recursal/Fanatic-Fandom huggingface dataset:
Gnomes

## Related Cultures

Adventurers

> *Small but exceptionally hardy folk, Gnomes are known for being the adventuring type, with no real Gnome city or nation to speak of, besides the rare example.*
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## Cultures

### **Adventurers**

Gnomes are known to travel the majority of the known overworld, looking about for all sorts of interesting locations and trinkets. As such, they are often seen alone; it is rare to see a true city of gnomes.

## Physical Appearance

> *A gnome's appearance is, well, small. Not as solidly built as Dwarves, Gnomes have far from an impressive frame, but have a fairly varied set of eye and hair colors, with their eyes going from blue, green, to orange, brown or even gray, and hair colors such as brown all the way to white.*
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## Racial Traits

### **Positive Traits**

**Hardy:** Due to their body types, gnomes have a tendency to be very hardy. This gives them a larger endurance for activity compared to most others, and allows them to live in once uninhabitable locations.

**Keen Senses:** Gnomes are notorious for having a better sense of their surroundings, even in low-light conditions.

### **Negative Traits**

**Pygmy:** Gnomes are well known to be very small. It is a rarity to see one standing more than 40 inches (3’4”) in height. It can make reaching things higher up off the ground a difficult task.
Dark Elves

> *A S D F G H J K L*
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## Cultures

### **Mali'ker**

The name by which most Dark Elves go by, often a mysterious group they can be considered heavily skeptical of those that dwell in the light, though in time they might put those skepticisms aside.

## Physical Appearance

> *Somewhat sinister looking compared to the normal elf, and somewhat bulkier, a Dark Elf usually stands with a bit of weight to them, their eyes ranging from a common red to less so, but not uncommon colors such as purple, blue, gray, or green. Their hair color is extremely limited, usually only appearing a white or silver, sometimes a black, with slightly gray skin that may appear with a purple coloration.*
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## Racial Traits

### **Positive Traits**

**Dark Inheritance:** TBA

**Dark Sight:** Dark Elves benefit highly to their sight in the shadows, they have perfect vision at time such as night or deep underground, making them great navigators during such times.

### **Negative Traits**

**Light Sensitivity:** Most often a Dark Elf finds themself with a hindrance to their sight above ground, and as such have an aversion towards the light of the sun. As such it is not often they go out uncovered within daylight.
Humans

> *Humans are an incredibly common race, found in most places in Altrinue. Most notably found in Hetvale, Humans have a knack for getting into all types of professions and places, making them a common sight in most of the world.*
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## Cultures

### **Mainlander**

The most common variant of humanity, these are simply the people who live in the various kingdoms of Altrinue. They come in all shapes and sizes and from all walks of life.

### **Kastredin**

A gruff northern culture, originating from Al’Ildic, they serve as the lower class workers for the Adunian people. Most often they have dark hair and light pale skin. Accompanied by greyish blue eyes. Full blooded Kastredin are rather rare however.

## Physical Appearance

> *Humans vary greatly from land to land, making describing them a bit of a chore- you're likely to find various builds, face shapes, eye and hair color all in one town.*
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## Racial Traits

### **Positive Traits**

**Jack of All Trades...:** Humanity has a knack for getting into every type of profession there is; if it exists they most likely have someone who’s learned it. As such, they have common knowledge on plenty of subjects.

### **Negative Traits**

**...But Master of None:** The downside of this, however, would be that Humanity doesn’t specialise this information. As such, you likely won’t find many human equivalents to a dwarven smith, or an elven bowman.
Psionics

> “Very few of us have the ability to put their minds to their true power...” - Kaeden Dayne, Allpsion
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## Overview

“Psionics, well.. Certainly one of the harder disciplines in life. It requires harnessing your own mind- given you have the.. Channel, or whatever the fuck it’s called, to make different things happen. You can teleport, lift things from far away, even see the future, I think. Shapeshift.. All types of things. With the amount of power, though, requires a certain amount of concentration, too, and if you ever break that concentration.. Well, I hope you don’t mind.. Like.. not existing. Pretty fun stuff, I hear.”

## Disciplines

### Nomad

Walkers of the planes, Nomads apply movement based techniques in most of their uses of psionics, whether it be on themselves or opponents.

### Egoist

Self improvement based psions, they imply techniques such as thickening their own skin, and once skilled, fully (or partially) transforming into different creatures and even objects.

### Seer

Just as the name implies, their unique, and almost impossibly rare abilities allow them to harness their mental energy to very literally see the future, whether it be short term, or long term.

### Telepath

Attackers, and defenders of the mind, telepaths are uniquely focused to be able to alter, assault, or defend their own and other’s minds, and even repair them.

### Shaper

Manipulators of the world, Shapers directly change the world using their own mind, creating whatever it is they wish, given enough time.

### Kineticist

Similar to a Shaper, the Kineticist manipulates the world- through force. Literally. It’s force. They use force manipulation, forming it into blasts, turning it into a platform, or some such. Telekinesis.

## Learning Process

Each discipline requires it’s own kind of learning style, but edgy stuff like meditation generally helps, at least with the concentration bit. Most people manifest psionics somewhere in their teens (not counting certain races) and, frankly, if they aren’t directly trained from there they probably die. Most of the powers of psionics, if not trained- which I’ll get onto in a second- tend to make you, y’know, teleport into a volcano, permanently make yourself a rabbit, or even create a rock. Where you’re standing. Doesn’t end well.

The learning process itself is a long, and challenging one. Unless in possession of some unnatural affinity (which do exist) then nobody can be counted as a “skilled” psion until a little less than a decade of training- if they don’t die during that, that is. And after that, becoming a psyker (which is a specialized, and very skilled psion) is significantly harder. It’s not a thing you decide on lightly. And frankly, unless you have an available telepath willing to destroy your channel (The thing in your mind that allows you to use psionics at all) and you’re willing, that is, you almost /have/ to have some amount of training to not kill yourself.

(Link to a full description and mostly complete ability list of psionics below, although it is incomplete and possibly unbalanced)

https://docs.google.com/document/d/13A-HV8Qud4p1Dwos7vwa9Hi1h1kfbtjDTpdWH-BmxcI/edit
Mountain Dwarf

### Build Averages

Both male and female dwarves take on a similar appearance, with somewhat rounded and bulky frames.

### Hair

Commonly brown & ginger, with rarer cases of red hair

## Racial Traits

### Negative Traits

Greedy

> *Mountain Dwarves, unlike the average depth-dwelling dwarf, are hardier and taller than most dwarves, known to inhabit higher up lands and mountains.*
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## Cultures

### Depth Dwellers

A special culture of some of the most powerful of dwarves. Depth Dwellers have an obsession for exploring the very deepest depths of the earth, and some have taken to exploring the Abyss.

### Stonecutters

A culture of dwarves who have dedicated to the expansion of their secret empires underneath the land. Their skill has been said to surpass that of anyone else to roam the lands.

### Highrise

True to their name, the Highrise are made up of mountain dwarves who inhabit the upper limits of the land. They tend to be the lone wolves among dwarves, often living large portions of their lives in quiet solitude, learning the lay of the land over

## Physical Appearance

> *Mountain Dwarves are said to be not too different from their dwarven cousins. They maintain the same, somewhat-bulky, stout frame, but are said to be taller than most dwarves, their heights averaging at near 4 1/2 feet. Their skin, while not always a dead giveaway, is more often than not lighter.*
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## Racial Traits

### **Positive Traits**

**Tool Proficiency:** Dwarves often find themselves to have a much easier time using basic and professional tools.

### **Neutral Traits**

**Stout:** Mountain dwarves are no exception to the rule of dwarves and bulk. They are heavier built than other races, but more resilient to both physical and magical attacks as a result.

**Long Haul:** Partly to do with their long lives, mountain dwarves can be slow to trust the intentions of others, especially those of another race. While they are capable of learning to get along with others quickly, they often live by the saying “The difference between an acquaintance and a friend is about a hundred years.”

### **Negative Traits**

**Greedy:** Similar to many dwarves, mountain dwarves, despite their wiseness, are said to be a greedy folk, often finding it hard to pass up the allure of something shiny in their path.
Church of the Fallen

## Faction Insignia

### Goals

Though its members themselves don’t know it, they’re working to further the aspirations of Eve, first among them the resurrection of the first vampire Dracul. Most members are in search of immortality and power.To accomplish this, members are encouraged to pursue dark knowledge while chasing their own ends, and to cause destruction and pain as it pleases them.

## Member Info

### Recruitment Criteria

Members of the Church must be able to keep secrets, and more importantly must be willing to commit any and all heinous acts for the sake of the Church, and more realistically for the power it brings. Joining is easy, but leaving the Church is forbidden. Additionally, members proven to be weak, physically or mentally, are often killed outright.

### Significant Members

Dracul, Lord of the Fallen - Object of Worship and ultimate goal of the churchEve, Mother of Vampires - High PriestessArtorias of the Black Mantle - BlackguardKing Cyrus of Livandre - Bishop?

### Field Armory

Nothing particular, save the countless dark secrets held by the upper echelons of the church. Members are all proficient in darker schools of magic, in particular dark magic itself, but also commonly blood magic and necromancy, as well as wizardry and thaumaturgy. Some crimson cultists end up joining the Church in search of further raw power, and the ever-present promise of immortality.

## History

The Church of the Fallen was founded in ages past as a means for Eve to accomplish her own dark goals. It has since grown into an organization offering forbidden knowledge and power in exchange for subservience, and operates largely independent of its master. The Church’s methodology consists of tempting the overly curious or ambitious with great power, supporting them from the shadows, and allowing their actions to create ever greater chaos as a means of gathering both knowledge and pleasure.
Summoning Magic

## Disciplines

### Esper Summoning

The technique of summoning a wide variety of mythical, extraplanar creatures, this art is the most versatile form of summoning. Largely unknown, it is a rarity to find practitioners.

### Demon Summoning

Demon summoning is the most dangerous variety of this magic, and requires great caution. Demons are often summoned to provide information, or bound to gain their power, rather than simply being conjured soldiers. Considered taboo.

### Elemental Summoning

The summoning of beings from the elemental planes. A primordial art, this form of summoning specializes in destructive creatures and raw force. The most common type of summoning, utilized by militaries the world over.
Soulsolids

> "They're the lifeblood of this company- this country, even. With something worth so much money, holding a monopoly on them must put you on the top, wouldn't you say?" -Azh Relm, Head of Tsorne
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## Description

Soulsolids are a class of material composed entirely of Spirit, and are used in Soulsolid Wielding. Various varieties exist, falling into four greater categories; El, Mal, Vrale, and Driel. Each category has a specific ability that each variety in the category exhibits when used in Soulsolid Wielding. note that these materials are extremely expensive, and only the truly rich could afford a full set of Soulsolid equipment.

## El Soulsolids

El-type Soulsolids are by far the most common type of Soulsolids, and have the very basic ability to act as a sort of conduit for Spirit- any Spirit put into El Soulsolids will be emitted out of it in a sort of wave.

## Stats

### Weight(Specific Gravity)

10.28

Mal-type Soulsolids all have the ability to harden themselves- drastically increasing their durability for a short period of time. While this may be helpful in most cases, the metal also grows more brittle and absorbs less of an impact- in plate armor, hardened Mal will let the user feel much more of the impact. AMalg ad Vrleaeabot as qualy comon,lessso thaEl,butmorso th DielMal-type Soulsolids have the ability to harden themselves when given Spirit, drastically increasing their durability. A small price of this is that they are more brittle and worse at absorbing impacts, making more force go to the wearer in, say, a set of plate armor.

Mal and Vrale are about as equally common, less so than El, but moreso than Driel.

## Stats

### Weight(Specific Gravity)

8.34

Vrale-type Soulsolids are extremely similar to El-type, in that they also release Spirit in a wave from the metal, but at a much greater power. The waves released from Vrale Soulsolid are charged with pure destructive Spirit, making it ideal for weapons designed to pierce plate armor, but dangerous to use, given the waves still hurt the wielder.

Mal and Vrale are about as equally common, less so than El, but moreso than Driel.

## Stats

### Weight(Specific Gravity)

6.82

Driel-type Soulsolids, by far the least common and most expensive, are arguably the strongest type of Soulsolid, albeit limited in its use. Driel Soulsolid, when active, has the trait of absorbing energy.

While this may seem extremely strong, it's limited by a few factors- the metal cannot absorb more than what is naturally in the environment, and the time it takes to absorb energy is limited by the Spirit the wielder gives it- a normal person may be able to break through a weak barrier with ease, or stop a minor shock, but would only be marginally effective against a strong barrier or lightning bolt, unless they give the Soulsolid an extreme amount of energy.
Bestiary

## This compendium shows lore from Altrinue and beyond... What secrets lie inside?

* Animals & Beasts
	+ Fauna from various regions and lands, from your average deer to magically polluted snails!
* Humanoids
	+ Here you got the beasties that walk on two legs! From humans, to elves, dwarves, or monkeys! Some are intelligent, and some aren't so intelligent...
* Draconic
	+ Here be dragons! Or other scaled fiends... We have dragons, retarded drakes, and much more!
* Undead
	+ The shambling legions of the dead lie buried within this page! From zombies, skeletal constructs, and other shambling crypt horrors! Dead things only!
* Fey
	+ The beautiful and devious Fey... Careful where you tread! It would be best not to stomp on any fairy mounds... Straight from the Feywild we have fairies, dryads, and other guardians of nature and the world.
* Astral & Celestial
	+ The protectors, the creators, the ones from above and beyond! Make way for the Astral Path! Here are where the more extra-terrestrial orientated creatures are, question is, do you have the courage to face them?
* Voidal
	+ The legions from nowhere, from below and beyond, make way for the end. Only eldritch, corrupted, and other beings from the never-ending pit dwell here. Just watch out for the tentacles and you will be fine...
* Abyssal
	+ From succubi to imps, daemons and daemonette, the lords of sin and more are listed here. Careful what you say and do, and never make any deals...
* Elemental
	+ Here the wild things tread. Born from mistakes and magical tampering, these exotic entities tread the earth wherever ley lines and other magical sources hold heavy influence. Careful, you might just end up like them if your not careful!
* The Lore Corner - Bestiary
	+ I.. urr... Just shove that into a corner, we will get to it eventually. (The place we put WIP stuff, to be edited, revised, and eventually released into the world!)
Bodily Energy

## What *is* Bodily Energy?

Bodily energy is the power of cells- the function of organs, the flow of blood, or what moves muscles and gives certain creatures special abilities, such as secreting poison. Bodily Abilities include abilities that specifically alter the functions of the body. Below is a list of special Bodily Abilities known in the world.
High Elves

### Build Averages

Male: Generally very tall and lengthy compared to other races; some males can be a bit heavier or bulky.Female: Similar to men, but notably less muscular and lightweight.

### Hair

Blonde, white, silver, & gold; sometimes appears dirty brown

### Skin Tones

Generally ranging from pearly white to light tan.

## Racial Traits

### Negative Traits

Infertility

> *Not always the most welcoming folk, High Elves area race of elves that can be found in places such as Mysidia or elsewhere. The common High Elf tends to have a stuck-up, purity driven attitude, making association with them painful for some, but the magical talent of a kind-hearted one makes them a great asset nonetheless.*
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## Cultures

### **Mali'aheral**

The average high elf, these people are obsessed with health and purity, to the point by which any who marry another race are outcast. Such obsession is often extremist and as such leads to looking down on the other races, and treating them poorly.

### **Mali'fenn**

Often called snow elves, these are simply a separate culture of High Elves. Focused more upon a warrior ethic than the magic of the other High Elves, they are also considerably more progressive. They consider acceptance to be a more valuable quality than the High Elven purity driven ideal.

### **Mysidian**

A variant of High Elves said be directly descended from ancient eladrin, Mysidians are shorter and less xenophobic than other high elves, and tend to prefer simpler lifestyles than their brethren. Mysidian culture respects both arcane and martial prowess, but values summoners above all. The least warlike of the high elves.

## Physical Appearance

> *A very tall, lengthy race, High Elves are generally slender, with some males being a bit bulkier or heavier. Their eyes range from green to blue, aqua, even purple and gray. Their hair and skin holds much less variation, with their hair ranging from gold to silver colors, sometimes appearing dirty brown, and their skin from a pearly white to a light tan.*
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## Racial Traits

### **Positive Traits**

**Light’s Blessing:** High elves tend to have very minor resistance to most non-elemental forms of magic. Arcane skills in general seem to come a bit easier to them.

### **Negative Traits**

**Infertility:** As a downside to their long lives, High Elves have some major infertility issues. It is incredibly rare for one to have twins, and any attempt, even including failures, can prevent female High Elves from having children for 25 years
Elemental Invocation

> *“Control of the elements is often key for mages of this world to benefit themselves. It’s as if Mother Nature had given her power to man.” -Sir Revali Maestro*
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## Overview

This simple act is known as evocation, it's the summoning or manipulation of most elements, from wind to lightning, to even ice. Its widely practiced by mages due to its simplicity to learn and its immediate combat or defensive benefits.

## Learning Process

Many a person, so long as they have magical potential, can learn to harness the elements around them with varying degrees to success. Most, however, are generally only able to master one element, and uncommonly two (pushing archmages to the side, at least).

Each skill often requires the user to quote unquote “become one with their element.” By focusing their attention on a particular element, they can slowly learn to control and bend it to their whim. Wind Evocators, for example, might control the the flow of air through hand gestures and arm movements. Eventually, outward displays of control and intent become unnecessary, as they attune fully to their element of choice.

## Disciplines

**Wind Evocation:** Wind is one of the most common forms of evocation you’ll find around, it is a rather highly utilitarian magic to learn, allowing you to keep enemies away from you via a quick blast of wind or a sustained gale. Another common spell, Wind Blade, allows for slicing attacks.

**Earth Evocation:** Another utilitarian magic, though often less used this is the manipulation of the earth and terrain around you to create anything from pillars of stone around an enemy, to a barrier of dirt around an oncoming wave.

**Fire Evocation:** Easily one of the most offensive forms of evocation, it is the conjuring and manipulation of fire around oneself. It can be used to burn buildings or people or even for simple household tasks such as heating water.

**Water Evocation:** Once again this one bridges the gap between pure utilitarian and pure offense, giving plenty of ways to both defend and attack, for instance allowing one to bring forth a shield of water to protect against an incoming heat wave or simply blasting an enemy with a highly pressurized stream.

**Ice Evocation:** Often considered the most defensive of evocation, the summoning of ice takes water evocation one further step in cooling it, allowing a rather uncanny ability to create barriers between you and your enemies, or even fields of spike the enemy ought to not step on.

**Lightning Evocation**: Easily the most offensive of evocation, the conjuring of lightning can be highly detrimental to any sort of enemy with a metallic weapon or armour as the the conjured element would begin to stun and then fry the enemy.
Black Manakete

> “*Before man, dragons ruled both the land and skies as kings. Some men wished to become them. If only they knew what monsters they would become.*” -Mysidian Summoner
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## Behavior & Habitat

Found mostly in areas uninhabited and relatively untouched by man, including forests, small caves, and abandoned towns. They are quite fierce and will often kill trespassers.

## Appearance

**Coloration/Features:** Black Manaketes are slightly humanoid, draconic beings. Their bodies are often bulky, making flight not impossible, but difficult. Their dark scales act as armor tougher than steel, but their purplish undersides leave a weakness exposed to foes.

**Height/Weight:** 7-12ft in height, 800-1400 lbs, Tail length averages at 3½ feet, with wingspans of 15 ft.

## Abilities & Detriments

* Elemental Magic: These creatures are capable of using various elemental magics, rather than being limited to dragon fire.
Ancient Drake

> “Gods, did you see it?! Burned down me house n’ ripped my poor cows t’ shreds!” -Elhanian Outskirt Citizen
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## Appearance

Drakes are smaller, lizard-like dragons which crawl around on their four legs. They are incredibly versatile and often very intelligent, depending on their age. Each foot has multiple, tough talons capable of shredding flesh and bone. Scale, wing, and eye color varies.

Range from 4-9ft. tall, weighing 1000-1800 lbs. Up to 16ft. In length Wingspans can reach up to 16ft in length.

## Behaviour

Drakes are capable of living anywhere with sufficient, live food sources. Very territorial, intelligent apex predators, capable of living indefinitely. They are unable to fly for long periods of time, making them more common in lower regions.

## Abilities

Resistance to Elemental Damage (Excluding Ice). Patient Hunters with fantastic land speed and strength.
Locations

## ***Altrinue***

> *"(Quote)"*
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The first landmass from the Collision, Altrinue is home to a variety of countries, cultures, races, and beasts. The center of activity you'll encounter most while playing on the server, it's home to countries such as Elhane or Mysidia, races such as Humans or Elves, or dangers like Vivian's Plague.

### *Countries in Altrinue*

#### ~~Bogden Vel

> *"(Quote)"*
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#### ~~**Elhane**

> *"(Quote)"*
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#### ~~**Eprela**

> *"(Quote)"*
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#### ~~**Fai O'Thuiad**

> *"(Quote)"*
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#### ~~**Hetvale**

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#### ~~**Krisphyra**

> *"(Quote)"*
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#### ~~**Livandre**

> *"(Quote)"*
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#### ~~**Mysidia**

> *"(Quote)"*
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Halflings

## Related Cultures

Hetvalian Halfling

> *A smaller, kind folk most commonly found in rural areas of Hetvale, Halflings aren't known for any large accomplishments, only gaining recognition as being kindhearted and good farmers.*
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## Cultures

### **Hetvalian Halfling**

The native culture of Halflings, from where most of them originate in Hetvale, a very tight-knit type of society that is known to be some of the most forgiving and kind out there.

## Physical Appearance

> *The appearance of Halflings is not unlike that of a half-sized human, hence their name. They naturally possess light tan to pale brown in terms of skin tones, with their eyes ranging between green, blue, amber, and brown. Their hair tends to be a lighter brown, dirty blonde, or a regular blonde.*
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## Racial Traits

### **Positive Traits**

**Children of the Land:** The smallfolk are often considered the Children of the land due to being natural born farmers. Most tend to have a high affinity towards such if they aren’t more inclined to wander.

### **Negative Traits**

**Land Dweller:** Simply put, Halflings are not great swimmers due to their naturally smaller stature, as such it is not often you’d see one become any sort of sailor. Though still a viable option.
Monster Hunter's Guild

## Faction Insignia

### Goals

The Hunter’s Guild specializes in the slaying of monsters of all types, as well as the collection and sale of monster parts. In both aspects, the guild has customers across the continent.

## Member Info

### Recruitment Criteria

Applicants to the Hunter’s Guild must pass a practical exam in order to become certified. Certification may be rescinded as a result of serious criminal offenses or similar.

### Field Armory

Varied. Hunters choose their own weapons and combat styles, so every Hunter is unique. Most prefer weapons to magic, making the guild popular with mercenaries and adventurers.

## Relations

### Enemies

N/A

The Hunter’s Guild is an international organization that handles the lion’s share of monster hunting across the continent. Decentralized, every nation has its own chapter, with its own leader and structure, though most chapters are loosely regulated. Leaders meet once a year to discuss matters of import to the guild at large. The guild maintains hunting lodges across the continent as a service to its members.
Races

## **Elves**

Wood Elves *- “Yeah, the bowman over there? I know ‘em. Some might call ‘em a right puss for stayin’ in the brushes, but I’ll be damned if they ain’t killed more men than I’m willin’ to say aloud. Good ears n’ eyes, and a fine druid.” - Rucks*

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High Elves *- “Quite honestly the most stuck up bunch of purity-driven creatures I’ve ever had the displeasure of meeting. ‘Least, most of them do that. Consider yourself lucky if one of ‘em doesn’t act high n’ mighty around ya.” -Levi Ehrmantrout*

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Dark Elves *- "To be fair, I ain't got much to say about 'em. Dark elves are... out there; sinister bunch, in my opinion, but there's some good to 'em, I'm sure."*

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Eladrin *- “The original elves, who came to this world long ago. Rarely seen on the Material Plane.” - Eprelan university textbook*

## **Humans**

Humans *- “Mankind’s got ah thing for doin’ whatever the ‘ell it wants, n’ whenever. If erryone else didn’t put ah metaphorical leash on th’ bunch of crazies, we may as well be without ah planet!” -Dwarven King Fror*

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Adunians *- “Wouldn’ say they’re quite as good as us wood elves with the longbow, ‘llir.. But ‘ell if they ‘aven’t got the edge with that there Double-Recurve thing of theirs.. Force of that thing puts mine to shame, it does.” - Wood Elven Hunter*

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Elrinaus *- "Don' see why they're much different from humans. Just as crazy, t' me- what's a bi' of height n' a fancy soul change?" - Dwarven Barkeep*

## **Dwarves**

Mountain Dwarf *- “Bah! Nary a man could speak down upon my kind if they took one bloody look at our home! Ain’t a thing better at carvin’ stones an’ takin’ on the environment than a dwarf!” - Dwarven King Dwalin Fror*

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Cave Dwarf *- "Quote"*

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Dark Dwarf (Duregar) *- "Quote"*

## **Various**

Gnomes *- “Heh, look at the lil’ runt go!” - Lord Ingrith, Retired Champion of Old Rodoroc*

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Halflings *- “Halflin’s? Only one worth knowin’ about is Frods. Now that’s a hero...” - Everyone’s real feelings about Halflings*

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Lyken - *“Luckily for you, kids, you won’t ever see one of these. Just keep that in mind. The Lyken are- were, luckily for us- five fingered, humanoid wolfmen. Called wolfmen by the masses, these individuals could tear men limb from limb like you idly play with your food. Some say they could be on top of you in a second, and that the most well made longsword would barely break their flesh!”*
Amber Wolf

> “Be wary.. Damn amber wolves will trick you.. Make sure you smell the smoke before approaching what could be a campfire..” -Adunian Wanderer
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## Appearance

A decent sized wolf, they glow with an amber colour much akin to campfires. Their tails seem to give off what one might mistake for ‘embers’.

Around 2.4-2.8 ft tall, weigh 55-65lbs, with lengths of 4-5 ft.

## Behaviour

Cunning, extreme pack mentality. Have been known to return in force if one of their kin was injured. Domestication impossible. Prefers colder climates.

## Abilities

Produces an acid, secreted into the fur, which gives a feeling of intense burning when absorbed into the skin.
Mental Energy

## What *is* Mental Energy?

Mental Energy is, by far, the most little-used form of energy. Abilities to harness it are both extremely rare and limited, and require an intense amount of thought to achieve. As such, it's more likely for one with a more developed mind to be able to harness Mental Energy, versus one who relies little on complex thought. Below is a full list of Mental Energy-based abilities.

## List of Mental Abilities

### *Christening*

*“One does not pick up a weapon hoping die quietly in their bed. They pick one up so that those they love can. But you will not be alone in this fate…” -Verain Lore, First of his Name*

 *Christening*

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The Slayers

## Faction Insignia

### Goals

The main goal of the Slayers is to slay monsters and to make money. However this path can deviate depending on the individual within the guild.

### Popularity & Significance

Generally unpopular; considered important

## Member Info

### Recruitment Criteria

The only prerequisites required of Slayer candidates, or “Claws”, is that they can contribute to the guild and survive the training and trials of the Hollowed Path.

### Significant Members

Joseph Hecaim - Lord Hunter (leader)Babe” Remus Ruth - 3nd Fang

### Field Armory

Every Slayer, after passing the trial of the “Hollowed Path” is gifted with a basic set of Slayer gear. This often consists of a Slayer Pistol, a deadly firearm designed to penetrate tough monster hides. A Slayer’s Axe, Club, or Pike, as swords were meant to kill men, not beasts. Finally, they get a legendary “Slayer’s Kit” as well as a Slayer’s guide… Afterwards, they are free to modify their weapons with magic or otherwise, creating a vast arsenal of specialized weaponry.

## Relations

### Behavior

Often Friendly, Unpredictable as individuals.

### Allies

Grey Wardens, Tsorne, Crystal Braves, Thaumaturgical Society
Tsorne

## History

Tsorne was founded in 158 A.C. in Elhane, by Eshram Alk, the forefather of Soulsolid Weaponry. Tsorne was founded due to the lack of Litrenial present in this new world, and the want of the people of Elrin to have that power back.

In 236 A.C. Tsorne began to allow the creation of sub-companies among high ranking members, which allowed them to sell their own products, as well as hire their own employees for manufacturing, allowing for the creation of modern Tsorne companies in following years.

## Tsorne Branches

“(Quote).” - ???
* Founded By: Eshram Alk, in 158 A.C
* Current Head: Azh Relm
 Parent/Child Companies
Parent: None
Children: All Major Companies
Sales Rank: 1st
Target Group: Beginner Adventurers
 Brands/Products
Classics(158 ver.):
* Soulsolid Blades(All, Moderate)
* Tsorne Founding Armor(El, Mal, Moderate)

Adventurer:
* Single-Handed Weapons(El, “Cheap”)
* Light Armor(El, Cheap)
* Custom Weapon(El/Vrale, Moderate)

Experimental:
* Ranged Weaponry(El/Vrale Firing Pins, single shot pistols/rifles, Pricy)

“One of the big three from when Tsorne started making sub-companies. Now it’s the only one left, and the family controls Tsorne itself nowadays.” - ???
* Founded By: Trame Relm, in 236 A.C.
* Current Head: Elna Relm
 Parent/Child Companies
Parent: Tsorne
Children: Relm Experimental
Sales Rank: 2nd
Target Group: Guards & Defense Personnel
 Brands/Products
Relm Guardian:
* Medium & Heavy Plate Armor(Mal, Moderate-Pricy)
* Shielding & Blunt Weaponry(El/Mal, Moderate-Pricy)

Relm Enforcer:
* Light & Medium Chain Armor(Mal/Driel, Pricy)

“(Quote)” - ???
* Founded By: Ilkrem Enve, in 582 A.C
* Current Head: Ahseve Ilmran
 Parent/Child Companies
Parent: Tsorne
Children: None
Sales Rank: 3rd
Target Group: Higher-Class Fighters, Protection for Nobles
 Brands/Products
Custom Order Service:
* Custom Order Armor/Weaponry(All, Moderate-Pricy)

Channeling Gear:
* Light Exoskeletal Frame(All, Pricy)

“(Quote)” - Speaker
* Founded By: Ansern El, in 470 A.C
* Current Head: Trak Slen
 Parent/Child Companies
Parent: Tsorne
Children: None
Sales Rank: 4th
Target Group: Engineers, inventors
 Brands/Products
Elren Manufacturing:
* Clockwork parts of up to decent size(All, moderate)
* Soulsolid steam equipment(All, moderate)
* Basic Soulsolid machinery parts(All, pricy)
* Advanced Soulsolid machinery parts(All, incredibly pricy)

“(Quote)” - Speaker
* Founded By: Azh Relm, in 629 A.C
* Current Head: Elna Relm
 Parent/Child Companies
Parent: Relm
Children: None
Sales Rank: 5th
Target Group: Military
 Brands/Products
Relm Gunsman:
* Cannons(Vrale-propelled, incredibly pricy)
* Revolvers(Vrale firing mechanism, four shots, incredibly pricy)

“(Quote)” - Speaker
* Founded By: Zhran Els, in 613 A.C
* Current Head: Zhran Els
 Parent/Child Companies
Parent: Tsorne
Children: None
Sales Rank: 6th
Target Group: Low-budget mercenaries/adventurers
 Brands/Products
Knight Line:
* Low-quality Soulsolid-coated bronze blades(El, cheap)
* Low-quality Soulsolid-coated iron blades(El, “cheap”)
* Low-quality Soulsolid-coated wooden armor/shields(El, “cheap”)

Royal Guard Line:
* Sub-par-quality Soulsolid-coated iron blades(El, Vrale, Moderate)
Crystal Braves

## Faction Insignia

### Goals

While an actual end goal is unknown, it is gathered that the Braves wish to help the world, in whatever way their Speaker deems proper.

## Member Info

### Recruitment Criteria

Only prerequisite is that there be a general want to help the greater good, oddly enough a natural ability to use magic is unrequired.

### Field Armory

Often very individualistic in nature, there is no true known field armoury of the Braves though what can be mentioned is that every one of them somewhere keep on them some form of crystal.
Undead

> "Damn things keep shambling out of the Umer Dul.. It’s absurd, we’ve searched for years to no avail.. We just can’t find where they keep coming from in there.. Those responsible for creating them must be really well hidden or there's something much darker going on..” -Rune Magister Garth Vargryn
>
>

### **Description:**

* The denizens of the undead are often found running amuck in the world as we know it, many take on ghastly and ghoulish forms which rot or decay as time goes on. Others take on a more human appearance to lure those of the living into devilish traps.

## List:

### **((((Template Title))))**

"(((*Quote/Flavor Text*)))" -((Speaker))

* **Behavior/Habitat:**
* **Coloration/Features:**
* **Height/Weight:**
* **Abilities:**
	+ (Ability)- (Description)
Grey Wardens

## Faction Insignia

> *“...Some of the most feared fighters come from the ranks of the Grey Wardens, known for their beastlike capabilities. Those that live for the longest amount of time boast a full repertoire of abilities that they’ve taken from those they have killed… Something one can’t unsee after they’ve seen it.” - Ralos Metsys, seemingly off from their normal mindset*
>
>

## History

The Grey Wardens are a loose coalition of people, who through a number of enhancements possess the ability to take some of the capability of their fallen foes into themselves as a new ability. As such these people possess many beastlike tendencies and traits. Though not necessarily visible to the naked eye, many possess a greater hearing or better eyesight. Others are stronger and more ferocious. In essence the Warden deems whether they take a trait or not, and some even specialise in a number of traits. Trackers are one of these specialisations, whereas the Brutes are another. Trackers possess all manner of skills related to tracking down an enemy, from enhanced agility to better senses and other such things in order to allow themselves to find the enemy. The Brutes possess such qualities as enhanced vitality, to armoured skin and an unnatural bloodlust, which allows them to soak up the most damage from a beast.

No one quite knows exactly who started the Grey Wardens anymore, but it is known they have no true leader at this point to speak. All members reserve the right to call meetings to deal with epidemics or hordes of the Afflicted.
The Wild Rose

## Faction Insignia

### Field Armory

While they lacked an “official” armour set, various light blades and homemade armors were common.

## History

Originally formed five years ago, as a result of the Cyrus Square Massacre--a mass killing of over five hundred peaceful protesters fighting the King. At first, under the leadership of a man named Octavius Sterling, the group sought nothing but vengeance against the King’s Knights, responsible for ordering the deaths of the civilians. At first, they were successful; with the Knights off-guard, they were able to organize raids to slay a few minor members, hoping it would cause an impact. As expected, it did: The group were labeled terrorists, and Octavius was quickly located and “dealt with”, a year after the resistance started.

With the leader dead, the organization didn’t know how to proceed. Octavius was the driving force behind killing the King’s men; with him gone, how would they know they were doing the right thing? In a moment of confusion, a somewhat familiar face to the resistance spoke up, proclaiming himself the rightful successor to Octavius.

Zaphas, a former lieutenant of Octavius, had taken the role of commander for himself.

He viewed Octavius’ death as a result of their actions; they wanted to be above the King’s men. Instead, they were killing any weak enough targets they could find, as long as they had a minor link to the King.

With this came new policies. Zaphas, titling himself “Zaphas the Defiant” in resistance to those wanting violence--on both sides--and the King’s treatment, sought out a new way to combat the absurd policies. What resulted were claims of him locking himself in the Resistance’s headquarters, the man believing he was “figuring out a way”. This lasted a month, before he emerged and called the remaining resistance to order.

The remaining eleven months were a period of preparation.

Zaphas’ plan was relatively simple--convince the people how their life would be improved without the king, expose his crimes in underground news networks, and train the people.

Surprisingly, it seemed to work. A good portion of the people were informed, and Zaphas himself was confident in the small militia he had been able to form.

The Resistance was poised before the King’s castle, before being faced with his guard.

“Vive la resistance!” The group cried, before everything went wrong.
Brackenwood Garrison

## Location Information

Brackenwood Garrison lies in a ruinous position, fixated in a small offchute from Cryk’s Pass. Originally created for the sole purpose as a hunter settlement, its inhabitants were known to the world as exterminators of draconic beings. One day, however, the entire structure fell victim to the effects of Vivian’s Plague, the watchmen turning into monstrous beings themselves. Two hundred years later, its stone foundation crumbles underneath the weight of the snowy climate it resides in.

## History

Brackenwood Garrison was founded sometime in late 400 A.C., designed originally as a chilly, cruel, well defended position as a last resort for Krennel civilians. However, its guardsmen soon discovered their location to be a prime nest for draconic beings. Commander Brackenwood, as the fort was named after, was a skilled leader and former general for the Elhanian military, credited for assisting in the battle against an Emlanile.

In 427 A.C., soon after the death of General Brackenwood, something strange was afoot. One by one, during the night, members of the Garrison began to either disappear or transform into violent beings; it was quickly apparent the entire watch was being overtaken by the effects of Vivian’s Plague. While not uncommon for people to fall victim to the plague, records had not shown entire locations to fall to its curse since its birth.
Zodiac Knights

## Faction Insignia

### Goals

Protect the world in the name of the Light, shepherd humanity in its times of need, and avoid interfering in the affairs of humans

## Member Info

### Recruitment Criteria

The Zodiac Knights only recruit members when one of their own passes or retires, and there are only ever twelve at a time. However, on the rare occasion that new members are chosen, there are two recruitment methods. In the event that an old member retires, he or she will choose their replacement personally. If a member dies, the remaining eleven members must unilaterally agree on the replacement. New members must have unshakeable morality and dedication to the cause, and must also be accepted by the divine Light that the Zodiac Knights claim to serve. Members may be chosen from any race, should they show the potential to become a worthy Knight.

### Field Armory

The Zodiac Knights wear no iron or steel, and as such their armor is often wood, bronze, or enchanted cloth. Beyond that, the Knights have no specific uniform, though members may take on fey features as a result of their blessing of the Light, a fey concept that eschews the idea of a defined god in favor of a ethereal force. It is difficult to mistake a Zodiac Knight.

## Relations

### Enemies

Knight of Ophiuchus

> *“I met a Knight once, I did. Tall as a bear, with antlers the length of me arm and green hair besides! Went into a dragon’s den alone and walked back out without a scratch on ‘im!” -A farmer after a few drinks*
>
>

## History

Long ago, before recorded history, the Zodiac Knights repelled a massive demonic invasion that spanned the entire world. Back then, they were far more powerful than they are today, bearing powerful crystals of auracite known as Zodiac Stones. These stones were said to grant unimaginable power, far beyond even the Light they hold today. However, these Stones are lost to history.

Some time after, the 13th Knight, represented by the Snake Bearer, abandoned and betrayed his comrades, discontent with their policy of non-intervention with the human world and wishing to deal justice wherever he went.
Eladrin

### Build Averages

Male: Somewhat shorter than other races, and slim.Female: Similar to males in both stature and build.

### Eyes

Brightly colored and diverse; blue, green, purple, silver, and gold are all common

### Hair

Lightly colored, whether that's blonde, silver, red or green.

### Skin Tones

Generally pale, ranging from near-white to a slight tan.

## Racial Traits

### Positive Traits

Fae Blessing, Long Lived, Seasonal Aspects

### Negative Traits

Infertility

> *A precursor to most of the Elven races, the Eladrin are an ancient race who once came to this world- they are, however, rarely seen on the material world, making the sight of one a rare sight indeed.*
>
>

## Cultures

### **Seelie and Unseelie Courts**

The Courts of Summer and Winter, ruled by noble archfey. The culture of the eladrin is a free one focused on individuality, though most are beholden to either Winter or Summer in some way.

### **Wild Fae**

The Wild Fae serve no masters, but gain no boons from either court of the gods.

## Physical Appearance

> *Slim, shorter Elven beings, Eladrin have a diverse, bright pallete of eye colors, blues, greens, purples, and even silver and gold present as "common" colors, with lightly colored hair that can appear as blonde, silver, even red or green. Their skin is similarly light colored, ranging from a near-white paleness to a slight tan.*
>
>

## Racial Traits

### **Positive Traits**

**Fae Blessing:** Magic comes more easily to Eladrin, as a result of their fae heritage. Naturally adept at channeling mana in the environment.

**Long-lived:** Eladrin may live for hundreds of years, and only begin showing signs of old age towards the very end of their lives.

**Seasonal Aspects:** Eladrin that pledge their allegiance to one of the Fae Courts gain power during their chosen season, but are weakened during the opposing one. Additionally, magicks pertaining to their chosen season become stronger, but those opposing that season are weakened. This trait does not apply to wild fae.

### **Neutral Traits:**

**Arcane Vulnerability:** As creatures of magic, eladrin are affected by magic more than others. This is usually a negative trait, but it does mean arcane buffs and the like will have increased effects as well.

### **Negative Traits:**

**Infertility:** Eladrin rarely bear children, as a result of their long lives. As such, the population remains low, and new children are treasured.