recursal/Fanatic-Fandom huggingface dataset:
Жэль

> «*цитата*»
> - кто сказал
>
>

**Жэль** - НПС, появившийся в третьем сезоне. Рыбак и охотник в зимнем городе, страдающий от проклятия.

## Краткая биография

Родившись на крайнем севере среди магов воды и льда, Жэль был отменный рыбаком и охотником. Однако, достигнув совершеннолетия, он нарвался на проклятье, которое сперва показалось даром. Жэль больше не испытывал холода. Но потом оказалось, что тепло стало для него губительно, он не мог больше ночевать в домах с семьёй, покрытая морозными узорами кожа больше не излучала тепла. Семья не пожелала иметь дела с проклятым и прогнала его. Жэль покинул родные земли, но нашёл пристанище в морозном Инкарнате

## Характер и внешность

### Внешность

Невысокий крепкий мужчина с невероятно бледной кожей, покрытой голубыми ледяными узорами, белыми волосами и черными глазами. Он носит синие штаны и рубашку с открытой спиной, темные сапоги и поверх всего шубу своего народа, называемая аткук.

### Характер

Довольно спокойный молодой человек, слегка пуглив и насторожен, опасается нежити. Может быть верным другом, и в очень редких случаях врагом.

## События третьего сезона

### Голем у шахты

Марсель, Сохра и Жэль стояли у шахты и наблюдали за тем, как неизвестно откуда взявшийся голем выносил из шахты ресурсы. Мужчины были этим озадачены. Марсель выдвинул предположение, что это, скорее всего, голем из Эпарти, и вот как они пополняют свое богатство. Подошли Гена и Меллиса, а затем Крип. Вместе с гномкой Марсель обездвижили голема и дали Жэлю изъять его ядро.

После этого временный глава попросил Жэля рассказать о себе, и тот, когда начал свой рассказ, вспомнил, что в рыбацкой деревне плохо с теплоизоляцией. да и дома новые не помешают.
Blood Letters

*I much prefer a servant Bloodletter to any of the mortal filth on the street. Least these ones have some sort of quality.*

*-Oligarch Yakov Ev Ilyin*

## Bloodletters

A bloodletter, as the name suggests, is a job description where someone willingly donates their own blood to usually a ***Paleblood*** in exchange for composition of monetary value.

Often considered pillars of Salein society, bloodletting is a highly respected career path in the nation. Bloodletters often go through rigorous training to work for the nobility of Salena, and often the highest ranking Bloodletters can choose or reject employers.

These people often live in the home of their employers, but are not expected to aid in homemaking, instead, leading the same luxury as their employers. Though, middle class Palebloods can still hire bloodletters, perhaps the only difference besides pay in between an Oligarchs estate, and a middle class home, is how many bloodletters a house employs.

Bloodletters come in all shapes and sizes, and not all of them are human. Many species that live in Salena become bloodletters, as is the same with not all Palebloods being human.
Nightmares

***Mortal wills break all the same.***

*-The Nightmare, Kah'zith*

A Nightmare is an entity not too dissimilar from a demon. They, unlike demons, do not have a reliable physical form, and instead will haunt prey items for days, months, and even years to drain its life source.

Nightmares are not limited to the night, and will even hunt and torment victims in the day.

They think that ultimate fear is the way to get the purest and rawest form of vitality they can get from mortals. Sleepless nights are typically how nightmares manifest, though there are chances that they don’t. To prevent or stop a nightmare from haunting its prey, the victim must stay in a room devoid of any darkness because they will linger in the tiniest space of shadow. Due to nightmares being a manifestation of the victim’s fears: they do not have any definite form, often manifesting in different forms, from small like an imp, to giants, and even natural disasters.

The longer a person lets the nightmare linger around them, the more violent and dangerous they are, even possibly forming a physical body.

The first few days after a nightmare latches onto a victim, they would appear as wisps of a person, or an unidentified object in the corners of their eyes, as well as giving off an intense feeling of paranoia. The symptoms will begin to worsen and turn into haunting dreams and sleep paralysis.

In the final stages of it's draining, it begins to take a physical form. Now, with a body, most nightmares become much more violent and aggressive. They are now strong enough to leave long and deep wounds, chase after its prey, and in very late stages, even become capable of devouring the victim whole.

What makes nightmares all the more dangerous, other than the horrors the victims go through, is that it is difficult to be diagnosed by other people. Only the victims are able to see the nightmares so those who manage to survive are often sent to mental clinics and asylums due to extreme paranoia and mental instability in order to, not only protect themselves, and also protect those around them.

Nightmares are highly dangerous creatures that most victims die of suicide in order to avoid the tortures that await them. This is how the expression *“what a nightmare”* was created.
Palles Calleiuvé

## Palles Achambeau Calleiuvé

*I am not unfriendly, I am a warm and caring person that just so happens to not like people, or socializing, or talking very much at all thank you.*

*-Palles Calleiuvé*

Born into the ruling monarch family on the small island nation of **Camaveia**, Palles was never intended to be who he is today. Loving husband to the beautiful Queen of Gladr herself, **Faeya Vossen,** and respective King of the nation, Palles suffers to bridge the gap and balance his past grievances, married life, being a good father and royalty.

## Appearance

Palles is an average heighted individual who is rather curvy and thick around everything but his waist, that is tucked into a proportion that segments his body into two, like an actual spider. Palles has 8 limbs in total, having four arms two legs, and, being **Shyre** also has another set of spider like limbs on his lower back. He has slightly curled blond hair and 8 eyes.

Palles' clothing style is a visual personification of his personality. Prim and proper, put together, and very much no nonsense with a touch of romanticism. Palles' fashion style, while still being his own formal wear, he still wears a fashonable Gladir male coat slung over his shoulder. He often dresses smartly, even in casual clothes, and usually picks lighter colored clothes. He loves ascots and gloves, and wears shorter ones on his top two hands and longer ones on his lower.

## Personality

Palles has a refined manners. Although he might have a polite, sophisticated way of speaking in public, truthfully, he is at the end of the day is an introvert and is terribly shy. He has no desire to engage with people he doesn't know and will often come off aloof and frankly, rude or snooty. All except for his wife, who has to be one of the only people who understands his peculiar social anxiety, and as such, Palles is a massive wife guy. He dotes on his wife, he buys presents for his wife, even if he hated them he once threw banquets and parties for his wife, and any time Lady Faeya is in the room, she is the only thing that matters to him.

## Lore

```
***General Lore***

```
Calina Lebedv

*There is beauty and tradition in nearly everything! look closer, see what our elders left for us..*

*-Calina Levedv*

Calina Lebedv is the highest ranked ice skater in Parthas, and one of the Oligarchs of the nation of ***Salena***.

A woman of monumental talent, grace, and influence, Calina Lebedv is the oldest and first ever established Oligarch of Salena. Her performances are sought out through the whole of Parthas, as she is seen as a Maven of her craft, unmatched by even deities. Her blood is the most muddied of all the other Oligarchs— making her a bridge between mortality and the divine. Despite her talents, Calina is extraordinarily humble, and is warm to all she comes across.

## Appearance

Calinas hair is a deep auburn, along with her eyes, in contrast, she wears baby blue in her gloves and accessories. Dressed in traditional skating wear, Calinas costume is frilly and flow behind her when she dances or walks. With her love of bright colors and white, she is far brighter than her other Oligarch counterparts with only a very small bit of black in her top frills and neck cup. She prefers less flashy jewelry, and doesn't like gold or silver, so she instead wears white polished porcelain.

Shes also very short compared to everyone else, and usually wears high heels to boost herself to 5'5-- without the aid of the heels, she usually sits at about 5'3.

## Personality

Kind, gentle, and often sweet natured, Calina is someone who is usually wonderful to be around whoever you may be. Despite this though, shes often not the most outgoing, and usually keeps to herself as she is easily overwhelmed and is naturally shy. As it comes with the territory of her work, Calina often puts on a front of being extroverted around people, even if she gets drained rather fast in social situations.

Despite her being generally kind, Calina has very few people she knows well and considers friends, this is mainly because many people are intimidated by her outward appearance, status, and talents. One of her closest friends is actually her fellow Oligarch ***Nikolai Von Ioannovich***
Nahvoris

*Darkness is my only true enemy... and whatever crime against good taste **YOU'RE** wearing.*

*-Nahvoris*

**Nahvoris** is the sole creator of every galaxy and star to ever exist, at least, that's what he says.

An almighty God, Nahvoris and his ***twin siblings*** were ancient even before the creation of Parthas. Born in the first breath of creation by the ***God of the Void***, perhaps the only thing larger than his wealth of power is his arrogance. Being the first born, Nahvoris was the one who created the beginnings of light in the universe, and subsequently, even after the birth of his siblings, his work is still the sole focus of his interest

## Appearance

Nahvoris had modeled the human form off of his own, though there are vast differences between the two. Nahvoris' body is that of a living clump of space matter, the only tangible parts of him are his head and his hands, along with a gold ring he keeps on what looks to be his resemblance to long flowing hair.

He has no mouth, as his solid face is more akin to a mask than an actual part of his body. When Nahvoris decides to talk (*and that is very often)* his voice is usually not contained to one part of him, rather, its blast of sound that can be heard around him.

## Personality

A mix between a perfectionist artist, and an ego-maniac, Nahvoris is perhaps one of the most difficult creatures to talk to, unless you wish to complement him, then, that's different. He roams the starry skies of space as if he was a rock-star, and his siblings were his groupies. How they deal with him is a mystery.

Each time Navoris finds either a bit of space that he has yet to fill, or his old planetary work from the past, he will often stay there for eons perfecting or fixing each galaxy until it satisfies him. Only to realize he hates it the next time he sees it, and be forced to go back and open a black hole to start over again, even if it is a stunning marvel of time and space. To him, perfection isn't good enough.
HiT Favorites: Halloween Spooktacular

HiT Favorites: Halloween Spooktacular is a US DVD release by HIT Entertainment in 2008.

## Episodes

1. Barney: Sweet Treats
2. Bob the Builder: Dizzy’s Sleepover
3. Angelina Ballerina: Midnight Muddle
4. Fireman Sam: Mummy’s Little Pumpkin
5. Thomas & Friends: Halloween

## Bonus Episodes

1. Kipper: The Costume Party
2. Fifi and the Flowertots: Fifi’s Scarecrow
Saga Academy

The most prestigious academy on the continent of Parthas. Saga floats atop the sea upon a island far off north. When it comes to higher education, nothing compares to the sweeping campus in the skies. Ruled by one of the most powerful mages on Parthas, ***Headmaster Highmore*** is considered a genius on all academic matters.

In the past, the Island Saga Academy was once a part of an ancient country called ***Aldedge***. Its ruler was a divine goddess of freedom, ***Catheren***, that watched over her people with pride. During the **Thousand Year Old War**, Aldedge was invaded and was on the verge of destruction. Catheren, as such, preserved the surviving people and floated a piece of land up to the skies, where no one could reach them. Unfortunately, the Goddess nearly perished after expending a majority of her power. To preserve the island, she had locked herself away deep below the soil of the island within an underground cave. She had blossomed into a tree beneath the earth, and her power still feeds the island with magic to this day.
Ceremony of Rebirth

*In dew covered mornings before Ceremonies I often go strolling around with little to no direction in mind, just to ponder what my purpose is. Mortality is akin to a watercolor running in the rain, I think. If it isn't, Then what other explanation would we have for mortals seeking to obtain immortality? I believe I turn life waterproof, so even the greatest storms will never muddy the paint.*

*-Oligarch Kolzov*

## Ceremony of Rebirth

One of the most important rituals conducted by Salenas ***Usurper of Divine Providence**,* A Ceremony of Rebirth is one of the only ways ***Palebloods*** can return to their physical bodies after being consumed by ***Shan-Uzal***.

Always held within the center of the main city of ***Salena***, Ceremonies of Rebirth are often public spectacles, usually with the all Oligarchs and the Czar or Czarina attending in the audience. They include conducted miracles, as the appointed ***Kozolv*** will usually prepare a simple wash of water and herbs and be able to recreate the bodies of those passed hundreds of years ago.

After a ritual commences, a ceremonial dagger is brought across the hand of the newly formed Paleblood to judge their level of purity, up to five levels.

There has only been around ***three highest level Palebloods*** ever reformed. One being ***Nikolai Von Ioannovich,*** who was also the last highest level to be returned to the ***Mortal World***. Every Salein Oligarch, as well as ***Czar Micholash*** had went through this process. While it isin't impossible for a Paleblood to regain their bodies on their own, a Ceremony of Rebirth is one of the only ways to do it consistently and safely.

## Special Ceremonies

***Kozolvs*** require their own special Ceremony of Rebirth, per the process of compelety erasing any mention of who they were before.

These are often conducted by the previous Kozolv to receive the title if they step down. If the previous Oligarch of religious authority has either died or been stripped of their title, often times the Czar or Czarina will conduct the ceremony.

These special ones are often done in private, often with just the new Oligarch and whomever is conducting the ritual.
Parthas Wiki

# WELCOME TO THE PARTHAS WIKI

◉ ⸻ ◉

COMPOSED OF THREE SEPARATE REALMS OF REALITY, PARTHAS IS THE IN BETWEEN OF THE CELESTIAL POWERS AND THE ABYSSAL THREAT OF UNDOING. THIS IS A MAGICAL WORLD UNLIKE MOST OTHERS- POPULATED BY PEOPLES BOTH FIERCE AND WONDROUS.

CONCISER PARTHAS AND ITS RESPECTIVE STORY-LINES AS A DEEP DIVE INTO A LIVING AND BREATHING WORLD, WHOSE PURPOSE IS TO EXPLORE THE VOLUMES OF TALES AND STORIES THAT INTERLOCK AND CHANGE WITH THEIR RESPECTIVE REGIONS. FOR THOSE NEW TO THIS WORLD, IT IS RECOMMENDED TO SIMPLY START WITH A CHARACTER YOU ENJOY, AND FROM THERE TO BRANCH OUT TO NEW HORIZONS.
THIS WIKI CONSISTS OF A COLLECTION OF THE LORE OF MAIN IMPORTANT CHARACTERS, LESSER CHARACTERS, LOCATIONS AND REGIONS, AND SHORT STORIES

◉ ⸻ ◉

### EXPLORE THE MAIN REGIONS OF PARTHAS

◉│**GALDR** **│SALENA │ISHAN│** **ZEKE** **│SOCELL│ATASI│◉**

⸻

### EXPLORE THE SUB REGIONS OF PARTHAS

◉│**SAGA ACADEMY** │**CAMAVEIA** │**THE REALMS OF REALITY│**◉

◉ ⸻ ◉

### FEATURED IN UNIVERSE STORIES

***THE SHORT STORY DIRECTORY***

◉ ⸻ ◉
Seidhr

## **Seidhrs**

The ***seidhr*** are found all throughout the world of Parthas, Though they are predominately found in the nation of ***Galdr***.

and though they go by many names, such as ***witches*** and ***wizards***, their most prominent features are their unmistakable silver eyes and glowing devil's mark. A Seidhr can control the forces around them to bend to their wills, and they have been known to cast powerful and dangerous spells throughout history.

Whenever a seidhr uses magic, it is rumored that their eyes glow based on their souls. Many speculate the meaning behind the color of their eyes. Some say that a specific color symbolizes a seidhr's magic ability; others indicate that it's their affinity to a particular element.

There are two types of seidhr: ***Marked*** and ***Unmarked***.

Though both can conjure magic, though the main difference is that an Unmarked seidhr is subjectively weaker than a Marked seidhr.

## The Life of a Typical Seidhr

### Gender Difference

In a Galderian home, mothers are more likely to give birth to female seidhrs with a high percentage of 63%, while giving birth to male seidhrs are as high as 3%. However, giving birth to mortal children with zero affinity for magic is as high as 34%.

Because male seidhrs are are but uncommon, the Galderian society is a matriarchal-focused country.

Magic-wise, there is no significant difference between genders recorded.

### Newborn (3 Months and Younger)

Newborn seidhrs are typically born with normal eye colors. After they reach the age of  3 months old, their natural eye colors will shift to a pale gray. Children with gray eyes since birth are less likely to be natural-born seidhrs.

### Toddler Years to Early Childhood (6 Months to 6 Years)

By the age of 6 years old, seidhr children will start to show their potential in magic. However, seidhrs specializing in clairvoyance have different ways of gaining their powers.

While most children can demonstrate their magic, seidhrs specializing in clairvoyance will begin losing their eyesight even as young as three years old. They are less likely to be able to control their powers at a very young age.
Faeya Vossen (Archambeau Calleiuvé)

## Faeya Archambeau Calleiuve Vossen

She is one of the most prominent leaders in recent Galderian history due to her overwhelming influence in trading and commerce. Because of her ecological developmental ventures, she has gained her people's favor and diminished the prejudice against her family.

However, she continues to struggle against her great-grandmother’s devoted followers.

## Appearance

No one has seen the face of the Galderian Leader outside of clan territory as a silk cover hides her face. On official appearances, such as council meetings and diplomatic events, Faeya often wears a long black headwear pinned down by an intricate gold headpiece decorated with roses. The color of the roses is often changed to convey the message of her attendance subtly.

As tradition states, Faeya’s dress is a black royal garb lined with gold. It is made of the most luxurious fabric found in Galdr, paired with a sharp feather-like themed corset armor. Under her dress is a pair of stilettos with sharp heels commissioned as a hidden weapon.

On everyday occasions, Faeya wears a white long-sleeved blouse paired with a black floor lengthed skirt. Her hair is often down, half tied by a red bow.

Under her clothes, her body is lined with intricate red symbols. It was physical proof of her magical prowess and a reminder of her contract with her demon.

## Personality

Faeya is a beloved leader of the Galdr Clan, often spending time developing the kingdom into a utopia. She is an upbeat, dedicated individual who is too stubborn. Unlike the expectations of how a Galderian Leader, she is often much calmer and lighthearted within her council, treating the meetings as if they were friendly social gatherings amongst friends. Despite her warm persona, Faeya can be devastatingly fierce and uncompromisingly forthright. She is unapologetically loyal to her loved ones, even willing to go to war to protect her clan and her family.

## Lore

Faeya Vossen is a descendant of the previous Galdr Leader, Lady Evanora. Because of this, her family was treated with prejudice until her mother, Lady Cassandra, was born. Her childhood was free of trouble, and she often snuck out of the castle to visit a nearby lake.

At twelve years old, just a year short of getting her first familiar, Faeya had stayed far longer at the lake than intended. When she went to make her way back home, a wendigo attacked her. Before it could consume her, someone fought the creature off and promptly killed it, ultimately saving her life. The unknown hero brought the unconscious child to a nearby village and was taken in by a healer.

After this incident, Lady Faeya soon began her training in magicks. As an academic prospect, she became an entrepreneur, making witch dealings amongst the clan folk. Soon her side business took off, becoming one of the youngest business owners in Parthas.

Her reputation rose with this success, allowing her to win the Selection Trial against her siblings.
Socell

*Live and learn from the elders here, for stores and faith can never die.*

*-Phoenix*

Nestled within the eastern mountains of the high north, Socell was a nation founded by nomads who grew too old for traveling. Build with the hope of a small community, this nation is that of multiple small villages full of people who are versed in magics.

The clan had lived without a ruler for hundreds of years after being established, till one harsh winter shuck the eastern mountains, and the villages of this clan were saved by a mysterious red visitor from afar.

Now Socell continues to keep itself warm with its new chosen elder, and songs.
Zeke

*All are welcome into my nation, every person is useful, after all.*

*-Ele Ozelia*

An expansionist nation that one day hopes to control the entire continent of Parthas, Zeke is ruled by one of the most wealthy individuals known to the public eye, and his cult of personality.

Open fully to every person willing to step into its border- currency rules life in this nation, as well as the desire to obtain it. Within the main metropolis city of Zeke, crime runs rampant despite its polished exterior.. and within the underbelly of the city, even the clan leader himself seems inclined to indulge in sly tactics and trickery, all for the sake of garnering wealth much like his people.
Malack

*Morning? Already?? ugh...Who made the sun this loud..*

*-Malack*

Malack is a lesser demon from ***The Lower Betweenlands***.

Once without a comprehensible physical form, Malack was forced into reality unwillingly. In an attempt to adapt to The Mortal World, his anti-matter body bent and snapped until it eventually resembled that of an alien life form; a human. Horrified at his appearance, and within a world he still doesn't quite understand, Malack has created a small bastion where other lesser demons flock to for support. Under the guise of a brothel owner, Malack is looking for a way to return both himself and those who follow him back to nothing.

## Appearance

Malack is a slender individual with dark hair and blue grey skin. While he looks to be humanoid in shape, the closer one looks, the less he actively resembles a person. His clothes are a part of his actual body, his long coat is simply a different color of flesh that becomes transparent and drapes behind him, while his supposed body suit is also just some form of dark essence that crudely resembles a human body. His body is also highly transparent, if Malack is backlit with a strong enough light his heart can be visible through his chest.

A smaller second pair of eyes sits under his normal ones, and a few more line the base of the spikes that juts out of his shoulder. His pupils on all of these eyes are that of a large V shape, and when dilated, the pupils will turn into triangles. Malacks hair is short and mostly black, with the underside of it being white with pink tips.

## Personality

Malack is grouchy.

It is very rare that he will take joy in any activity besides sleeping. While always upset, he usually tends to not act on his usually obvious distaste for interaction. Despite rarely being in a good mood, Malack is often cordial and at least respectable when not provoked, in fact, he values personal space and respect more than most people. He as a long fuse, and while never particularly fun to be around, his morals often do stay in tact unless there are specific circumstances that lead him to not wanting to be a nice person.
Белая Лилия

* Белая Лилия
* Белая Лилия на карте

> «*После **великого потопа** все мы пришли в эти земли с разбитыми жизнями, мечтами и воспоминаниями. Кому-то нужна была помощь, кому-то – новый дом, а кто-то просто был потерянным и нуждался в руке помощи. **Белая Лилия** – это место, где обездоленные и нуждающиеся смогут найти укрытие, общину, крышу над головой и семью. Любой сюда вступивший будет принят с почестями и уважением, невзирая на его прошлое. До тех пор, пока вы готовы вносить свою лепту в развитие Лилии, поддерживать её порядки и устои, следовать правилам и внемлить моральным ценностям – вам будет протянута рука поддержки, подставлено плечо помощи и гарантия безопасности.*»
> - описание Белой Лилии
>
>

**Белая Лилия** - одна из фракций сервера. Её территории расположены на северной половине карты.

## Описание

Белая Лилия – место, где любой может попросить о укрытии, даже если несёт на своем сердце грехи кражи или убийства. Это место, где каждому будет дан второй шанс, до тех пор, пока он готов к искуплению и новой жизни. На противоположной стороне гранта безопасности лежит суровые наказания за предательство устоев, главных моральных принципов и других членов фракции. Каждое дело рассматривается индивидуально судом руководителей фракции и судом присяжных, к каждому индивидуальный подход. За всё нужно платить, особенно, если второй раз ступил на темную сторону.

Мысли о основании Белой Лилии закрадывались ещё давно, сразу после бедствия. Тогда все были разрозненны и не всем удалось найти себе новое место. Дом, в который бы потерянные могли прийти и чувствовать себя безопасно… его не существовало. Лилия выступает именно таким местом. Она не продвигает никакую официальную религию, в ней любой сможет найти себе место, пусть он восхвалял солнце или луну, камни или деревья, жизнь или смерть.

## Состав

### Нынешнее время:

* Аластеир (глава)
* Дементий
* Киллиан
* Фокслор
* Сет
* Лич/Хорнер

### Бывшие участники:

* Ифтиин (ушел)
* Ширяш (ушел)
* Лис (ушел)
Astratel

Astratel, stylized *astratel*, is a Baylandese Telecom company. The company is owned partially by the Baylandese state (35%), The Baylandese regions of Newborder, Greater Border Region, and Western Bayland (6% each), The Kwitzkan state (3%), and 44% by private investors. The company was established as *Bayland Telecom* in 1933 in an effort to nationalize and standardize telephone lines in Bayland. The company rebranded to Astratel in 1994 when it was partially privatized.
The Realms of Reality

*Reality isn't as concrete as you'd think, it's much like fate, both akin to a stream flowing, or clay, moldable, easily separated but heading the same direction.*

*-God of Autumn, traveler of each dimension, Acrren*

## Basics of the Three Realms

Parthas is separated into three different layers of reality that contain different parts of the world. Some realms hold mystical creatures and others incomprehensable terrors. The Mortal World is stacked on top of the Betweenlands, and as such, the Betweenlands is on top of the Spirit realm. All effect one another and can bleed into eachother in points around the world where there are weak lay lines, and where there a weak lay lines, there is a rift between diamentions. On some special occasions, things such as the sky of the Mortal World will become weak, and display two moons, one of them being from the Spirit Realm.

### The Mortal World

The realm in which the living inhabit. This top plane of reality is the most versatile of them all, but is the most susceptible to weak lay lines, and as such, has the most entrances to the realms below. Almost all things live here, even spirit creatures such as the **Shyre,** who belong to both the Spirit Realm and the Mortal World prefer the ladder for its unchaotic reality. Unlike the other realms, The Mortal Worlds reality seems to have a small pull to it, that on occasion will drag spirits or creatures from the lower realms into it.

### The Betweenlands

The realm in which gods and demons reside in a limbo-like state. Once separated into Upper and Lower planes, after the youngest child of the **Three Primordial Gods** retained their body, the nursery that was the Upper plane collapsed, and in the modern day the Betweenlands has been engulfed completely by the Lower plane. Now a gigantic cave system engulfed in a dark anti-matter, sometimes reality and a cocktail of leakage from the Mortal World will fester into lesser demons within the realm. The most unstable of any Realm, the Betweenlands barely has reason to its construction and caverns, up may very well become down with one misplaced step. the monsters that are born within it make even less sense, however, they on occasion are pulled into the upper realm of the Mortal World and be forced evolve into a body that is tainted by that realms reality.

### The Spirit Realm

The realm in which all spirits are led to after death. Sometimes on special dates the moon of the spirit realm can be seen in the Mortal World and turns the skies pink. Covered in foliage, it resembles the Mortal Realm but with far more fantastical colors, as it is covered in both buds and blossoming flowers that contain the dreams of every creature that exists throughout Parthas. a variety of "Bloom tenders" care for the souls and the flowers throughout this realm, almost all of them created by the **God of Autumn**, who also cares for the realm. A beautiful and vast landscape, there is no suffering in the Realm of death, and while living creatures and Gods can enter it, the allure of the space to any living being has trapped many within it after they get lost in the thicket of this realm.
Paimon

Paimon is the starting town for this campain (note that the DM did not name this town but allowed the players to name it and this was the name picked.) this is a new settelment where a guild hall has just been built. The different guilds sent their represesntative for the new area. the represesntative that were sent where the player charcters.

Charles: Explorer guild

Irae: Slayer guild

Iris: Archology guild

Tanzanite: subsidiary to Charles
Republic of Lota

indivudal pages will be addes as towns are vistied

Alistonver, Apsea, Bosted, Braston, Brorough, Bunrith, Cantaring, Causin, Chichbridle, Congmomyard, Dodrid, Dunstontara, Frample, Gatfield, Hatford, Helshone, Henyfield, Kingdon, Knazion, Linton, Lympstomer, Malington, Oaksey, Pendal, Piclif, Redcketonby, Seasalbowen, Southwel, Staple, Stapsealis, Stapton, Tindalton, Wadelister, Wihultash, Wistowces are all in the state of Lota
История возникновения Вербурга

## Сказание о Ласточке

Когда-то давно Вербург назывался Хиенградом. Весь город был укутан холодным снегом, водная гладь покрыта крепким и толстым слоем льда, а облака закрывали небо так, что ни один солнечный лучик не мог пробиться сквозь них. Жителям было нелегко справляться с климатом, на промерзшей почве ничего не росло, из-за чего многие люди голодали. Трудное было житие в вечной зиме.

Однажды над замерзшим городом пролетела ласточка. Жители Хиенграда были настолько печальны, что она заметила их грустные лица с высоты птичьего полета. Ей стало очень жалко людей, и она захотела помочь.

Тогда ласточка собрала всю свою силу и замахала крыльями. Усердие и желание сделать благое дело были настолько велики, что взмахами своих крыльев она разогнала все облака, что мешали пробиться солнечному свету. Наступила долгожданная весна.

Люди были очень благодарны ласточке, вследствие чего она стала символом нового города, избавившегося от ледяных оков. И назвали его Вербург. С тех пор в городе намного теплее, а все последующие зимы не были жестокими как раньше.

Так Вербург прозвали городом Вечной Весны. С тех пор появился праздник, знаменующий наступление весны.

## О переселении

Никто не удивится, если окажется, что эта история - миф. На самом деле становление Вербурга было несколько иным.

Хиенграду действительно не повезло с климатом - там было холодно, из-за чего почва была непригодной для культур. Ситуация и со скотом обстояла не очень, а потому основной пищей была рыба.

В поисках лучшей жизни жители решили последовать за мигрирующими на юг ласточками. В конце концов переселенцы нашли подходящее место для основания нового города, или же Вербурга.
Iris

Iris Evenstone

Age: 21

Brithplace: Mitford

When your dad is the head of a guild there's a lot of pressure. When you're the oldest of 6 kids that adds 5 times the pressure. Iris, Bonsael(girl), Bardor(boy), Brallemora(girl), Rostrum(boy), Mistlynn(girl) Evenstone. There was always pressure from dad to at least follow him into the profession of archaeology. But as I got older something changed in how he treated me versus how he treated the rest of my siblings. I don’t know what caused the change but I ended up going to work with him on occasion. This increased as I got older, my younger siblings were brought in as well but never like I was. My siblings got a bit more freedom than I was given but it was good for them. Mom was a great support but she could push when she thought it was the best for us. Strum and Mist (Rostrum and Mistlynn) were closest to me. I don't know why but they always seemed to come to me when something went wrong with dad. I think dad put so much pressure on me because of my name. The way mom tells the story is that her mother had died not long before I was born. Dad agreed to the name, at the time but as I got older I was given lots of funny looks for my name. I noticed that at some point that dad stopped saying my name in public. Grandma Iris was a human who outlived her dwarf husband. Grandpa died in an accident is all I was told.
Maltish World Map

the world that we currently thave access to and the land mass that most of (should be all of) this campaign will be set.

The world is set up into three different kingdoms, with each holding a different set of humaniod

Hailing Empire: is home to your more classical humaniods. this is where the dwarfs, elves, humans and ect.. are found in plenty

Republic of Aresmouthia: is where would would find those called demi-humans, or something simaliar. Werebeats, loxdon, leonin, tabaxi, some homebrew races.

Republic of Lota: this is where the more monster races come from think gaints, ect..
Hailing Empire

individue pages will be added as the party visits

Albeho, Albrigh, Atrinch, Baltonbeck, Betbury, Bingley, Blandmouth, Bosbury, Brampsea, Bramptontef,Bridbury, Bruton, Burfordge, Camble, Cambromer, Castlewich, Cleobury, Celoney, Cleowensey, Clifordle, Clifton, Cockerling, Covilbover, Dodbridling, Dunshil, Dunster, Durlingmo, Dyfield, Exningleham, Falistow, Felney, Gadingham, Gazion, Grantle, Halisford, Haltonrith, Harton, Hatford, Holseacury, Kington, Lediver, Leighesdon, Maling, Manchfield, Matony, Mitford, Mitleroe, Newceshead, Northtony, Noryme, Noston, Paimon, Presbury, Preston, Redcker, Sadingtonta, Sholihul, Skipleho, Skipsea, Skipseading, Solere, Soutford, Staney, Stansbury, Stansford, Stanshead, Tartonden, Thatclif, Thaxningdon, Thaxningin, Tingaydon, Torkham, Trekham, Trehowey, Uxbridmin, Wabingdonta, Walingdon, Walton, Warley, Wencesbury, Whitfield, Whitford, Wigton, Wisterwick, Witford, Witfordge are all in the state of Hailing
Bayland Wiki

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Онекрод. Том I

### Введение

Нечестивая сила общения, вызова и контроля мёртвых, а также передача жизненных сил от существа к существу называется некромантией. Данная наука была крайне распространена в далёком прошлом, но со временем обладателей тёмной магии становилось меньше, гримуары мастеров перестали изобиловать глубокими тайными знаниями, и, в конце концов, колдовство практически было забыто. Онекрод станет единственным трудом в трёх томах, хранящим остатки старинных заклятий и новых, неизученных доселе практик.

### Истоки

Отрывками до меня доходила информация или даже скорее легенда о происхождении некромантии. Дабы не вводить в заблуждение читателя, сообщу лишь о повторяющейся из гримуара в гримуар информации. Некромантия зародилась в ином, тёмном и мрачном мире (скорее всего НЕ загробный), где творится хаос и вечная война. Неизвестно точно, является ли Великий Некромант создателем тёмного колдовства, либо лишь первым практиком, но именно он был величайшим мастером своего дела. Однажды он выбрался из тёмного мира и посеял хаос да разруху на землях Азерленда, но вскоре был повержен, а некромантия оказалась под запретом в некоторых краях.

### Пояснение

Некромантия не использует “ману”, как и силу света, силу природы и магию. Тёмное колдовство основано на жизненной энергии и её отсутствии. Некромант должен уметь убрать границу между “сосудами” и перенаправить, изменить, усилить, подчинить и заточить отсутствие жизни, которое в данном труде будет именоваться “йарг”. **Йарг** – противоположность жизни, но не смерть. Это отсутствие жизни, пустота, ждущая восполнения энергией. Без силы пустота начинает поглощать материальное окружение и запускает процесс разложения.

### Дополнение

Призыв из потустороннего мира или воскрешение априори подразумевает использование жизненной силы, которое необходимо запасти в особом сосуде, пропитанном смолой и обтянутом кожей человека. Жизненной силой может являться последнее дыхание, отобранная душа или животный дух. Не имеет значения, чей дух был запасён; в случае призыва некромант сам выбирает, кого хочет призвать в мир живых. Запасённая жизнь служит мостом из мира духов в йарг.
Оборотни

> «*Нелюдимые, хитры, антропоморфные бандиты, живущие принципом семьи. Чёрный бизнес - по их части. Обитают на Бесплодных землях, на месте руин когда-то канувшего города*»
>
>

**Оборотни** - фракция, действовавшая в первом сезоне. Фракция располагалась на территории заснеженной тундры.

## История

* База Революционеров в процессе стройки
* Революционеры в процессе Свержения (ивент)
1/3
### Истоки

Зарождение началось ещё в землях Неверевера, и то сообщество основал Догхог, собрав в свои ряды свободолюбивых воинов, что рвались свергнуть деспотичного бога тех земель - Рейлину. Тогда они назывались "*Объединение Революционеров*", и имели в себе 7 участников, в числе которых было всего два оборотня: Дог и Кот (приёмный отец Дога). Сначала это была подпольная организация, развивающаяся в норе Кота. Затем они, свершив революцию, переселились в огромный корабль, застрявший между двух скал. Так Революционеры создали свою базу с огромной башней в центре.

Революционеры (кстати, назывались так даже после свершения переворота) под лидерством Дога ровно таким же образом считались жёстким, радикальным сборищем, что контролировали земли после свершения революции. Революционеры провели первые выборы после свержения, поставив во власть члена своего сообщества - арахнида Эммета, который стал новым символом власти, пока Революция работала за его спиной.

### До потопа

    После психозов Дога, тот покинул земли Неверевера и долгое время пробыл в лесах. Но позже встретил сначала Алика, затем Абрахама, потом Кота - так сформировалась группировка Оборотней. Позже присоединились Китсоп, Думп, Широ. Она закалялась торговыми путями, появлялась инфраструктура, Оборотни торговали мясным сырьём, ремесленническими товарами, а позже открыли магазин товаров из Края, которые были в урезанном количестве. Фракция процветала, пусть и было большое давление и со стороны Дога, и в его сторону от других фракций. Из важных построек можно было выделить: заброшенную огромную церковь, что принадлежала Алику, заброшенную библиотеку, мельницу с пыточной под ней, мясоперерабатывающий завод, торговая конюшня и эндер-магазин. Вскоре случился потоп.

### После потопа

Большинство участников смогло спастись от стихии. Пусть их и разбросало по разным частям света, в итоге они всё равно объединились и, реорганизовавшись, положили начало Северной столице.

## Участники

1. Догхог (глава)
2. Алик (помощник главы)
3. Абрахам
4. Думп
5. Широ
6. Кот
7. Китсоп

## Галерея

КонюшняДом ДогхогаСтатуяМельницаЭндер-магазин
World setting

Adventuring Guild

The Advendturing Guild is comprised of 5 Guilds under one Banner. They act as the international policing system and is conrtoled by 3 elected reps from each country.

The Under Guilds are

1. The Slayer Guild handles the exertermantion quest and other such missions

2. The Explorer Guild handles exploring of new Dungeons and uncharted territory.

3. The Merchants Guild handles business and trade deals and issues permits for trade.

4. The Artisans Guild handles crafters and artist as well as act as a protector for their payments.

5. The Archology Guild. History and old stuff is handled. Grants permissions to explore ruins

Dungeons and Ruins show up at random through out the world

So the difference between ancient ruins and dungeons and the world there are dungeons that appear throughout the world should one of these dungeons manage to grow into a enough of a power source that is able to escape itself and the monsters break free then a magical event called a ruin awakening happens dungeons are bound to a certain period of time until they're defeated or they break free the actual cause of the search is unknown ancient own ancient ruins appear after a dungeon breaks free and they're not bound by temporal grounds they will disappear from locations and reappear you're needing grounding agents into a timeline to clear them Dungeons when cleared disappear ancient ruins when cleared do not and said they become a new form of civilization for you.
Крестоносцы

* Земли Крестоносцев
* Земли Крестоносцев на карте

> «*Наша цель - оберегать их от того, о чем они могут не догадываться. Жаль, что и мы тоже.*»
> - Джейд.
>
>

**Крестоносцы** **(Vermiculus-Custodia)** - одна из недействующих на данный момент фракций сервера. Её территории находились на севере.

## Описание

    **Крестоносцы** - это орден, созданный Афаэлеоном вокруг культа святости и защиты простого люда от козней существ из нижнего мира. Основным врагом позиционировались отпрыски Императора, но иногда и любые другие причастные к их делам.

Территория Ордена простиралась на северных землях у устья реки. Основными зданиями была небольшая крепость на севере земель, сельские угодья и жилища.

## Участники

1. Афаэлеон (глава)
2. Джейд (заместитель)
3. Порфирион
4. Чоппи
Кофуру

> «*Тишина и одиночество скрывают то, чего многим не хочется знать*»
>
>

**Кофуру (Кофу)** - Персонаж, появившийся в третьем сезоне. Дракон любящий тишину и драгоценности.

## Краткая биография

«Былые активность и желание всё изучить притупились чувством апатии и усталости. Пустота окружает и успокаивает. Разве стоит тратить своё время на физические излишества и ходить куда-то? Глупость, да и только. Однако, даже спустя время покой может досадить. Приятная тишина начинает давить, пустота душит своей атмосферой и неизменностью. День за днём глядеть на эти фиолетовые частицы и сходить с ума. Всё дошло до того, что дракон сам выбрался из этой пустоты в обычный мир, не зная нынешних понятий, принял близкий к людям облик. Живой мир утомляет своей активностью и живностью, но может быть тут найдется кто-то, с кем не будет так раздражительно проводить своё время?»

## Характер и внешность

### Внешность

Внешность довольно скудная, после того как она приобрела человеческий облик. Высокий рост, бледная кожа, серые глаза с небольшим фиолетовым отливом, черные короткие волосы, драконьи рога. Носит она длинную черную накидку, что скрывает почти весь её рост, которая иногда волочится по земле.

### Характер

Характер не бывает довольно однозначным, всё зависит от собеседника. Не видит смысла в проявлении лживых эмоций, если это не принесёт выгоды.

Простое правило – относись к другим также, как они к тебе или игнорируй их, если они доставляют много хлопот.

## Интересные факты

* Не любит жару, много есть, активничать и кого-то трогать.
* Временами неуклюжая из-за своего роста.
* Любит кофе и чай
Города и фракции

* Первый сезон
* Второй сезон
* Третий сезон

 Зелёный
 Бирюзовый
 Синий
 Розовый
 Серый

## Первый сезон

На первом сезоне всегда существовало лишь четыре постоянных фракций, а игрок мог находиться только в одной из них с возможностью перейти из одной в другую. Тем не менее, небольшая часть персонажей предпочла не вступать в какую-либо из фракций. Таких персонажей прозвали **одиночками**.

### Фракции:

* **Поселенцы**: фракция имела земли в холмистой равнине и выход в океан
* **Монстры**: занимала территорию Лысой горы
* **Водные**: база располагалась в глубоком океане
* **Оборотни**: территории фракции находились на Бесплодных Землях, или же в заснеженной равнине

## Второй сезон

Во втором сезоне игроки получили возможность создавать свои города и фракции. На данный момент у нас 5 городов и 6 фракций. Многие из них обладают собственной валютой.

В отличие от первого сезона, можно быть членом как города, так и фракции.

Само собой, не все персонажи решают присоединиться к фракции или жить в каком-то городе. Обычно таких персонажей называют "**одиночками**". Тем не менее, в зависимости от места жительства, они также могут быть жителями **южной** или **северной** половин карты. Интересный факт: юг находится в западной стороне, а север - в восточной!

### Города

Организации, основанные на определенной территории. Имеют развитую инфраструктуру, чаще, чем фракции, выступают в роли торговых представителей. Обычно имеют свою валюту.

#### Список городов:

* **Аманита**: грибные острова, расположенные отстранённо от остальных территорий
* **Северная столица**: снежная тайга, находится в отдалённом от других неблагоприятном месте
* **Корабельный Град**: гористый оазис в пустыне, имеющий выход к морю. Самый большой город на сервере
* **Инфестиссумам**: включает в себя несколько биомов Нижнего Мира, город, в котором царят порядки демонов
* **Эль-Джабал**: оазис в пустыне, сам город находится в пещерах

### Фракции

В отличие от городов, фракции могут не обладать закрепленной территорией.

#### Список фракций:

* **Ареас**: равнина, границы города охватывают довольно большую территорию
* **Консоциация**: включает в себя Инфестиссумам и Эль-Джабал
* **Фуджи**: небольшой населённый пункт среди деревьев с фиолетовой кроной
* **Древесные Земли**: гористая месса, большая часть территории находится на южной половине карты. В какой-то момент имела название "Мёртвые Земли"
* **Vermi-Custodia**: равнина, территория находится довольно близко к Древесным Землям. Фракция ныне не функционирует
* **Белая Лилия**: красно-зелёный лес, лагерь, занимающий небольшую площадь

## Третий сезон

В третьем сезоне вновь появляется система ограниченного количества городов, однако теперь в городах может быть гильдия.

### Города:

* **Вербург** (технически область): Поделён на Оскол и Вербург. Вербург находится в тайге, окружённой двумя реками, а Оскол - в лесистой горе. Гильдия: Путники Четырёх Ветров.
* **Дерра Дар**: расположен в джунглевом лесе. Гильдия: Тиелян.
* **Инкарнат**: имеет территории в холмистом заснеженном биоме.
* **Шангрин-Дао**: расположен на тропико-грибном острове. Гильдия: Сакитсу.
* **Эпарти**: находится в холмистой равнине.