths of the infernal realms, King Angrathrax ascended to power through sheer cunning and an unquenchable thirst for control. In the ancient days of the Auraverse, the Celestial Auras and the Hell Auras stood divided by a chasm known as the Rift. Yet, with growing animosity between them, the tumultuous Aura Wars erupted. Instigated in -9,320 LC, amidst the ravages of this conflict, King Angrathrax seized a fateful opportunity to ensnare Justacia, the goddess of law and justice, dealing a grievous blow to the celestial forces. Bound by his dark might, Justacia's essence merged with his own, empowering him and transforming the Rift into the dreaded Necrotic Rift, the ninth layer of Hell.

The conflagration between the Celestial and Hell Auras spilled forth into the Prime Aura, the very heart of the Auraverse, where the forces of gods and mortals collided in a cataclysmic clash. Through the intercession of mortal champions and divine intervention, the Prime Aura narrowly eluded the clutches of the demon horde. However, Justacia remained imprisoned, a flicker of hope burning dimly for her eventual emancipation.

As the Demon King, King Angrathrax reigns with a malevolence that knows no bounds, savouring the suffering and anguish of mortals, and revelling in the ruin and devastation wrought by his infernal legions. His unquenchable thirst for power propels him to seek the expansion of his dominion beyond the confines of the Hell Auras, ceaselessly plotting and scheming to conquer new realms and subject them to his tyrannical rule.

Beneath his dark exterior lies the mind of a cunning strategist and a master manipulator. King Angrathrax possesses a profound understanding of the weaknesses inherent in his adversaries, exploiting them to further his own machinations. Through the crucible of the Aura Wars, he cleverly weakened the celestial forces and reshaped the very fabric of the Auraverse to suit his own malefic intentions.

Within the intricate web of the Auraverse, King Angrathrax stands as an indomitable figure, an embodiment of darkness and pandemonium. His rule over the Hell Auras is defined by his unrelenting pursuit of power, the subjugation of any who dare oppose him, and an unquenchable thirst for absolute dominion. Those who dare to cross his path do so at their own peril, for King Angrathrax is a force that brooks no resistance, showing neither mercy nor respite to those who dare to challenge his sovereignty.
Witch

**Witches** are supernatural beings who are born with the power to affect change by magical means, known as witchcraft.

## Powers and Abilities

* **Spell Casting:** One of the defining characteristics of a witch is their ability to cast spells; a "spell" being a word, a verse or incantation, ritual action, or any combination of these to carry out a magical action. On rare occasions such actions can be performed without the use of a verbal spell.
* **Channeling:** The power to invoke extra forms of energy by focusing on external forces.
* **Telekinesis:** The power to move objects and persons through mental influence.
* **Pain Infliction:** The power to create excruciating migraines or aneurysms through supernatural means.
* **Elemental Control**: The power to control and manipulate the elements of air, earth, fire, and water.
* **Divination:** The power to divine future, past, and present events based on extrasensory perception.
	+ **Clairvoyance:** The power to divine future, past or present events through instinctive knowledge.
	+ **Intuition:** The power to divine future, past or present events through the use of instinctive knowledge.
	+ **Premonitions:** The power to divine future, past or present events through the observation and study of dreams.
	+ **Psychometry:** The power to divine future, past or present events through contact with or proximity to a certain object or person.
* **Projection:** The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
* **Transmogrification:** The unique power to alter the physical structure of objects living or dead, changing their form through spells.
* **Telepathy:** The power that allows witches to access the minds of others through spells.
* **Possession:** The power to jump one's spirit into the body of another, taking control of said host body through spells.
* **Illusions:** The power to alter the senses of others to perceive a false reality through spells.
* **Dream Manipulation:** The power to control people's dreams through spells.
* **Resurrection:** The power to bring someone or one's self back from the dead through spells.

## Weaknesses

* **Iron** - A hard and strong magnetic metal that is able to repress the supernatural power of a witch, supposedly rendering them powerless.
* **Magic** - Despite being noted for their use of magic, witches are still susceptible to the effects of magic.
Horda

En el universo de Red, una **horda** se refiere a una inmensa cantidad de zombies que deambulan sin rumbo aparente. Estas hordas suelen estar compuestas por un número considerable de individuos, que oscila entre 10 y 2 millones de zombies, y van creciendo a medida que se van acumulando uno tras otro. También se utilizan los términos "**manada**" o "**enjambre**" para describir estas agrupaciones masivas de zombies. Es importante destacar que cuando los zombies se congregan en grandes cantidades, se vuelven extremadamente peligrosos, representando una amenaza significativa.

Estas hordas se consideran capaces de aniquilar comunidades enteras y exterminar grupos pequeños de supervivientes humanos. No solo están compuestas por los típicos muertos vivientes, sino que también incluyen variantes y especiales, lo que las convierte en una amenaza aún mayor. Desde el comienzo del apocalipsis, ha habido numerosas hordas que han ido creciendo en tamaño y fuerza, resultando en la muerte de numerosos supervivientes indefensos ante este desafío abrumador.

## Tipos de Horda

En el universo de Red, se pueden identificar cuatro tipos de hordas: pequeñas, medianas, grandes y supernovas. Cada una de ellas presenta un nivel de peligro y tamaño distintos, representando una creciente amenaza para los supervivientes en un mundo infestado de zombies. A continuación, se describe cada tipo de horda:

* **Pequeña horda**: Estas hordas consisten en un número relativamente reducido de zombies, generalmente entre 10 y 100 individuos. Aunque su tamaño puede parecer manejable, no deben subestimarse. Las pequeñas hordas pueden ser lo suficientemente letales como para superar a un grupo de supervivientes poco preparados o atraparlos desprevenidos.
* **Mediana horda**: Las hordas de tamaño mediano son más amenazadoras, con una cantidad estimada de 100 a 1,000 zombies. Estas hordas pueden representar un verdadero desafío para los grupos de supervivientes y comunidades más pequeñas. Su número y ferocidad pueden ser abrumadores si no se cuenta con una estrategia sólida y recursos suficientes para enfrentarlas.
* **Gran horda**: Las grandes hordas se encuentran en una escala masiva, con miles de zombies reunidos en un solo lugar. Conformadas por cientos o incluso miles de individuos, estas hordas tienen el potencial de devastar comunidades enteras y aniquilar a grupos de supervivientes más numerosos. Enfrentarse a una gran horda requiere una planificación meticulosa, armamento adecuado y una coordinación efectiva para evitar ser superados.
* **Supernova**: La supernova es el tipo de horda más aterradora y letal. Esta categoría se refiere a una mega-horda, compuesta por cientos de miles o incluso millones de zombies. La simple visión de una supernova es suficiente para infundir terror en cualquier corazón. Estas hordas son capaces de arrasar con todo a su paso, aniquilando comunidades enteras y dejando pocos sobrevivientes en su estela. Enfrentarse a una supernova es una tarea casi imposible y solo los grupos de supervivientes más organizados, armados y estratégicos tienen alguna posibilidad de sobrevivir a un encuentro con esta apocalíptica fuerza.
Shapeshifter

**Shapeshifters**, or just **Shifters** for short, are a species of monster that can take the form of any human being.

## Powers and Abilities

* **Shapeshifting** - Shapeshifters can take on a living or dead person's physical appearance by shedding their skin.
	+ **Regeneration** - As they change their form easily, Shapeshifters can heal non-fatal wounds, and even replace body parts such as ears or a big piece of skin.
	+ **Voice Mimicry** - Shapeshifter can mimic voices without taking on his form as well.
* **Super Strength** - Even though they appear human, shapeshifters do possess amazing physical strength. They can easily overpower and kill human beings.
* **Super Speed** - Shapeshifters seem to be able to run faster than humans.
* **Super Agility** - They possess quicker reflexes than typical humans.

## Weaknesses

* **Silver** - They can be killed by a silver bullet or silver blade to the heart. Injuries caused by silver are incredibly painful to them while contact with a silver object will burn a shapeshifter and can be used as a method of identification of one.
* **Decapitation** - Since decapitation can kill the Alpha, it is most likely that decapitating a shifter would kill it.
* **Heart Extraction** - Shapeshifters can be killed by having their hearts ripped out.
Gran Premio de Austria

El **Gran Premio de Austria** se disputa de forma ininterrumpida en la GT World Series desde su inicio en la temporada 2000. Todas las ediciones se disputaron en el circuito **Red Bull Ring**, en la región de Estiria. El piloto con más victorias en suelo austríaco es el italiano **Andrea Bertolini** con cuatro, mientras que la **Scudería Ferrari** es el equipo más vencedor con seis. Además, se disputó una fecha extra en la temporada 2020 denominada como **Gran Premio de Estiria**, ya que se reemplazó uno de los grandes premios dados de baja por el Covid-19.

#### **Gran Premio de Estiria:**

 2020
(Audi)
(Toyota)
(Mercedes)
Azora Wiki

# **Welcome to the Azora wiki**

Im making this fandom so i can put down all the lore and stuff for my game thing

## Important articles

idk how to add links, but a ton of articles are here.

WIP, no games released yet, not enough devs, assets, or money as of current. just the lore rn. everything here I made and is completely canon. if it isn't canon ill delete or change it.

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Demon

**Demons** are malevolent spiritual entities. They are created from human souls that have endured extensive torture in Hell. In this process, they become corrupted, extremely evil, and also very powerful.

## Power and Abilities

* **Immortality** - Demons are immortal unless killed by Black magic or Hell fire magic.
* **Invulnerability** - Demons are invulnerable to all forms of conventional harm.
* **Super Strength** - Demons are stronger than humans.
* **Telekinesis** - Demons are powerful telekinetics.
* **Possession** - Demons can possess people by touching them, and ultimately exchanging vessels.

## Weaknesses

* **Black Magic** - Demons are weakened by Black Magic, and can die from it.
* **Hell Fire Magic** - Demons are afraid of Hell Fire Magic due to it being one of their biggest weaknesses.
Werewolf

**Werewolves** (also called **Lycanthropes**, **Loup Garou**, **Rougarou**, **Beasts**, or even just **Wolves** for short) are a supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the Full Moon. They were created by witches.

Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed.

## Powers and Abilities

* **Super Strength:** Werewolves possess supernatural strength
* **Super Speed:** Werewolves are much faster than humans and some other supernatural beings.
* **Super Agility:** Werewolves possess superhuman agility. In both human and wolf form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion.
* **Super Durability:** Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires.
* **Accelerated Healing:** Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires.
* **Super Senses:** Werewolves have extremely keen and heightened senses of smell, sight, taste, hearing, and touch that exceed their wolf counterparts and that of regular canines.
* **Lycanthrope Enhancement:** Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.
* **Shapeshifting:** During a full moon, they will unwillingly transform from their human form and into their wolf form.

## Weaknesses

* **Wolfsbane:** When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, If a werewolf's skin is exposed to wolfsbane, it will burn them.
* **Mortality:** In most situations, minor physical injuries such as gunshots, stab wounds, and broken bones will cause a werewolf pain and slow them down until they heal. However, they still share many of the same weaknesses as non-supernatural beings and can perish from extreme trauma (e.g. suffocation, extreme blood loss, a broken neck, decapitation, fire, heart extraction, etc.). They can also die from old age.
* **Witchcraft:** Werewolves are susceptible to the powers of witchcraft.