recursal/Fanatic-Fandom huggingface dataset:
Naces

Naces are large mammalian cats that live on Zenith. They can get to over 2m tall and are a terrifying sight to behold when they are hunting, all grace, speed and strength. Naces bond in mating pairs early on in their life cycle and they stay in these pairs till they die, if a Naces loses its partner it will not seek out another and most soon starve as their main pray, the Armin are near impossible to hunt alone. Naces can be found in any areas where Armin herds are prone to travel through as this is their main food source.

As previously mentioned, the main food source for any Naces pair is the Armin, they hunt these giants in their mating pairs, forcing an outsider away from the herd where they eventually grapple it down and crush the air from its neck, other methods involve chasing the lone Armin whilst repeatedly clawing and biting its rear legs till it collapses from exhaustion. Once an Armin has been killed, the Naces will drag the corpse for miles and miles back to a safe location where they will half bury the corpse and feast over its remains for the weeks and months to come. This means that they do not hunt very frequently, and often several pairs of Naces will travel into Armin territory together to hunt together. This is a terrifying prospect for any other beings in their way as the Naces will go into a competitive killing frenzy, slaughtering any and all large life in their way. Typically referred to as The Prowling, this most often occurs in the Autumn leading into a long winter, as Naces will try to rapidly build up their food stores as to not hunt over the cold period.
Atlanteans

### Overview

The Atlanteans are a race of beings who came about in the desert region of Unfar in the North East of Nadir. Their city in the region is named Stand Hard, as they believe that although they will be able to defend it for the rest of the time that they exist on Nadir. They follow the god of Denen Överallt, wanting to explore further out and map everything in the known land and beyond.

### Unique Traits

#### Size

The size of the Atlanteans is something in the region of around 6.5-7 foot, and a small bit above that as well. They however are not as big as they have strength beyond that given to them by Denen.

#### Strength

The strength that was granted upon them by Denen is something that is unique to their race. Their strength is one the most powerful race on Nadir, with moments that have proven this.
Bris

### Curiosity, Moths, Upheaval

> "When the larvae thought the world was over, the moth caught its first glimpse of the light".
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Bris and his sister Lucidez are two of the youngest gods in the pantheon, due to this relative youth Bris can appear to be naive.

He believes everyone is capable of change and he often tries to redeem evildoers and ne'er do wells. The hidden truth is that Bris is addicted to change, he loves to watch those set in their ways question everything they hold dear. Whilst he does openly try to convert the wicked, he also subtly tries to corrupt the pure and sanctimonius.

Bris can often be seen around the house fervently debating any topic that the other gods care to discuss. He enjoys conversation and creativity and as such is one of the most social of the gods. Even some of the more reclusive gods have been known to confide in him from time to time as he can always be counted on to play the devil's advocate.

### Relationships

Son to Hagar & Denen, and brother to Lucidez.

Bris has never been one to judge. Family is less important to him than friendship, those who talk to him most are dear to him and as such he will defend them no matter their crimes. In his younger days, Bris focused more on his moths. The way they changed from something so mundane to something so elegant always fascinated him and he grew some so large that together they could carry him around the house.

### Creations

Bris's room is his sanctuary and those who have been inside have had to inform him well in advance. The room is small and its interior looks like a gentleman's library with books covering the walls and a set of leather chairs next to a chess table. The whole room is bespeckled with moths and butterflies that add life and colour to the otherwise calm and quiet room. There is no bed to be seen and no god has been able to recall an instance of Bris sleeping.

Inside the room underneath a sheet of cloth lies Bris's most treasured possession. Though its existence is meant to be a secret there is little that Bris won't share under the right circumstances so most gods in the house have at least heard of Bris's mirror. It is a mirror like no other, it is black and eerily beautiful but when one stares into it they understand and experience what it is to not exist. Bris is fond of his mirror as it provides a unique sense of perspective, though some of the other gods may think that he spends an unhealthy amount of time staring into its depths.
Hooru's Mountains

Vivid mountains sparkling gold and silver in the fires of day and night, Hooru's Mountains stretch to them far above the world. The harsh rocky terrain is frozen over by icy glaciers, which are known to split the light that falls upon it. The rocks themselves have very fine traces of silver and gold in them, but not enough for mining in such harsh conditions to be worth while. Instead the traces act as colouring in the rocks, giving the mountains their hues of sparkling silver and glimmering gold.

### Omuniscent Flaxes

These rare plants can only be found in Hooru's Mountains, atop the highest peaks 6000 metres above the sea line. They produce silks of gold and silver, colourised by the mineral traces that rise up from the earth in the mountains themselves.
Magnum

**Magnum (Magni)** are small brown seals of the genus: *Equirii.* They were created in the first age for **Zenith** by the God: Votovo. Magni are special when compared to other seals because of the suction pads on their flippers allowing them to climb cliffs, trees and even buildings. They can be found around the coastlines of northern Zenith.

## Physiology

Magni are mostly brown in colour, though can vary with some beige and grey. They can grow up to 80cm long and weigh up to 12kg.

## Behaviour

Magni live most of their lives in the sea but climb up into cliffs and trees to avoid predators. They hunt shoals of small fish and occasionally sea birds. They hunt by day and sleep in high up nests overnight. The Average Magnum has been found to be quite docile and friendly, if a little nervous.

They give birth to live young, with an average of three litters and 15 pups in a lifetime. Usually only 4 of that 15 will make it to adulthood.
Kami

**Kami,** sometimes known as **The Spirit folk,** are a race of realised versions of inanimate objects which are seen as special by Sentients. They are mostly found in the Atlennine Mountains of Northern Zenith, but can be found anywhere on Zenith or Nadir.

## Unrealised Kami

### Life cycle & biology

All conscious minds have the power to create kami and often do so accidentally in the beauty of nature you stop to admire and the beloved heirloom passed down generations. The act of emotion, devotion, personification, or any for of prolonged focus or attention for all inanimate things will slowly develop a kami of said thing. A living spirit that embodies that thing and embodies the ideas that lead to its birth.

### Behaviour

Though usually invisible or with no corporeal form even some unrealised kami can be seen in physical forms near their anchors when they are old and strong enough but they are simple and feral creatures and will never appear before other races unless deeply angered and their anchor is threatened.

### Treatment on Zenith

Viewed by some as lab rats or potential power sources unrealised Kami outside of the protection of their realised brothers can be subject to abuse.

## Realised Kami

### Life cycle & biology

A realised kami can soul bond with an unrealised one in order to help it rise into its own realised form. The bond often takes many years that could be in regular visits to a particular shrine or many campaigns with a particular sword.

It is a more intense version of the connection required to birth an unrealised kami in the first place and requires connection to both the anchor(the physical thing) and the kami inside.

### Early Culture

Their numbers being small and their reproduction slow the first Kami settlement in the **Choku rainforest** within the Atlennine Mountains, was tiny and isolated and very primitive. The first Kami Shi-he-sen became de facto spiritual leader of the people but soon retired to the peak of the near by mountain to meditate full time. Following Shi-he-sen’s teachings the kami learned of mudra and of their power to ascend as they have done before from inanimate, to feral and animalistic, to humanoid and more refined. They believed their journey had not ended and began the hunt for enlightenment.

Another key feature of their early cultural development was the discovery of Echo Liqueur and its incorporation into the legal system.
Asada

The Asada is one of the big cats in the Felidae family. They are muscular, deep-chested felids with short, rounded heads, reduced necks and round ears. Lion colouration varies from light buff to silverly gray, to yellowish red and dark brown. The underparts are generally lighter and cubs are born with dark spots on their body. The spots fade as lions reach adulthood, although faint spots often may still be seen on the legs and underparts. Male Asada are more robust than females, with broader heads and have a prominent mane which grows downward and backward and may cover most of the head, neck, shoulders, and chest. The mane is typically brownish and tinged with yellow, rust, and black hairs.  Although having a ruff is not so unusual for a lioness, in rare cases, a female lion can have a mane.

## Mayit Asada

A male Asada's mane is the first thing to go once they become a Mayit, followed by the rest of their hair; naked Mayit Asada are common. Because male Asada often fight each other, Mayit Asada commonly have old bite wounds that open up when they become a Mayit, making them susceptible to infection and the skin around the wound falling off.
Will O Wisp

Will O Wisps can be found in most areas of Nadir. They appear in the most dangerous areas to draw travellers off of the safe paths, usually to their deaths. Most of Nadir is a dangerous place to be, and so wisps are some of the more common sprites on the world and are one of the most vindictive.

#### Appearance and Behaviour

Wisps appear as atmospheric floating lights which recede if approached, mimicking lanterns in an attempt to trick travellers. Other than lights, they can also appear as ghostly apparitions of races and occasionally mimic voices if they believe it is more likely to draw the wanderers away from safety.

Behaviour of the wisps across the world are largely similar though tactics will change depending on the area. A wisp from the salt flats will appear and act differently from a wisp from the Badlands. Some areas wisps will try to lead people into places full of monsters, or just to an area they will become lost.

Life Cycle

Wisps are drawn to an area when someone dies from not keeping their wits about them. Usually it is children wondering and becoming fatally lost which calls wisps to the area. The lifespan of a wisp depends on how common it if for someone to die in the area they reside; they draw energy from the victims spirit and use it to sustain themselves but also become more knowledgeable of how to trick people. There is no way to kill wisps other than educating people on how not to fall prey to one.
The Valkyrja

> *"Hell hath no fury like a woman scorned."*
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The first mortal race to be created upon the world of Nadir, the Valkyrja (*sing. Valkyr*) are the chosen race of Tórdis Vígulfr. A race of long-lived warrior women, they make their home in Valkenheim.

## Society

The Valkyrja have formed a tribal confederation known as the Warborn, which is split into different clans that are ruled over by jarls. The high queen of the Valkyrja is known as the High Queen, and is the only mortal with the authority to call the entirety of the Warborn to battle.

For each child's coming of age, they must head into the wilderness and hunt and slay a wolf with only those weapons permitted by nature, such as wooden bows, spears and clubs, and stone axes. Upon the completion of the trial, the child crafts a cloak from the pelt of the wolf they have slain, marking them as an adult.

### Blood Games

The most common form of entertainment for the Valkyrja is gladiatorial combat, with specialised arenas dedicated to the Lady of Rage. Mostly combat is until one participant yields, but some are to the death, and as a result these duels are highly ritualised spectacles.

## Biology

### Physiology

Physically, Valkyrja appear to be tall and athletic human females. Each Valkyr is a born warrior, as the arts of war come easily and almost instinctively to them. Since they were the first mortal race of Nadir, many Valkyrja view humans as looking like them, rather than the other way round.

### Reproduction

As an all-female race, Valkyrja are unusual in their form of reproduction. They are capable of mating with any humanoid race, through a form of parthenogenesis. Despite being a mono-gender race, they require a partner for reproduction. The offspring of any union with a Valkyr will always be a Valkyr, and will be carried to term by the Valkyr partner. Some traits are taken from the non-Valkyr partner, but these are generally psychological in nature, and do not affect the physical appearance of the child.

## Cultural Trappings

* **Tempest Amulets**: a small leather pounch containing rocks that have been fused into glass by lightning strikes, considered to be lucky by the Valkyrja.
* **Claymores**: a large hand-and-a-half sword, the claymore is the cultural weapon of the Valkyrja, and each Valkyr is presented with her claymore upon the successful completion of her trial. The most highly prized of these are known as **Tempest Blades**, forged from shockstone, a metal that releases an electric charge when it strikes a target.
* **Wolf Cloaks**: the cloaks crafted by a Valkyr from the pelt of the wolf she has killed once she has completed her trial.
Speakers

> *"Your death serves a greater purpose."*
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**Speakers** are the shamans, wizards and sorcerors who act as spiritual guides for the humans of Desolan. Varying widely in skill, ability and gifts, speakers can range from greatly powerful mages, enveloping entire landscapes in fire and death, to simple druids capable of planting and nurturing seeds in rotten soil.

These chosen individuals do not have a personality of their own, and instead act as messengers from an as yet unknown force, heralding the advent of the true masters of humanity.

## Origin of Speakers

The only thing connecting the myriad types of speaker is the process in which a human joins their ranks. On any given day, a man or woman from Desolan will develop a nagging desire to wander out from their tribe, heading out to almost certain death in the wasteland. At first just a handful of whispering voices inside their head, the human will seem frantic, perturbed by this maddening suggestion. Over time, the chorus will grow larger and louder, no longer merely tempting the victim to leave, but giving glimmers and glimpses into the nature of magic, life, death, and the laughter of thirsting gods. Having lived out a previously miserable existence, nearly all granted these visions are drunk on the prospect of changing their stars, listening and watching intently. At this point, the human personality is effectively gone, replaced by a mouthpiece and harbringer of a greater evil.

Unable to shake the voices, now delighting in every word, and deaf to the cries from their loved ones, the individual will exit their current life, and march half naked into the dust and smoke.

Alone in the badlands, a speaker will begin to laugh, endless dreams of the horrors to come turning them irrevocably insane. They will discover shocking new powers, unique to each individual, and now exist only to serve and spread word of their enigmatic masters, preparing the lands of Desolan for their arrival.

## Sacrifice and Pilgrimage

Sometimes, a new speaker will return to their tribe, all members gathered around to see the final fate of their lost scion. To the assembled audience, the speaker will recount cryptic tales of blood and glory, and preach how to please the dark gods of this realm. Invariably, sacrifice will be involved, invoking the humans to offer up blood, possessions or their lives.

Blessing the surviving humans, the speaker may stay and guide their path for a while longer, or set out on a new path across the wastes. Speakers are strangely unharmed by beast or hazard, the spirits of the realm knowing better than to interfere with the emmissaries of darkness.

## Mutation and Traits

   Venerable speakers can live for great periods of time, far longer than a typical human lifespan, let alone the inhabitants of Desolan. However, as their powers develop, with greater amounts of sacrifice and bloodshed, their bodies are warped and tainted by the dread energy channeling through them. As such, some speakers undergo foul transformations, gaining animalistic features or other unholy augmentations. The oldest may barely resemble humans at all, only an echo of their former life remaining.
Silas

**Silas** is a human swordsman who inhabits the land known as Desolan during the Age of Creation. Born into savagery, Silas gained fear and respect for his power, but found one who would not simply bow to this. Trasyn, a man who he had known since they were both children was one he both respects and envies for his sense of duty and inner strength.

After following Trasyn to the point of a great storm, he discover the Stryka, the blade of Arnor. From that point onward, he has wielded the blade as his own, attempting to show his friend that his quest for vengeance is impossible due to his weakness.
Zorala, Orlain, Peretra and Koraln

## Starting a Quest

Koraln, Peretra, Orlain and Zorala are four drundel children who reacted positively to Kryo. Born in the Second Age, their powers are based around shadow manipulation and illusions.

Koraln is the oldest, just 30. He has turquoise feathers and wears a grey silk shirt and wields a bone spear.

Peretra is 24 years old. She has deep purple feathers, and is the most powerful as far as powers go.

Orlain is barely 18, his baby feathers are still shedding. His feathers are grey, his adult feathers haven't shown through yet. He only developed illusion powers.

Koraln is the youngest at 15. She is highly unusual, having white baby feathers.

They travelled with Belar and Trasyn, beginning their quest to "rescue" The Eternal Challenger.

After Belar got The Skeleton Key, she helped the kids to get The Eternal Challenger back to her rightful side of the world. Shortly after they reached to the forests, a Titan came through the door. It killed the challenger, and broke their hearts.

## Moving Forwards

After seeing their favourite character get killed before their eyes, they assisted in the destruction of the arch demon who was eating the sunlight.
Ixel

> *"We are the Makers Made, We are their will on this world, We are not them, not like their other creations, We Ixel are their unending swarm, We Spread his* Ailment*, Fears and Blissings."*
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## Biological summary

Ixel are an amphibious race of salamander-like bipeds that live in the swamps of Zenith's southern regions. Their scales come in three diffrenet colours, those being Pale Green, Aquamarine and Lavender. On the sides of their head two breathing sacks resided, the Ixel us these to store air while under water and as a method on intimidation, flaring them up whill in large groups to either taunt a target to get closer or scare of creatures. The avarge Ixel's hieght ranges from between 5 and 7 feet tall. Their legs are similar to tree frogs only with more of a muscular build. The Arm structure of the Ixel is similar to the avarage Human, with the only diffreances being an extruding bone spike on their elbow and only having 3 fingers and a thumb.

## Culture

### Agriculture

Ixel are Omnivorous, eating Insects, wilded Herbs and Mushrooms and Meat from creatures they hunt in the swamps.

Their main sources of Meat is Goblin, the only creature the Ixel Bother to breed and farm. When they are ready for Harvesting they are divided into three groups, the group used for food is sent to the edge of the city, the point when the swamp begins, and are released. The Ixel prefer to Hunt the Goblins instead of simply slaugtering them, as the have desovered that creature consumered by fear taste far better then other meats.

#### The Hunt

Ixel are cruel to their targets, using terror tactics and 'none-lethal' traps that inflict as much pain as possible without killing the target. Ixel Hunters offten use toxins that slow or paralyze their prey allowing them to kill them at their own leisure.

Another method they use is fire funneling where they coat a portion of the swampy ground in a basic flammible liquid. When the prey gets close Hunters light the liquid, causing rows and rows of fire to erupt from the ground panicing the prey and forcing them through this firey tunnel where the rest of the hunting party waits to finish the creature.

### Religion

Ixel only have one deity, the fabled 'Maker', an ever-watching being that was said to have created the Font of Contagion. The Cheif of religous matters for the Ixel is the Grey Prophet, A special Ixel born from the Font after a strange blak comet impacted into it.

### Military

Currently the Ixel's Military consists of Militia groups of Hunters and small standing army located in Epidermis.

The Arms of the Ixel consist of spears, javalins and other polearms as the Ixel favor to the ablility to strike first in a melee at a safe distance, however if oppoants get to close (making most polearms redundant) each Hunter and enlisted Guard are equiped with a handaxe.

> *Wip...*
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Echo Liqueur

WIP

### Effects

A small vial of echo liqueur mixed with a drop of blood will take up to 10 minutes to take full effect over which time you will become very tired and will lose consciousness as if in a dream, you will remain like this for the next few hours as the echo runs it’s course.

In the induced dream state you will forget who you are and begin a new life beginning to end. The life of the one who’s blood is mixed in the liqueur. You experience their whole life as them until the moment they spilled the blood you used. When the experience is over you will awake remembering who you are but also remembering everything you experienced as the other person.

### Location

There is a single place in dawn to find Echo Liqueur and that is in a pool at the end of Shi-He This river flows backwards up from the edge of the world up the mountain to this one spot where the water is transformed. This pool is also the home of Shi-He-Sen the Kami of the river.

### Trade and use by the races of Zenith

It is used mostly by the local Kami for whom it is the basis of their legal system and the method by which disputes are solved. after a serious crime is committed the victim and criminal are both required to use the liqueur with each other's blood. The victim then has the right to choose the punishment he or she believes to be just. This worked in the small community units their rudimentary society functioned in originally as the insight into each other's lives fosters a depth of empathy and understanding very hard to find any other way. As their society grew larger this system has become less and less efficient and although the rate of repeat offenders is very low due to the social conditioning effect. There is very little deterrent to committing crimes in the first place.
Magdalene

> "And thus they took up the iron blade once more, striking down all before them. Only once it's hands were slick with blood did it whisper, 'I love you'"
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Magdalene is the mysterious ethereal presence currently residing within the mind of the god Arnor. Existing unseen by any being, mortal or divine, save for Arnor himself, she comes to him in his darkest moments, whispering delicious torments and leading him to ever greater acts of cruelty.

It is unknown from where she originates, and how she received her name. To Arnor, she takes the form of a ghostly red woman. In a private joke to himself, Arnor has named her the "goddess of **Cradles**, **Cruelty** and **Control**".

## History

Professing herself as the only entity able to understand Arnor's pain, Magdalene first appeared early on in the god's existence, enticing him closer with the promise of solace and carnal pleasures. They grew close, hiding out in decrepit corners of the god house, her hushed promises and exquisite company a luxury for this modest god of dirt and toil.

Years later, after the two were almost of one soul, her sweet murmurs changed, Magdalene artfully weaving bitterness and loathing into her undertones. With cutting words and sharp insights, she struck the young god over and over, the light of his life rending great cracks in his spirit.

Wounded, reeling, and powerless to disagree, Arnor took each statement to heart, growing resentful of the wretch he now saw himself as. Unable to blame his perfect consort, he shouldered every ounce of burden, or projected onto others. Coming from a dismal family of equally dark and wicked deities, Arnor had nowhere to turn except inward, the enmity in his soul warping the world into a cold nightmare.

Over time, all hope and light was drained from the somber god, leaving a sullen, pitiless monster, his contempt for life matched only by the hatred of self. A smiling Magdalene consoles the empty husk, delighting in each bridge burnt, each killing blow, each bitter tear.
Valkenheim

> *"Twill be a cold, dark and very gentle place. One day, it will make someone a goodly home."*
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**Valkenheim** is a region in the extreme south and west of Nadir, shaped by Tórdis Vígulfr. A land of open tundra, deep forest and soaring peaks, it was made in the image of her own realm of Vedrheim.

## Winter's Reach

**Winter's Reach**is in many ways the heart of Valkenheim, a vast tundra, with the centre locked in eternal winter as winds of pure ice magic blow throughout the steppes. The inhospitable climate ensures that only the hardiest of mortals could ever hope to make a home here, as the perpetual winter culls the weak from the strong.

## The Ulfrskógr

**The Ulfrskógr** or Wolfwood, is a vast expanse of boreal forest at the western edge of Winter's Reach. The deep, mist filled woodland separates the open plains of Valkenheim from the sky-piercing World's Edge Mountains, and is full of great pine trees and deep mist. As befitting its name, the forest is filled with wolves of all descriptions, all the way up to the great thunderwolves. Those who make their home here are often hunters and rangers of great skill.

The Ulfrskógr and the plains to the north were flooded by Zallis, connecting the oceans of southern Nadir with the Inner Sea, forming a natural line of defence for those living in the shadow of the World's Edge Mountains.

## The World's Edge Mountains

Standing at the very edge of Nadir, the **World's Edge Mountains** are all that border the abyss spanning the gap between Zenith and Nadir. The western flank of this mountain range plummets into the abyss, with no permanent settlement being possible here. The eastern mountains could be settled, but those who would build a home here must certainly be possessed of some insanity.

Such insanity evidently lay within the hearts of the Warborn tribes when they erected the fortress city of Skýhalda, after clearing the mountain range of a horde of harpies that had congregated together there.

## The Plain of Skulls

At the northern extreme of Valkenheim, bordering the inner sea, the **Plain of Skulls** is dotted with huge monoliths resembling vast stone skulls, some appearing carved by the hands of some unknown artisan, others seeming to be natural phenomena. All that can be known is that they are formed of the bones of the very earth they spring from.

## The Broken Shore

**The Broken Shore** is a network of fjords that make up the southern coast of Valkenheim, connecting the interior to the Outer Sea. This is the most fertile region of Valkenheim, and as a result, is where the Valkyrja first settled when they were created by their goddess.
Quotes of Dawn

The worlds of Zenith and Nadir are bursting with speech and culture, vibrant minds and individuals filling the air with rich, poignant statements. It is possible to sample this greatness through notable quotes and excerpts from across the mortal and divine realm.

> "Soon, a rain of blood, the likes of which you cannot imagine, shall fall down upon you, mortal. You may attempt to run, fight, or cheat your way out, but sooner or later, your blood too shall join the shower."
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Arnor, God of Dirt, Toil and Misery
The Tiger

The Tiger was found by the God Itheretan wandering the halls of the God house. He took the tiger back to his God room, where he fed it and occasionally gave it the ability to speak. The origins of the tiger is unknown.

When Itheretan left in search of his daughter, Tamara, he left the tiger in charge of Arduamis on Zenith, giving it the ability to speak to the other Gods, and limited ability to affect the Dawn world. Upon Itheretan leaving, the tiger transformed into a snow leopard.

Since then, he has been seen to have the ability to transform into a tiger, leopard, deer and ant. He is most commonly seen in leopard form.
Nymphadora Tonks

## Biographical Information

### Aliases

* Dora
* Nymphie
* Princess (by Ted)

### Species

Witch
Metamorphmagus

## Family Information

### Family Members

* Edward "Ted" Tonks (Father)
* Andromeda Tonks (née Black) (Mother)
* Cygnus Black III (Grandfather) (Disowned)
* Druella Black (née Rosier) (Grandmother) (Disowned)
* Bellatrix Lestrange (née Black) (Aunt) (Disowned)
* Narcissa Black (Aunt) (Disowned)

Nymphadora Tonks is the one year old daughter of Ted & Andromeda Tonks.
Kingdom of Aronii

The **Kingdom of the Aronii,** was a faction of humans found in Northern Zenith. Led by the **King of Aronii**, it ruled over the Stanapolos Peninsular for many centuries having peaceful relations with its people and The Wanderers of the South. its forces were destroyed by the River Empire at the **Battle of Orlou.** In this event, Votovo split The Isle of Aron from the mainland, creating a new archipelago and used his own blood to gift the survivors of the Kingdom with immortality and superpowers. These people became the Aronii.
Pine Children

Pine Children are a type of woodland sprite created by Lucidez. The magical animal can be found outside of pine forests, however it is extremely rare and will likely only occur if the children are forcibly removed from the forest. Within normal pine regions the birth of a Pine Child is rare, only occurring about every thousand trees every few years. Within magical pine areas the chance of a tree producing a child is doubled however.

## Life Cycle

A pine needle may be the embryo of a Pine Child, when this needle drops is it forced about two feet into the ground and then burrows a little deeper. The pine needle grows roots then gestates over three years, and is protected during this time even if the forest burns down. At the end of the three years the Pine Child will be the size of a human toddler, made from roots - the child then emerges from the shallow ground where it burrowed and continues to grow above ground until approximately three and a half feet tall.

The Pine Children do not grow after this, and continue to look like children their entire lives. Pine Children live for five hundred (500) years, and can reseed pine forests.

It is extremely rare, but if two needles fall within the same area so that there is not room for both Pine Children then the roots from one combine with the other even if the first child is near to complete gestation. Gestation in these cases last for five years after the second needle falls. These Pine Children are known as Pine Dryads which live for on average one thousand (1000) years.

## Variations

Variations of Pine Children depend on which type of pine tree they were born from. There are very few differences

   between types, except for slight differences in the shape and colours and type of pine needle which sprout between the twists of their roots. There are some mild changes in personality between types of Pine Child, however this is usually not noticed as there is also variation in personality between individual children.

None of the Pine Children are sentient, however the Pine Dryads are. Dryads have great knowledge of the forest, including non-pine forests; they will help any who are respectful of the forest if found. Even more rare than the Dryad is the hybrid Dryad which is made from two different pine species needles. The Hybrid variation have some basic magic which can be used to protect forests and help it flourish.
Sharit

The Sharit is the most common and geographically widespread species of bovine of Arduamis. The Sharit is a highly social species, forming harems with a single stallion, several mares and their recent offspring; there are also bachelor groups. Groups may come together to form herds. The animals keep watch for predators rather than attempting to hide; they bark or snort when they see a predator, and the harem stallion attacks predators to defend his harem. The species population is stable and not endangered. Sharit are boldly striped in black and white, and no two individuals look exactly alike. They also have black or dark muzzles. The natal coat of a foal is brown and white. All have vertical stripes on the forepart of the body, which tend towards the horizontal on the hindquarters.

## Mayit Sharit

A Mayit Sharit is usually included in a normal Sharit harem, even if they are stallions. They are used to back up the main Sharit stallion when attacked by predators, and because of their aggressive nature, they are usually the first to attack, and therefore, first to die.
Charles Weasley

## Family Information

### Family Members

* Arthur Weasley (Father)
* Molly Weasley (née Prewett) (Mother)
* William Weasley (Brother)
* Septimus Weasley (Grandfather)
* Cedrella Weasley (née Black) (Grandmother)
* Bilius Weasley (Uncle)
* Castor Weasley (Uncle)
* Fabian Weasley (Uncle)
* Gideon Weasley (Uncle)

Charles Weasley is the one-year-old son of Arthur and Molly Weasley.
Dawnconnect Wiki

## Greetings, Divine Scholar

Welcome to the lexicon of knowledge for all things great and small in the fifth world of Dawn. Split into the twin platforms of Zenith and Nadir, two dozen gods and goddesses work to forge these lands into bountiful prosperity... or total damnation.

## Categories of Illumination

* God/Goddess
* Races
* Factions
* Fauna
* Geography
* Lore
* Event
* Creation
* Miscellaneous
Isle of Aron

The **Isle of Aron,** is the largest island in the Stanapoulos Archipelago. It is was home to the Kingdom of Aronii

 and now to their Immortal descendants: The Aronii.

## Physical Geography

Aron is a mid sized island of around 300 miles2. It has a warm and wet coastal sub-tropical climate. Its survival from **Volluto's Flood,** is due to the area being on higher ground, this because it is an area of hard volcanic granite. Much of the island is mountainous, with tall cliffs protecting its people from the stormy shallow seas below.

## Flora and Fauna

The island has a patchwork ecosystem of poplar and citrus forests, moorland and cultivated fields, mainly wheat and grapes used to make wine. The few rocky beaches have some of the highest populations of Magnums, found in the world. So many that they can be a pest for the local people and are often found stuck to trees and buildings.

## Sentient Geography and History

Aron's population is mostly made up of the Aronii, though populations of Mortal humans, Centaurs and Kami live here too. The population, though it fluctuates, sits at around 2000 individuals, about half of which are Immortal Aronii. Most of the population dwells in the capital city: **Linaros.**
Strídsmadur

> *"And into this blade, she poured her cruelty, her hatred, and her will to butcher all life. One blade to rule them all."*
>
>

The War-Maker. The Slayer of Kings. The Wailing Doom. The Burning Blade. Such are the names of the sword **Strídsmadur**, the sword of Tórdis Slaughterborn.

Strídsmadur is intended to be the ultimate expression of a weapon capable of nothing but endless bloodshed. Forged in the heart of Vedrheim as it was corrupted into a blasted hellscape, Strídsmadur is more than a mere symbol of a deity's power, but is almost a part of its creator. Tórdis has poured so much of her hate and rage into the blade that it is almost constantly burning and once drawn, it must drink deeply of blood before it can be sheathed once more.

As befits the blade of a war goddess, Strídsmadur is capable of almost unparalleled feats of destruction, with reality itself bleeding from the wounds caused by this weapon. Commonly paired with one of the Axes of Blind Fury, the Wolf at World's End batters aside all resistance in a flurry of hammer blows before cleaving head from neck.
Arnor

> "My pain is constant and sharp, and I do not wish for a better world for anyone. In fact, I want my pain to be inflicted on others. I want no one to escape."
>
>

**Arnor** is the god of **Dirt**, **Toil** and **Misery**, a pitiful, vengeful deity, inconsolable but for the solace of bringing others to his level. Keeping no company but for his wraithlike consort Magdalene, his existence is a lonely one, and he takes little interest even in the affairs of his creations. As long as their actions induce more wretchedness and suffering, he will not interfere.

He is brother to Fallos, Ziekten, and Mortan Husk. He has no truly stellar relations with any of the pantheon, but works closely with his brother in law Albion, on various projects and machinations that need hard labour, or a heavy blade.

## Divine Realm

Arnor's personal domain takes the form of a darkened landscape, littered with the corpses from a monumental conflict. Spanning the size of a medieval nation, no man or woman draws breath in this land, instead laying butchered across field, town and village. The sky is overcast with dense cloud cover, casting a dismal gloom over the region at all times. Should a godly traveller seek to traverse this realm, their journey will be dogged with rain, scores of ravens in the midst of their feast, and the ethereal sounds of slaughter through the night.

## Relations

Love (L), Friendly (F), Neutral (N), Dislike (D) Despise (D+)

Abana – (D)

Albion – (F)

Bris – (N)

Canis – (F/D+)

Denen – (F)

Fallos – (L)

Hagar – (D)

Hodmier – (D+)

Itheretan – (F)

Kichanaro – (D+)

Kyvar – (D)

Lucidez – (N)

Malic – (D)

Mortan Husk – (L)

Mudra – (N)

Scura – (D)

Tórdis – (F+)

Veveliar – (L)

Votovo – (D+)

Yllentaloh – (D+)

Zallis – (D)

Ziekten – (F)
The Ingen Steppes

The Ingen Steppes is a huge expanse of rolling hills and grasslands which stretches for hundreds and hundreds of miles from end to end. It is found in Northern Zenith, north of the Atlennine Mountainsand south of the regions of The Riverlands, Tottinghill and The Stanapoulos Archipelago.

The soil here is magically rich in nutrients, with plants bursting into life so frequently that even winter hardly slows them, when great herds of Armin travel through, eating and trampling all plant life, within a week, all sign of their passage is vanished, replenished anew with all manner of flora.
The Shrine Tender

The Shrine Tender is an epic avatar created by Scura. The Tender is a physical embodiment of Scura's aspect of Travellers and Scura lost some of her power creating her. She is the keeper and tender of the powerful Quinn Decem Shrines She does not normally deign to speak to beings, mortal or otherwise. She travels between the shrines in a seemingly random matter, though her travel actually dictates the correct order to visit the shrines for the true blessing.

Her size changes at will and her appearance shifts as she travels, laughing and humming tunes to herself. Her most common appearance is similar to that of Scura's, a female figure dressed in a fool's medley.
Mortan Husk

> *"Decay is your only truth"*
>
>

**Mortan Husk**, God of **Entropy, Sovereignty and Rot.**

There comes a shadow, a gentle breeze that caresses and thieves. warmth stolen and cascades. stomach drowns and contorts. Streets soundless and cold.

'Dear god! Cease the pounding!' you cry.

May the sky bare you no hope. May your children offer no love. May tears fall upon your empty Husk. May the pounding tear through your skull.

Desperate you scream, 'What do you want from us!'

Fear, only fear my dear child, for there comes a shadow.

## There Comes a Shadow

From the entropic void's wailing screams, there comes a shadow. Formed from Chaos and Tragedy, Mortan Husk rises. Constantly coming into existence as he perishes, the God of Entropy is both timeless and a new born. He is the Child of sovereignty and the pathway to salvation.

First born to the mad God Kyrull and the dragon God Veveliar, Mortan Husk, along with his siblings Arnor, Ziekten and Fallos, return to the pantheon from the gaping void to which their mad father had ventured. The purpose of their arrival remains unclear and to what ends will they lead.

Spawned from Mortan Husk are the Gods Itheretan and Malic. Representing fractures of Husk's own personality, their presence was sparked within his mind. Growing sensations of anticipation, excitement and spectacle formed deep within him. Pressure building until two entities sprung forth.

## Course

### Organisation

Static is broken by the electric and tendrilled nature of creation. It's euphoric, tantalising and satisfying, To make ones mark on the world, that's all we really crave. We set forth our children in the spirit of laughing, loving, sharing, drooling, snapping, tearing, forcing.

### Consummation

Forced into moulds, desires halted and temptation imprisoned. Consummation, proliferation and organisation. Great works and exterior beauty, society peaks. gnawing, can you feel the gnawing? Pressure building.

### Release

Joyous be the release, Streets burst with laughter, our children feel the electricity of creation. Ripping, screaming, laughing, snapping. They revel in the entropy, bodies contort in satisfaction. rejoice as our creations are free. Celebrate for it is their nature.

### Reorganisation

A raging fire dies, the scars of life set in. The world keels in relief. The party is over, all that remains is static.

## Relations

Love (L), Friendly (F), Neutral (N), Dislike (D) Despise (D+)

Abana – (N)

Albion – (F)

Arnor – (F)

Bris – (N)

Denen – (D)

Fallos – (D)

Hagar – (F)

Hodmier – (D+)

Itheretan – (L)

Kichanaro – (N)

Kyvar – (D)

Lucidez – (N)

Malic – (L)

Mudra – (N)

Scura – (D)

Tórdis – (F)

Veveliar – (L)

Votovo – (D)

Yllentaloh – (D+)

Zallis – (N)

Ziekten – (F)
Callas

**Callas,** are a species of Hyena of the genus: *Crocutii.* They are commonly known as the Giggling Menace. They were created for **Zenith** by the God: Votovo. Due to his blessings, they have the ability to speak to each other telepathically. They are found in the deserts and steppes of central and north Zenith.

## Physiology

Callas are large predators, 1.5 metres long, 1 metre high at the shoulder. They have long fur and are camouflaged with orange, brown, beige and black colours. They have long claws and teeth to bring down prey. They live for an average of 30 years.

## Behaviour

Callas hunt in packs, using teamwork to surround and chase down their food. Their main prey are: deer, antelope, cows and boars. They are intelligent animals, mating for life, living as a close knit family group. Callas will have on average five puppies in a lifetime. They commicate in loud giggles only. This is so annoying that it caused them to start to go mad. Votovo was forced to give them the ability to telepathic communication as their main form of communication.
Hayawan

The Hayawan, is a medium-sized bovid with a distinct shoulder bump, long, straight horns, and a tufted tail. It is native to desert and steppe areas of Zenith. Its coat is an almost luminous white, the undersides and legs are brown, and black stripes occur where the head meet the neck, on the forehead, on the nose, and going from the horn down across the eye to the mouth. Both sexes have long, straight or slightly curved, ringed horns which are 50 to 75 cm long. Herds are of mixed sex and usually contain between two and 15 animals, though herds up to 100 have been reported. They are generally not aggressive toward one another, which allows herds to exist peacefully for some time.

## Mayit Hayawan

With an average lifespan of 2 weeks, Mayit Hayawan, unlike Hayawan, are aggressive towards others of their species. This usually leads to a disruption in herds, and causes them to splinter into smaller herds, usually leaving the Mayit Hayawan to fend for themselves.
Diare

A Diare is a member of a number of even-toed ungulate species indigenous to the grasslands of Zenith. Diare are generally more deer-like than other bovids. A group of Diare is called a herd. They have long strides and can run fast, due to their slender yet powerful hind legs. The coat is some variation of a brown colour (or several shades of brown), often with white or pale underbodies, though Diare more suited to desert plains are particularly pale, some even white.

## Mayit Diare

A Mayit Diare has an average lifespan of 2 weeks. If it is normal Diare mating season, a Mayit Diare will attempt to take part to no avail. Due to the aggressive nature of the Mayit, male Mayit Diare tend to overpower other male Diare.
Aljamal Almayit

The Aljamal Almayit, commonly referred to as Jamal, is an even-toed ungulate, bearing distinctive fatty deposits known as "humps" on its back. The Jamal was the first animal to wander the deserts of Arduamis, and are favoured by the God Itheretan. The average life expectancy of a Jamal is 40 to 50 years. A full-grown adult stands 1.85 m at the shoulder. Jamals can run at up to 40 mph in short bursts and sustain speeds of up to 25 mph. The widening toes on a camel's hoof provide supplemental grip for varying soil sediments. The male Jamal has an organ called a dulla in its throat, a large, inflatable sac he extrudes from his mouth when in rut to assert dominance and attract females. It resembles a long, swollen, pink tongue hanging out of the side of its mouth.

The Jamal's distinctive feature are the two humps on it's back, which, when a Jamal drinks from a water source, may store up to 150 gallons of water, swelling the humps up to an average of 1.5 m above the shoulder. Massaging the neck of a Jamal will cause the animal to spit out the water, and this process can take up to half an hour. When the humps are not full of water, they deflate, and appear as normal sized humps. The humps also help the Jamal survive in hot climates as concentrating body fat in their humps minimises the insulating effect fat would have if distributed over the rest of their bodies.

## Mayit Aljamal Almayit

Once a Jamal becomes a Mayit Jamal, they loose the ability to store water in their humps, as the humps are usually the first to rot. A Mayit Jamal will live to around 2 weeks. Mayit Jamal are the only Mayit who are tamable, and they retain the most characteristics of a normal Jamal.