recursal/Fanatic-Fandom huggingface dataset:
Man from Taured (Traveler)

###### - *This page needs to be developed. Please help us by adding details about the traveler. -*

Little is known about the **Man from Taured**, also called **The Taured Man**. He was described as Caucasian European man that arrived in Tokyo in July 1954. He said he was from a place called Taured and pointed out the location on a map that showed the principality of Andorra. He claimed that Andorra didn't exist. He was able to speak Japanese and had stamps from previous travels as a businessman. He appeared at the airport mysteriously as he vanished from the hotel he was being held in overnight.
Vehicles

The vehicles are a essential part of the game.

## Some attributes

### Third

*Unknown*

here is the list of all vehicles in the store:

* Off-Roader
* Rebels Ship
* MilitaryTruck
* Saw Rover
* Winter Battle Wagon
* Tank Snake
* Fire Scorpion
* Blood Hammer
* Big Guy
* M1
* Lizard **(older known as Monster Attacker)**
* The Flash
* Winter Walkers Car
* AstroTank
* Mehus Car
* Avant-Gard
* Full Metal Robot
* MultiCopter
* Cicada
* Battle Ship
* Jeep of Salamander Clan
* Striking Blades
* UltraViolet
* Mad Truck

## Removed Cars

* White Assasin
* MoonLight
* Glass Warrior
* Impulse
* Neon Slayer
* Monster Attacker
* Bit Racer
Tethya

## Appearance

The average member of this race has a thin build and is quite short, ranging from 4-5 feet on average. They have radiating yellow-to-blue skin and have drab blue-to-purple-to-green hair. Their ears are covered by metallic aids, fawn-like spots on their faces, and vivid blue-to-indigo eyes. They wear highly technological, skin-tight suits.

## Behaviour

Tethya are generally seen as being rather pessimistic individuals. This is due to many of their past leaders having an aggressive expansionist policy, which influenced them a lot.

They tend to be realists, doing their best to keep level heads on situations. As such, they make good business always able to keep themselves focused and understanding economy.

They come in varying personality and temperaments, some enjoying the company of the other races, and those who prefer to keep to other Tethians.

## Abilities

They are well-adapted to an extremely cold climate. This species is incredibly intelligent and able to repair old weapons as well as any technological device.

### History

The Tethya came from the sky as their ship crashed centuries ago. Over time their technology dwindled and became more and more limited due to having no useful resources. Their first generations landing on the planet brought tons of tech and new materials with them. Not knowing what to expect and do on this, to them, new planet, the Tethians decided to try and do everything in their power to leave the planet. This resulted in many failed attempts and them quickly using up most of their technological resources. Now, generations later, original resources are low and seen as holy artefacts. Over the years they tried to adapt to the planet.

## Other

Average Lifespan: 120 years.
Sexually mature at age 24 (20%), Adult at age 30 (25%)
Notable: Tulu Ultrr, Lith
Associated Religion: Disciples of Mehtall

Available Classes: Vanguard, Marksman, Zealot, Knave, Herald.
Zin’yah

## Appearance

The average member of this race has a stocky build and is extremely short. They have skin covered in white, or brightly brown coloured scales. They have tabby-like stripes on their arms and legs, and their body is reminiscent of that of a bi-pedal lizard. Their eyes come in many colours and variations, however an icy-blue colour seems to be most common amonst them. They wear simple clothing and very little jewellery. The females are bigger and stronger than the males. Neither of them cover up much.

## Behaviour

They are often optimistic and they are well-known for their music. They tend to keep to themselves, but are still wary of other races.

## Abilities

They are well-adapted to a warm climate. Due to their strong affinity to instruments and music, their hearing is incredibly sensitive. The Zin’yah are able to even pick out the vaguest of sounds, making them attentive of their surroundings.

## Culture

Their culture names everyone with two syllables, separated by an apostrophe. They adapted this from The Ancients, and share their love of music. They come from a region that is very rocky and barren. They live in crevices and caves. Resources are scarce and must be rationed carefully. They value music so much, as it only requires the resources to make instruments, and then create sound. Paints and Jewellery require resources they simply cannot spare.

## History

The Zin'yah are a race not as old as the Dupril or Ekios, but not as new to the world of Deus as the Corvid or Teth'ya. Their origin as a species plays heavily in their culture, as their beginnings play a heavy part in their religion.

Whether those events are true or not, they have a history beyond it as well. After their release from Zin, they became a client race of the Ancient (And eventually Gyndrillian) empires. They were allowed their religion in the land of Drillia, as it was considered a more focused, less encompassing form of worshiping The Ancients.

## Other

Average Lifespan: 100 years
Sexually Mature at 18(18%) years. Full adults at 21(21%).
Associated Religion: The Children of The Abiding Goddess

Available Classes: Vanguard, Marksman, Zealot, Knave, Herald
Turning Crescent

Fun Fact: Turning Crescent obtained the name because every person who ever went down there always wants to turn back. The ideology still holds up today.

Turning Crescent is best known for its harbour and marshy areas, as well as really good grungy lighting.Enclosed with factories and the odd casino, this place could be called the 'shady' part of town if the whole town wasn't already shady. The residents of Turning Crescent are generally Supernatural, part of a cult, or just really struggling for money. If you need a guy dead, however, this is the perfect place to hire a hitman. The landlord also rarely comes knocking at your door if you don't pay rent. If that wasn't good enough, if you ever anger a mob boss or five, you can easily hide out here without being spotted. From all this, you'd think this was a bad place to stay, and you would be right. At least it's aesthetically pleasing.

Cost of Living: $$
Andrew Carlssin (Incident)

###### - *This page needs to be developed. Please help us by adding details about the incident and traveler. -*

Andrew Carlssin turned $800 into $350 million within two weeks from various high-risk stock trades. When charged him with insider trading, he claimed he was from the year 2256 and used his knowledge of the future to make his millions. An unknown man bailed him out of jail, and both haven't  since.

Some accounts claim that he is currently living in Toronto, Ontario, in Canada and was supposed to have a company go public in 2007.
Man from Taured

**This article is a disambiguation page for Man from Taured**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

*Did you mean:*

* The Man from Taured incident in Japan in 1954
* The Man from Taured, the time traveler
Andrew Basiago

Andrew Basiago

###### - *This page needs to be developed. Please help us by adding details about the traveler. -*

**Andrew D. Basiago** is a lawyer and writer in Vancouver, Wash. who says that he served in a secret U.S. government project called Project Pegasus that involved interplanetary teleportation and time travel. He claims he was identified as an "indigo" child with special abilities and was part of a group of children that included President Barack Obama that  to places like Mars. He also describes a time when he had an opportunity to attend the Gettysburg Address, he but left before being able to see the event.

Facebook pages and articles, as well as a hoax YouTube video, say that he will be running for president in this year's election.

## External Links

YouTube Links:

* "Time Travel: The Body" by Stuff They Don't Want You To Know
* "3 Real Life Time Travelers" by Good Mythical Morning
* "5 REAL Time Travelers - Top 5 REAL Time Travelers" by The Kepler Telescope Channel
* "Andrew Basiago - Parallel Worlds" by MarsAnomalyResearchSociety

## References

* Facebook: Andy Basiago for President 2016 - A Time for Truth
Sir Robert Victor Goddard

Sir Robert Victor Goddard

###### - *This page needs to be developed. Please help us by adding details about the traveler. -*

**Sir Robert Victor Goddard** was a pilot in the Royal Air Force who had a strange experience over Drem Airfield in Scotland. He reportedly either saw the future version of the location or experienced a time-slip into the future. He was able to adequately describe details of the location, airplanes, and uniforms that became true.
Hunter

Hunter is the ability to catch various creatures in different areas, each with its unique environment. There are three different methods of hunting: Box trapping, Imp netting , and Bird snaring. Each hunting method requires different tools or equipment, that you can buy from the Hunting expert.

To start hunting in these different areas you first need some equipment. You can buy these from Aleck who is located at the Skilling Zone (Low) teleport. You can also wear different hunter camo sets, which might help you in catching your prey more easily.

## Imp catching

Imp catching can be done by using your Butterfly net in the field of imps. Make sure to also bring imp jars to hold your imps in. You can squeeze yourself through the hay stack to get to the other implings.

## Bird snaring

Bird snaring can be done by setting up a bird snare in the vicinity of birds, when a bird flies through the snare it will get trapped.

## Box trapping

Box trapping can be done by setting up box traps in the vicinity of chinchompas, when a chinchompa hops through the flat box is will get trapped.
Spells & Magic

## Casting Magic

To cast magic you have to pass an OCCULT skill check. Unless specified otherwise casting a spell will need ONE (1) success. After passing said test discard as many Divinity tokens as indicated on the spell card. If using a spell puts your divinity to -1 or lower, discard one Health token to indicate using your own life power to cast the spell.
Rut’sah

## General Description

A mask of intense power, it contains the souls of all living Ancients at the time of its creation, numbering in the billions.It has become sentient, and its only goal is to bring “Harmony” and “Eternal Paradise” to all the world by bringing all souls into itself. Due to the way religion works on the planet, it has elevated itself to godhood, as the souls within it view it as their tormented god now. It’s power leaks out into the world in the form of “The Forgotten”, haunting entities of cloth and pale white skin, their expressions mimicking that of their tormented prison. They are incredibly dangerous, but thankfully rarely act organized, if at all. They seek to absorb the souls of the living, adding to Rut’sah’s power and creating more forgotten. When Rut’sah is found and worn, the wearer is slowly corrupted and becomes a part of Rut’sah, who uses this vessel to more directly control the Forgotten. During such an event the Forgotten become a military power, cutting down entire civilizations in its path.
Holy Arcana

Holy Arcana is an Arcana Focus created for the DEUS AGE setting. It is a common Arcana belonging to *The Children of the Abiding Goddess*, *The All Seeing Eye*, and *Sect of the Ancestors*.

## Spells

You carry the Light of the Heavens.

**Novice**: You learn the spells *Holy Light* and *Guiding Spirit.*

**Journeyman**: You learn the spell *Heavenly Sheild*.
**Master**: You learn the spell *Heavens Awe.*

#### Holy Light

**Requirements**: Holy Arcana (Novice)

**Spell Type**: Attack **MP cost**: 4

**Casting Time**: Minor Action **Target Number**: 11

**Test**: Perception (Seeing) vs Spellpower

The light of the heavens shines through you. Anyone in a 12 yard radius of you must make a Perception (Seeing) check. Is they fail, they are blinded for an amount of turns equal to your will power. Anyone with a "Unholy" trait also takes 1d3 Pen damage if they fail the test.

#### Guiding Spirit

**Requirements**: Holy Arcana (Novice)

**Spell Type**: Utility **MP cost**: 3

**Casting Time**: Minor Action **Target Number**: 10

**Test**: None

A holy spirit comes to aid you. It takes the form of a glowing white orb that illuminates 10 yards around it, and may lead you to a target for a duration of 30 minutes. It may be kept by spending an additional 2 MP for each 30 minute extension. It can be used to guide you though caves, help go through a forest, or find a separated PC or friendly NPC. It will not work in any place that can be considered Unholy, or is a place/location associated directly with another religion than yours.

#### Heavenly Shield

**Requirements**: Holy Arcana (Journeyman)

**Spell Type**: Defense **MP cost**: 5

**Casting Time**: Major Action **Target Number**: 13

**Test**: None

The forces of Heaven come to protect a target. For turns equal to the casters WP, the target gets a +2 to defense. The Target also reduces all damage from enemies with the "Unholy" trait by 2. Only one target may actively be benefiting from Heavenly shield at a time, and the caster may not cast it again until it has worn off. You may cast this on yourself.

#### Heavens Awe

**Requirements**: Holy Arcana (Master)

**Spell Type**: Attack **MP cost**: 10+

**Casting Time**: Major Action **Target Number**: 15

**Test**: Willpower (Courage) vs Spell Power

Holy might shines from you and intimidates those that oppose you. You may declare as many targets that are within 12 yards of you. MP cost goes up 2 for each target. Each target makes a Willpower (Courage) test. If they fail, they must immediately move your Willpower in yards away from you and have -2 attack when targeting you for the rest of the encounter. Is they pass they only -1 attack when targeting you for the rest of the encounter and do not immediately move. This can only be cast once per encounter.
DEUS Wikia

## Welcome to the DEUS Wikia

This Wiki was created to keep track of the development of the DEUS universe.

Almost everything here is a work in progress.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Andrew Carlssin

**This article is a disambiguation page for Andrew Carlssin**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

*Did you mean:*

* Andrew Carlssin incident
* Andrew Carlssin, the time traveler
Drillia

Drillia is the continent to the east of the Freelands, connected by Zin'vo. It is the home continent of the Gyndril and is the second largest continent on Deus.

It is ruled by a Unitary Constitutional Monarchy, where the Sovereign is a Gyndrillian bloodline believed to have the most blood descendants from The Ancients.
Angel Roldán

**Dublado por** | Noeli Santisteban

[Esconder][Fonte]
**Angel Roldán** é uma atriz mexicana, conhecida no Brasil por interpretar a personagem Cândida no seriado Chaves.

Candida era uma das alunas que juntamente com Malicha (Maria Luisa Alcalá) e Elizabeth (Marta Zavaleta) foram extintas da série com o tempo.
Project Bootstrap Wikia

## Welcome to the Project Bootstrap Wikia

This wikia is an offshoot from Time Travel Stories Wikia. Instead of written stories, this wikia features unsolved mysteries, real-life stories, and hoaxes dealing with time travel and alternate universes.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Man from Taured (Incident)

###### - *This page needs to be developed. Please help us by adding details about the incident and traveler. -*

The **Man from Taured** incident, also called The Taured Man incident, was a Caucasian man that arrived in Tokyo in July 1954. He said he was from a place called Taured in the location of the principality of Andorra and had personal effects as proof. After not finding additional proof, airport officials held him overnight in a nearby hotel. The officials found his room empty the next day and all of his personal effects had vanished.
Zakl'n Gritch

## Infobox

**Zakl'n Gritch** is one of the guards from Kree'arra. He uses Magic to attack you.

Zakl'n Gritch

Combat level
143

Hitpoints
121

Attack style
Magic

Aggressive
Yes

Poisonous
No

Examine
Zakl'n Gritch

## Location

**Zakl'n Gritch** is located in the Room of Kree'arra as his Guard. Kree'arra can be found in the Godwars Dungeon. You can teleport there by using the Boss Teleport

After clicking the Godwars Dungeon teleport, you can talk to Bailey who is standing right next to the teleport area.

Then you can choose the boss to fight.
Metal Arcana

Metal Arcana is an Arcana Focus created for the DEUS AGE setting. It is the unique Arcana of The Disciples of Mehtall

## Spells

Your blood is filled with steel and iron.

**Novice**: You learn the spells *Weaken Metal* and *Transmute.*

**Journeyman**: You learn the spell *Steel Skin*.

**Master**: You learn the spell *Magnetize*.

#### Weaken Metal

**Requirements**: Metal Arcana (Novice)

**Spell Type**: Attack **MP cost**: 4

**Casting Time**: Major Action **Target Number**: 11

**Test**: Willpower (Faith) vs Spellpower

You weaken the the armor of a target. Bindings break, iron becomes soft and metal becomes frail. The spell effects a single target within 12 yards of you, who will have their Armour weakened for the rest of the encounter. Upon a successful cast, the target makes a Willpower (Faith) test against your spellpower. If they succeed, their Defense is reduced by 1. If they fail, their defense is reduced by 2. This ability can be cast multiple times on a single target, but the effect cannot stack above a -4 to Armour. This spell has no effect on targets not wearing any Armour.

#### Transmute

**Requirements**: Metal Arcana (Novice)

**Spell Type**: Utility **MP cost**: 3+

**Casting Time**: 1 Minute **Target Number**: 12+

**Test**: None

You alter the shape of metallic items. *Transmute* allows you to bend the material form of items so long as they are composed of some form of metallic item. This can range from bending blades and keys, to bending walls and gates. Smaller hand wielded items usually have a target number of 12, but larger items such as doors and environmental fixtures can cost up to 18 depending on their toughness as well as costing more MP. This is up to your GM.

#### Steel Skin

**Requirements**: Metal Arcana (Journeyman)

**Spell Type**: Defense **MP cost**: 6

**Casting Time**: 1 minute **Target Number**: 12

**Test**: None

Flesh becomes tougher, as if it has become living metal. The targets flesh is made tougher, giving them Armour bonus equal to your willpower that lasts one hour. You can cast this on yourself.

#### Magnetize

**Requirements**: Metal Arcana (Master)

**Spell Type**: Utility **MP cost**: 5+

**Casting Time**: Major Action **Target Number**: 15

**Test**: None

You are able to magnetize an item you touch. *Magnetize* allows you to control items with your will. This lasts for minutes equal to your Willpower. You can magnetize additional items for 2 MP each, but each item added increases the Target Number by 1. You can control these items with your mind, but they must stay within 12 yards of you or you lose control of them. These function as separate entities, and while you have this ability activated you may only make a single minor action on your turn as your mind is focused on controlling the magnetized items. Either before or after your minor action, you may take either a *Melee Attack* or *Run* action with each magnetized item.
Corvidah

## Appearance

The Corvidah are a species similar to Crow/Raven people. Their faces are covered in jewelled beak masks which tend to differ for each gender slightly, as well as having different types of decoration depending on their religious efforts. Their face and body is mostly hidden by a long black cloak and bandages with differently coloured insignia. Several feathers are attached to their outfits. Feathers and clothes have patterns resembling the ones of crows and Ravens. Females usually wear brighter, more sandy colours with more bandages in general.

## Behaviour

Corvidah are a non-hostile race for the most part. They usually stray from strangers. They have an eye for shiny things, thus offering them gemstones or other similar objects will guarantee a friendly interaction from their side.

## Abilities

When spreading out their wings and using their cloak as extra support they can glide for short distances, similar to how flying squirrels can do. Their preferred weapon of choice are spears and javelins. Their magic is mainly focused on wind-spells as well as using runes and different symbols for casting. Oftentimes they enchant their weapons with spells to deal more damage in battle.

## Culture

They are a tribal culture and live in forest environments. Their houses are inside of huge trees with bridges in the treetops connecting several houses in a village. The Corvidah prefer a simple life.

## History

This species has always lives far from others. They rarely interact with other races on Deus, usually only sticking to the simplest means of trading. The Nubislae have always been a threat to them, though unbeknownst to almost all Villages and families, these monsters only came in existence due to people starting to believe in them being real. Over the years the population of Nubislae has increased to such a degree that civilians started to doubt the existence of their gods, because “Why would they do this to us?”, thus leading to a huge decline in their magical abilities. Now with the additional threat of The Forgotten wandering the planet, several Clerics decide to try and convince their believers to follow the rituals again and to pray to their gods to give them strength and help them fight off this new monster.

## Other

They lay eggs, commonly 1-3 eggs at a time. They are slightly Patriarchal.
Average Lifespan: 50 years
Sexually Mature at age 13 (26% of their lives), full adult at 17(34% of their lives).

Associated Religion: Faith of the Forest

Available Classes:  Vanguard, Marksman, Zealot, Knave, Herald
Sect of the Ancients

### Holidays

Often a celebration of saints, martyrs, great historical events or past miracles. Major holidays involve pilgramage(s) to important site(s)

### Afterlife

Reunites those separated in life and can be reached by the living with effort.

## General Info

???

Origin Race: Gyndril

Unique Arcana: Power

Common Arcana: Heroic, Fate, Light

Disallowed Races: Manoi

## Traditions(?)

Type: henotheism (very matriarchal)
Direction: inwards
Focus: self-improvement

Supernatural: angry ghosts, mischievious spirits

Clergy: females only
Function: inquisitors, military leaders
Lifestyle: spartan
Family: normal size
Chosen: appointed by secular leader(s)
Distinguished By: symbolic tattoos/scars
Cultural Aspects

Passed Down: via a strong oral tradition
Creation Myth Type: dismemberment
Mortals' Origin: air
Major Myth/Symbol(s): the dragonslayer

Associated Artform: sculpture

Coming of Age: 21 years old (females only)
Coming of Age Rite: involves leading a public ceremony
Marriage: is arranged by families
Marriage Rites: are somewhat informal
Death Rites: involve embalming

Major Taboo: eye contact

Prevalence: believed by some
Outsiders: are thought to be following an equal path
Followers of The One

### Afterlife

Eternal Paradise with The One if leading a worthy life, Consumed by The All if an unworthy life or worshipping the All's other forms (aka Other Religions)

## Etiquette

### Deadly Sins

dishonesty, envy, indifference, thoughtlessness and self-injury

## General Info

They believe The Ancients were consumed by The All. The One created species and animals, while The All created everything mindless. They believe all other religions are The All taking other forms to deceives those so that it may consume them in the afterlife.

Origin Race: Iadryn

Unique Arcana: Water

Common Arcana: Healing, Divination, Shadow

Disallowed Races: None

## Traditions(?)

Type: Polytheism (slightly patriarchal)
Direction: outwards
Focus: spreading the word
Supernatural: The Forgotten, agents of The All

Clergy: both genders
Function: missionaries, connection to spirits/deceased
Lifestyle: mildly ascetic
Family: Mother and Father, many children
Chosen: elected by the people
Distinguished By: special clothing
Cultural Aspects

Passed Down: via one holy book with some commentary
Creation Myth Type: world-parent
Mortals' Origin: dust
Major Myth/Symbol(s):The All consuming The Ancients

Associated Artform: painting

Coming of Age: 16 years old
Coming of Age Rite: involves a journey
Marriage: is arranged by families
Marriage Rites: include many prayers and rituals
Death Rites: involve a wake

Major Taboo: none

Prevalence: believed by many
Outsiders: are scorned
Drem Airfield Incident

Spitfire and crew at Drem Airfield 1942

###### - *This page needs to be developed. Please help us by adding details about the incident and traveler. -*

The **Drem Airfield Incident** involved Royal Air Force pilot Sir Robert Victor Goddard's experience over Drem Airfield in 1935. His first flight was uneventful and the abandoned airfield was overgrown by plant life. On his return, however, he encountered strange yellow storm clouds that caused him to lose control of his plane. He got a glimpse of the airfield and it was now fully operational, housing a new plane design and planes that were painted yellow. Men in blue mechanic uniforms worked on the planes, but the RAF mechanic uniforms of that time period were brown. He later gained control of his airplane and the storm dissipated.

It wasn't until years later that Drem Airfield was turned back into a functional airfield. The planes were painted yellow and a new type, a monoplane called "The Magister," was at that location. Years later, the mechanic uniforms were changed to blue.
Setting & Rules

## Lore

(Insert super interesting and amazing Lore here.) All Player characters are travellers, wandering the Freelands together in the search of new adventures and Loot.

## How to win

Fortune Points: Acquired through loot, events or certain monsters

Description: After 14 Rounds (7 days with the night cycle added) the player with the most Fortune Points or the most valuable loot wins. Fortune points are acquired through loot, events or even slaying certain monsters. If there is a draw in FP, the player with the most valuable loot (add Gold value of each card) wins.

An individual loses once their character dies. You cannot ‘respawn’ with a different character. Your loot however can still be used to determine the overall winner of the game at the end.

Once a player has lost their PC, they may choose one of the monster symbols. When it would normally be their turn they instead move each monster with their corresponding symbol with their normal movement value in directions they may normally move. Each subsequent player chooses a remaining symbol.

## Turns

Each player first moves before having an encounter. Movement is determined by the character’s movement stat as indicated on the Character Sheet. After resolving the encounter the next player’s turn starts. All exhausted items and abilities refresh once every player had their turn and the next round (day) starts.

## Blessing and Cursing

If you are Blessed you get +1 to every dice roll, a Curse gains you -1 to every dice roll.

## Cards

* 7 Region Decks (3 City, 3 Wilds, 1 Village) á 7 Cards each
* 1 Loot deck with 50 Cards
* 1 regular Item deck with 46 Cards
* 1 magic Item deck with 40 Cards
* 7 spell decks with 5-6 cards each (\* Spell deck dependant on starting character)
* 1 Event deck with 70 cards
* 7 Threat specific decks with 7 Cards each
Zinwae

The Zin'wae are a sister race to the Zin'yah, both having origins tied to Zin. Unlike the Zin'yah, whom are bi-pedal and similar in size to the major races, Zin'wae are large and more akin to dragons. They have two forearms and hind legs, and wings coming from their back. They are much more powerful individually and are viewed as demigods in Zin'yah culture. They do not age, nor breed. All that exist were born from the Remnants of Zin, and exist until they are killed. They can regenerate wounds and injuries with rest and sustenance, but do not require food and water to live.

## Appearance

Zin'wae each individually have their own colours and look, with no two being too alike. The core similarities they share are dragon like appearances. They vary in size, with most being around 20-30 meters in length from head to tail tip, with the largest ever recorded being around 70 meters.

## Personality

Each individual Zin'wae is very unique upon to themselves. According to Zin'yah culture, each Zin'wae is a remnant of some aspect of Zin. Some are violent and cruel, some are greedy and selfish, and some are even kind and heroic. Many Zin'wae have been known through history to be dangerous but not overly focused on tormenting the world, though ones that do tend to be dangerous enemies that unite lands in fending them off.

## Important Zin'wae

Though there have been dozens and dozens of Zin'wae throughout history, some have gained importance to be common names people know of.

### Nenavist

The largest and most dangerous Zin'wae to ever live, Nenavist was the key figure behind The War of Young and Old.

### Amyat

One of the three founding members of Tempus, Amyat has a thirst for knowledge unlike any other Zin'wae, and is known to be calm and talkative.

### Hest

One of the three founding members of Tempus, Hest is known for being a seeker of justice and balance, hunting bandits and warmongers even before Tempus' existence.
Creatures

##### Gazers

Floating orange fiery eyes, some say these are lost souls of those who worshiped The All Seeing Eye. As they move the air sizzles with heat around them, and they tend to ignore anything that does not come from a civilization.

##### Shock Troops

These vaguely humanoid shapes made of lightning are know to hunt animals, and gather plants. Despite lacking any form of audible communication or language, some speculate they may have a basic intelligence, as they have been seen picking up and wielding weapons of fallen adventurers.
Nenavist

Nenavist was a Zin'wae whom was the driving force behind The War of Young and Old. He has lived since before the Ancients disappeared, and was one of the rarer Zin, only making few trips to the main continents before The War of Young and Old, though every time he appeared he wrecked great havok upon the lands he visited. He died fighting Amyat and Hest in Jianglo, marking the end of the war.

## Appearance

Nenavist was the largest Zin'wae ever seen, measuring 22 meters in length and 9 meters in height. His scales were a burnished bronze with silver patterning, and his eyes glowed with a red aura around them. His body was covered in black spikes, with two great curved horns coming from his skull. The skin near the end of his tail was worn, revealing a bone tip that was sharp as a blade. His skull was shaped as if it was covered in armour, with thick silver ridges.

## Behavior

Nenavist bore a hatred for the "Young" races that no other Zin'wae could match. He was brutal and vicious, never one to flee from any fight until it was done.
Disciples of Mehtall

### Holidays

few holidays celebrating historical events, past revelations and past battles, involves pilgrimage to important sites.

## Etiquette

### Virtues

knowledge, restoration of ancient machinery

## General Info

???

Origin Race: Tethya

Unique Arcana: Lightning

Common Arcana: Air, Metal, Heroic

Disallowed Races: Corvidah

## Traditions(?)

Type: monotheism (egalitarian)
Direction: inwards
Focus: mechanical knowledge/science

Supernatural: spirits of the false earth

Clergy: male or female
Function: bearers of knowledge
Lifestyle: average
Family: small
Chosen: ordained by ability to fix machinery
Distinguished By: special machines added to their attire
Cultural Aspects

Passed Down: via a few holy books
Creation Myth Type: falling from heaven
Mortals' Origin: the stars
Major Myth/Symbol(s): the fall, the war,

Associated Artform: machinery

Coming of Age: 12 years old
Coming of Age Rite: involves crafting basic machinery
Marriage: is done to gain status
Marriage Rites: include many prayers and rituals
Death Rites: none?

Major Taboo: Destroying/mistreating machinery

Prevalence: believed by most
Outsiders: are looked down upon as ignorant
Doopril

## Appearance

Basic Humans with a varying amount of outfits. Their clothing often changes depending on the circumstances and their environments. This species comes in probably the most shapes and forms due to them being around for so long already.

## Behaviour

Spread fast and breed often. Primitive. Most tend to keep to their tribes, very few interact with civilization in any way other than raiding and pillaging. They tend to be distrusting of more advanced technology, and tend to be just as distrusting of the other races in the majority.

## Abilities

One of their most valuable abilities is their adaptation skill. Being able to quickly adapt in new environments. Their fighting is primitive compared to other species but their experience often makes up for it.

## Culture

Are tribal in modern day. Hunter-Gatherer society. Simple names. Just like humans in our culture, they domesticated several different types of feral animals to keep them company and help them in battles and with gathering food. Every few hundred years in history, a notable clan began to form under the leadership of great human warriors, and would lead war bands across the freelands.

## History

Originally the most widespread and powerful race on Deus, the Ancients Arrival from the stars brought their downfall, leading a giant war across their homeland of Dupree that left it in Ruin, now known as the Wastelands. Since then their society has collapsed fully, as relics of their ancient history and power are left scattered around the world. No Dupril left even know of their ancient heritage in any major extent other than they used to be a much more unified and powerful force.

## Other

Doop is shorthand for them, and used as an insult to others to say they are being stupid or animalistic.

Average Lifespan: 80 years
Breeding Rates: 3% chance of multiple children per birth.
Sexually Mature at age 14 (17.5%), full adult at 18 (22.5%)
Associated Religion: - None? -
Sound Arcana

Music Arcana is an Arcana Focus created for the DEUS AGE setting. It is the unique Arcana of the Children Of The Abiding Goddess.

## Spells

Your voice is filled with heavenly sounds.

#### Disarming Song

**Requirements**: Sound Arcana (Novice)

**Spell Type**: Enhancement **MP cost**: 2

**Casting Time**: Major Action **Target Number**: 10

**Test**: None

You sing the Goddess' Hymn, calming simple minds. *Disarming Song* causes those who wish to do you harm to have second doubts. It can be used on a number of hostile targets equal to your Willpower. They minus 1 from all attack rolls to hit against you. This will only effect attacks against you, and it lasts the rest of the encounter.

Outside of combat it can be used to help calm an NPC who is hostile or otherwise unsettled and distressed.

#### Holy Chorus

**Requirements**: Sound Arcana (Novice)

**Spell Type**: Utility **MP cost**: 4

**Casting Time**: Major Action **Target Number**: 10

**Test**: None

You cause the air the to be filled with those that sing in the Goddess' choir. *Unending Chorus* lasts up your Willpower + Stunt Die in rounds. Outside of combat it can last up to your Willpower + Stunt Die in seconds. Any people attempting to hear any sounds or words spoken by others must first pass a Perception (Hearing) test or not be able to decipher the noise.

#### Alluring Voice

**Requirements**: Sound Arcana (Journeyman)

**Spell Type**: Utility **MP cost**: 6

**Casting Time**: 1 minute **Target Number**: 14

**Test**: Willpower (Self-Discipline) vs. Spellpower

Your magic enchants your voice, giving it an beautiful and heavenly tone. *Alluring Voice* can help someone to be sympathetic to your plight, and be more willing to aid you or do you a favor. They can resist with an opposed Willpower (Self Discipline) test vs. your Spellpower. If they succeed, your voice has no effect on them. If they fail, they will be more willing to help you. This could be some spare item, a bit of info, directions, secrets or lowering of prices. So long as it does not cause harm to themselves or others directly or breaks any major laws. This can only be attempted once per target.

#### Inspiring Call

**Requirements**: Sound Arcana (Master)

**Spell Type**: Enhancement **MP cost**: 9

**Casting Time**: Major Action **Target Number**: 15

**Test**: None

The Abiding Goddess inspires those around you. Targets equal to your Willpower get a bonus +2 to all Willpower (Courage), Willpower (Morale) and Willpower (Self Discipline) tests. *Inspiring Call* lasts till the end of the encounter. You can designate yourself as one of the targets. Outside of combat it lasts Willpower in minutes.
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
The Corvid Range

## Description

The Corvid Range is the south-western are of the Freelands along the coast, extending from just below the Carcosan Desert to the most southern point of the Freelands. It is home to the Corvidah, and is a line of mountains along the coast and the surrounding forests. While a large amount of it is natural forests and Corvidah villages built among the tree's and mountains, there are still the odd village and city home to collections of the other races.

The Mountains act as a natural defense to the Freelands, keeping the Iadryn empire from making any major invasions into the Freelands.

The Corvidah are known for their jewel encrusted masks, and many of the jewels they get are from the mountains. The Corvidah are natural climbers and constantly scavenge the mountains surfaces for them. They are so easily found on the surface with little mining, they are known as the "Jeweled Peaks". The Corvidah have since learned that the other races find these gems valuable and have since adapted to mining and trading them with the other races in the cities and nearby regions for various resources and supplies.

## Notable Locations

### Ezleway

One of the largest cities in the Corvid range, its located in a small gap between two mountains. Its one of the few ways to get through the mountain line without going into the mountains themselves. It connects onto the coasts, where fisherman go through to gather from the sea. The coastline can be seen just on the horizon from the cities walls.

It is home to many races, the three biggest ones being Gyndril, Ekios and Corvid, though the Corvid live in a district near the edge of the city on the side closest to the village, many of their houses being built into tree's that weren't cut down and eventually became part of the city as it grew larger over time. There is a small population of Zin'yah as well.

The most prominant religions in the city is the Faith of the Forest , even among the non corvidah races, and The Sect of the Ancients, though many other religions are still present as well in the form of small chapels.
Himmelsdorf (Mapa)

Himmelsdorf - Nazwa w języku niemieckim oznacza "Niebiańskie miasto". Mapa jest swoistym labiryntem wąskich uliczek, alejek i skwerów, które stanowią nie lada utrapienie dla artylerii i niszczycieli, ale jednocześnie dają możliwość ominięcia obrony przeciwnika lub stworzenia w niej wyrwy przez lekkie i średnie czołgi. Dla wielu graczy ulubiona mapa ze względu na to, że artyleria odgrywa tam najmniejszą rolę, można łatwo bronić jednej czy dwóch ulic, czołgi średnie i lekkie mogą z łatwością lawirować w ciasnych uliczkach uciekając przed wrogiem czy też próbując go oskrzydlić. Na środku mapy znajduje się duży plac z fontanną przez który często widać wrogów na ich własnej bazie. Na wschodzie na wzgórzu wznosi się zamek do którego co jakiś czas udają się pielgrzymki całych drużyn, którzy chcą w głupi sposób stracić bazę. Zachód mapy to duże torowisko, gdzie najłatwiej dostać bezpośredniego motywatora od artylerii.
The Ancients

## Appearance

The average member of this race has a build similar to that of humans and is around the same height as the average human. They have pale white skin and are covered with red hair. They have ears shaped like leaves, delicate ridges on their noses, and small, muted yellow eyes. They wear colorful cloaks that leave very little to the imagination.

## Culture

Many of them place high importance on intellectualism and many of them have expressed interest in learning about the universe.

## History

They disappeared mysteriously and no race knows what happened to them. In actuality, they attempted to ascend existence by combining their souls into a single artifact, known as Rut’sah. This has granted their souls eternal life, but now they are all trapped in spiritual form within it.

## Other

Average Lifespan: 600 years
Sexually mature at 120 (20%) adult at 138 (23%)
Associated Religion: - None? -
Sanguinem

Sanguinem is a thick liquid that comes from beneath the surface and is either mined or naturally reaches the surface in the form of small ponds and fountains. It is the major energy source for the Gyndril, and an important cultural tool in the religion of the All Seeing Eye.

Some regions refer to it as Blood Water for its commonly dark red appearance, or The God's Tools for the other coloured forms of it that carry different properties.

All Sanguinem slowly 'dies', turning a dark grey as it is used. This can be delayed heavily with dark air tight storage, as Sanguinem does not seem to begin any major deterioration until after it touches sunlight. As such, underground reserves are highly valued, as it is "Fresh" Sanguinem that has not begun its deterioration process and if harvested properly, can last an extremely long time.

## Different Forms

### Red Sanguinem

Red Sanguinem becomes a combustible fuel after simple refinement, and is the primary fuel source for much of Gyndril technology. While lots of deposits of it exist in their lands, the Gyndril Empire has been known to try and excavate it from the Freelands if they find a deposit large enough. In its unrefined form it will not com-bust, but is known for emanating heat, and is commonly stored in small vials or lanterns and used for warmth in colder environments.

### Blue Sanguinem

Known for being the thinnest form of Sanguinem, it can easily be mistaken for especially blue water at a distance. While it is safe to drink it does not provide any nutrition in the normal sense. Instead it provides a healing effect on living matter, often healing minor wounds and helping bring life back to dying plants. It is commonly used in the creation of various healing potions and tonics.

### Green Sanguinem

The thickest form of Sanguinem, it is known for its distinct yet pleasing odor. Natural Green Sanguinem is safe to touch, but is mildly poisonous to consume. It is known to be a a tool used by assassins, as after refinement through extreme heat it loses all its odor and becomes much more toxic, being poisonous to touch and deadly to consume.

### White Sanguinem

Found in cold environments, it is essentially considered the opposite of Red Sanguinem, as it emanates cold and does not com-bust. It is highly prized by the Teth'ya, as it acts as a natural coolant in their technology. Many races not used to extreme heats also like to carry it in vials when traveling to hot regions, as it provides a cold touch and can be used to help cool down water if a vial is lowered into it. It is safe to consume, but feels cold as ice on the mouth and throat and can cause sickness in large quantities.

### Gold Sanguinem

The rarest Sanguinem, it is highly prized by followers of The All Seeing Eye, and is used in their initiation into their religion. While it provides very little effects, it gives organic and metallic surfaces a golden color, as it is absorbed into it. It is the only Sanguinem that does not turn dark grey over time, but "Evaporates" and loses volume as it it absorbed into surfaces over time. It is rarely found on surfaces, usually being found in small deposits in caves and mountains.
Gyndril

## Appearance

Have a pretty look to them, pointy ears with long hair. They typically have paler skin with few literally black skinned individuals. Have delicate nose ridges like The Ancients. Have a variety of eyecolours. They wear long flowing tunics which perfectly hide their weapons from enemies.

## Behaviour

They think super highly of themselves because they believe they are the direct descendants of The Ancients. Their snobbish attitude may seem annoying to others, which- in fact- it is. They feel as though everything the do is the best, even though that might not be the case. Gyndril have trouble accepting other races as superior, believing they are one of the most superior races simply due to the fact they own gunnery and machines.

## Abilities

Most Tech advanced on the planet aside Tethya. Have machines and gunnery.

## Culture

Due to this race thinking so highly of themselves, their lifestyle is rather rich and regal compared to other species. Their homes are big and decorated with fancy ornaments. Children are encouraged to spend a lot of time outside when growing up, forming social contacts and learning all different sorts of things just by experience.

## Other

They were born from crossbreeding between The Ancients and the Doopreza. Their religion is “The Sect of The Ancestors”. They have set out trying to exterminate the Manoi for insisting The Ancients were not a god-race but mortals.

Average Lifespan: 200 years
Sexually mature at age 54 (27%), full adult at 80 (40%)
Associated Religion: Sect of the Ancestors

Available Classes: Vanguard, Marksman, Zealot, Knave, Herald
Plan de Cuentas

Cuentas relacionadas mediante códigos y nombre; sirven para describir las categorías en las que se registran las operaciones.

Normalmente esta organizado mediante los siguientes:

* Clases
* Grupos
* Sub cuentas
* Cuentas auxiliares

Nota: Las NIIF no entran dentro de este grupo debido a que se enfocan mas como principios que reglas.