recursal/Fanatic-Fandom huggingface dataset:
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Ngwevu

***Ngwevu*** is de geslachtsnaam die gegeven is aan een fossiel van een basale sauropodomorfe dinosauriër uit de Jura van Zuid-Afrika. Andere onderzoekers zien het als een exemplaar van *Massospondylus*.

In 1978 vond James William Kitching op de boerderij Tevrede, in het gebied van de oude Oranje Vrijstaat (tegenwoordig Vrijstaat), in een laag van de Elliotformatie die dateert uit het Sinemurien een gaaf fossiel van een sauropodomorf. Het omvatte behalve de schedel en onderkaken ook het grootste deel van het postcraniaal skelet. Het specimen, BP/1/4779, kreeg de bijnaam de *Grey Skull*. In 1990 werd het toegewezen aan *Massospondylus*. Deze toewijzing werd in 2004 bevestigd door Hans-Dieter Sues *et al*. De schedel had op het eerste gezicht weliswaar een veel gedrongener profiel dan die van *Massospondylus* maar de vele vervormingen en verschuivingen van de schedelelementen leken het evident te maken dat het om een cranium ging dat zowel horizontaal als verticaal sterk samengedrukt was.

In 2019 echter namen Kimberley E.J. Chapelle, Paul M. Barrett, Jennifer Botha en Jonah N. Choiniere aan dat de schedel niet vervormd was en de afwijkende vorm dus wees op een nog onbekend taxon. Ze benoemden het nieuwe geslacht en soort *Ngwevu intloko*. In het Xhosa betekent *ngwevu* "grijs" en *intloko* "kop". Andere exemplaren met de kenmerken van *Ngwevu* zijn niet bekend.

Volgens de beschrijvers lijkt *Ngwevu* in algemene bouw sterk op *Massospondylus* maar is vooral de schedel veel robuuster, in de zin dat de botwanden dikker zijn in verhouding tot de schedellengte. Dat zou echter weer verklaard kunnen worden door een vermindering van die lengte door diagenetische compressie. Lastiger door samendrukking te verklaren is dat het jukbeen ook in de interne proporties een vrij hoog hoofdlichaam heeft.

In een kladistische analyse viel *Ngwevu*, binnen de Massospondylidae, uit als de zustersoort van *Lufengosaurus* in een klade die de zustergroep is van *Massospondylus*.
Zapsalis

***Zapsalis abradens*** is een theropode dinosauriër, behorend tot de groep van de Deinonychosauria, die tijdens het late Krijt leefde in het gebied van het huidige Noord-Amerika.

In 1876/1877 benoemde de Amerikaanse paleontoloog Edward Drinker Cope voor een tand die hij in Montana gevonden had een nieuwe soort: *Zapsalis abradens*. De geslachtsnaam is afgeleid van het Klassiek Griekse *za~*, een prefix dat "grondig" betekent, en *psalis*, "knipschaar". De soortaanduiding verwijst naar het feit dat de tand wat afgesleten was en is afgeleid van het Latijn *abradere*, "afslijten". Bij vergissing maakte Cope er echter geen *abrasa* van, "afgesleten", maar *abradens*, "afslijtend".

Het holotype, **AMNH 3953**, is gevonden in een laag van de Judith River-formatie die dateert uit het late Campanien. Het bestaat uit een twaalf millimeter lange tand van een kleine roofsauriër. De basislengte is 6,5 millimeter en de grootste breedte 3,5 millimeter. Hij heeft verticale richels en is plat aan de binnenkant. De achterste snijrand heeft drie kartelingen per millimeter.

Eerder in 1876 had Cope nog een soort benoemd op basis van zo'n tand: *Paronychodon lacustris*. Het verschil was dat deze tand géén kartelingen had. In 1964 voegde Ricardo Estes beide soorten samen in *Paronychodon*; van beide was ondertussen een groot aantal tanden verzameld, ook uit het Maastrichtien. In 1990 stelde Phillip Currie echter dat de gekartelde tanden buiten het toegewezen materiaal van *Paronychodon* gehouden moesten worden; het zouden slechts pathologische misvormingen zijn van al bekende soorten. In 2002 veranderde hij weer van opvatting en stelde dat ze een apart type tandvorm vertegenwoordigden: *?Dromaeosaurus morphotype A*. Dit type was niet gelijk aan de bekende tanden van *Dromaeosaurus albertensis* en vertegenwoordigt dus wellicht een of meerdere aparte soorten. Daarbij heeft de naam *Zapsalis* prioriteit boven de in 1922 benoemde *Dromaeosaurus*. Dit impliceert dat *Zapsalis* een geldige naam is ongeacht de vraag of deze soorten bij *Dromaeosaurus* ondergebracht moeten worden. Desalniettemin wordt zij in geslachtslijsten meestal aangeduid als een jonger synoniem van *Paronychodon* of als een *nomen dubium*.

In 2013 stelde Currie dat *Zapsalis* toch een geldig taxon was. De tanden zouden zich onderscheiden door een combinatie van afgeronde vertandingen, een rechte achterrand en opvallende verticale richels. Ze zouden te vinden zijn in de Judith River en de *Dinosaur Park Formation*. Een gelijkend type tand zou voorkomen in de oudere *Milk River Formation* en werd door hem toegewezen aan een *cf. Zapsalis*. In 2019 stelde Currie dat de tanden althans gedeeltelijk gelijk waren aan de verlengde tweede premaxillaire tand van *Saurornitholestes*.

Het belang van de tanden ligt vooral hierin dat ze het voortbestaan van Dromaeosaurinae tot in het latere Opper-Krijt bewijzen.
The Golden Dragon Whip

The Golden Dragon Whip is a strong-flexible bullwhip. It is not the common material of a whip but wood as the handle and the rope is connected inside of the handle. This weapon can only be used by women. It is lightweight and the thong can be easily controlled. The thong is made out of braided dragon straw and is 18 feet long. The handle is around 10 inches long and is made out of dark golden wood. Runes were carved into the inner wood of the handed then covered in another thin layer of wood. The runes make it lighter, and has a special rune that makes it only usable to women.

## Materials

Dark Golden Wood - near the middle of the trunk near the base, one can find patches of darker shades of wood. This type of wood is flexible and hard.

Dragon Scale Gel - the inner layer of dragon scales has a bright yellowish gel which cushion the scales gently against the skin. When dragon lose scales or shed older scales, gel residue is left behind. This gel is very flammable but does not burn like fuel. This gel is placed on the thong to give it a brighter color and to wield flames on the whip.

Braided Dragon Straw - This straw is often found near the old caves of dragons. It is fireproof, strong, and flexible. It has a sort of dark orange color.

## Abilities

Firestorm Crack - not an ability but a technique that shoots fire at a target. when the whip crack, the fire on the gel slides to the end and fires like a spell

Dragon Bind - can bind most fire dragons down
Sword Skills

There are 8 types of sword skills. The types are: one-handed, two-handed, throwing, quick-draw, extra, combo link, supreme, and chakra.

-One-handed are quicker and can be executed multiple times before exhaustion.

-Two-handed are much slower and exhausting, but are more powerful and can even cause shockwaves.

-Throwing are more difficult and require great accuracy and practice. They are powerful but it also leaves you vulnerable.

-Quick-draw are extremely fast and can not be used very often since they take much preparation. They aren't the most powerful, but the speed makes it strong.

-Extra usually have to do with the type of sword; size, weight, shape, and material.

-Combo links are fast but weak. But, it is executed many times for the full effect, which multiplies the power and effectiveness.

-Supremes are like elemental but are made of supreme mana forms. They are extremely powerful and nearly impossible to execute.

-Chakra are mana-less techniques, which often have to do with aura and non-physical arts.
Baalsaurus

***Baalsaurus mansillai*** is een plantenetende sauropode dinosauriër, behorend tot de Titanosauriformes, die tijdens het late Krijt leefde in het gebied van het huidige Argentinië.

## Vondst en naamgeving

Juan Eduardo Mansilla, een technisch medewerker van het Geologisch en Palentologisch Museum van de Nationale Universiteit van Comahue (*Universidad Nacional del Comahue*), vond in het *Parque Natural Geo-Paleontológico Proyecto Dino*, op de *Baal*-vindplaats bij de noordoostelijke oever van het *Lago Barreales*, de kaak van een sauropode. De vondst werd in 2015 gemeld in de wetenschappelijke literatuur.

In 2018 benoemden en beschreven Jorge Orlando Calvo en Bernardo Gonzáles Riga de typesoort *Baalsaurus mansillai*. De geslachtsnaam verwijst naar de Kanaïtische vruchtbaarheidsgod Baäl. De soortaanduiding eert Mansilla als ontdekker.

Het holotype, **MUCPv - 1460**, is gevonden in een laag van de Portezueloformatie die dateert uit het Turonien-Coniacien, ongeveer negentig miljoen jaar oud. Het bestaat uit een vrijwel volledig rechterdentarium van de onderkaak. De tanden ontbreken op één vervangingstand na. Het is pas de negende onderkaak die van een titanosauriër is beschreven.

## Beschrijving

Het holotype van *Baalsaurus* vergeleken met de kaak van *Bonitasaura*, onder

Het dentarium is wat groter dan dat van het holotype van *Bonitasaura* waarvan de lengte op negen meter is geschat.

De beschrijvers wisten een unieke combinatie van kenmerken vast te stellen. Het dentarium heeft tien tandkassen in de voorste tak. De symfyse, het vergroeiingsvlak met het andere dentarium, is naar beneden en naar voren gebogen. De *fossa Meckeliana* is wijd en laag en wordt aan de onderkant begrensd door een dunne richel die een kiel vormt aan de onderrand van het dentarium.

Onderkaken van titanosauriërs zijn te verdelen in die met een U-vorm en die met een L-vorm. In het laatste geval vormen de dentaria samen een rechthoekige structuur. Het dentarium van *Baalsaurus* is duidelijk L-vormig met takken die een haakse hoek maken. Daarbij is de voorste tak van de L, die een brede voorrand overdwars vormt, verreweg het langst en draagt tien tanden. De kortere achterste of zijdelingse tak draagt nog eens drie tanden voor een totaal van dertien. Die tanden zijn kleiner. De grootste tand bevindt zich in de hoek. De voorrand is zeer hoog en vormt een enorme "kin" met echter een bovenaan bol voorste profiel dat iets naar voren helt. De *fossa Meckeliana* verwijdt zich sterk naar voren en onderen toe, zodat de "kiel" aan de voorste onderrand van de kaak ligt

## Fylogenie

*Baalsaurus* werd binnen de Titanosauria in de Titanosauridae geplaatst, echter zonder exacte kladistische analyse.
Annual Cycle

The Nonade is a cycle of time with the years; Sol, Lunar, Mercurio, Luz, Sangre, Jove, Estrella, Nube, and Oceano. At the beginning of a new nonade, the years are followed with the number of nonades that have been recorded. There are 500 days in a year.

EX: The date, 321st of Oceano 25, is the twenty-fifth 321st day of the Oceano year. Or 25 Nonades, 8 years, and 321 days.
Hunter's Guild (Nahkess)

Hunter's Guild

The Hunter’s  guild manages all of the request,  bounties  and task the miltary can't spare bodies to investigate. Many adventures gather here in to take the various request. There also is a ranking to the task , also specialist that can be hired for various task for assistance.

Current Task:

-Bandits Raiding the low passes

-Phalanx Ant mound investigation

-Griffon sighting

-Capture Rwory Blaze leader of the Red hooves

Standing Bounties:

-Dangerous monsters

-Bandits

Back To Guilds:Guilds of Nahkess
Methini Games

**"The Grand Methini Games"**

*'Imagine a you have a bunch of highly competitive siblings. Now give each one a city and have them poor everything into  it til they felt it represented them...Now make the mother and father, very hands on and having the expectations like that of the God's chosen of each of them. Yea, Rivalry was just a word before Methus , it's one of the high arts here. If you don't have at least five have you even accomplished anything with your life thus far?'*

*-Wall Lord Augustas Maximillen Janiet the Fifth of Nahkessy*

Once every five years there are the grand Methini games. The of which categories of war, innovation and art.

The war games allows for the constant restructuring and evolution of war strabismus from the various foreign elements to be fully integrated. Provides a showcase of the finest Auxirlly units comprised of mercs, and high valued instructors from forigen lands. While giving letting allies from forgien nations train togther.

The innovation games are a series of test where craftsmen from all walks show how they can better Methus and their profession as a whole. Each city puts forwards their best craftsmen and they show their finest projects. Win or lose, this also allows them to obtain sponsorship for future works should they have a good showing.

The Art games serve three purposes. As it takes place at each city like the innovation games, maintains relations and allows building of strong inter Walled city relationships and is referred to as the trail of roses. Which is part of the second purpose marriage between the first houses and other high families. Many of the noblity treat it as a way for their families blood ties to be made stronger with a rivials or allies. Finally , improvements in architecture, articulture, and art of beauty. The best the city has to offer are put forward and on full  display.

The rewards for all participants  is a gold bonus, the runner ups get a gold  stipend for one project, while the winners in each category receive A stipend for any projects to benefit all of the walled city with some moderate to high room for frivolity.

Back to Methus:
Alderaan

Located in the Core Worlds, Alderaan is a peaceful, lush world covered by lakes, mountains, and forests. It is considered the art and cultural centre of the Galactic Republic, practically a mandatory pilgrimmage for artists, philosophers, and academics from all corners of civilized space. Alderaan was one of the original founding members of the Old Republic, and contributed greatly to its reformation after the Sith Wars. As such, Alderaan is an important political figure in the Galactic Senate, with many smaller systems looking to Alderaan as an example in matters of policy and sentient rights.

## Star System

The Alderaan system contains a primary star, and one planet in its habitable zone; Alderaan itself. Alderaan possesses no moons, and the otherwise clear empty star system is a bit of an anomaly in astronomical terms; the origins of the planet are an enduring mystery, and the subject of much study and speculation.

## Geography

Alderaan is a world of varied terrain and climates, with grasslands, mountain ranges, and scattered inland seas dotting its surface. In many ways, Alderaan seems at times too perfect to have been natural, but there is no evidence to suggest otherwise. Alderaanian cities are constructed with great care taken to protect the natural world; even their architecture is designed to minimize environmental impact. The capital city of Aldera is built on a small island in the center of a caldera. The planet possessed no large oceans separating its continents, the majority of its surface water composed of thousands of interconnecting lakes and waterways.

## History

Alderaan was an early signatory of the Galactic Constitution which formed the Old Galactic Republic. It was instrumental, along with Coruscant, in the early development of the Republic, and contributed immensely to early expansion and colonization efforts. Over the thousands of years of the Republic's existence, Alderaanians became more concerned with matters of art, culture, and knowledge, eschewing war and violence; while its planetary defense forces were equal to any in the Core Worlds, Alderaan became known as a planet of pacifists and idealists. Alderaan is known to have produced many Jedi Masters over the millenia, all of whom have carried their homeworld's peaceful nature with them into the Order.

## Points of Interest

### Aldera

The capital city of Alderaan is a work of art in and of itself, an island in the center of a large lake, in view of the Triplehorn Mountains. Aldera is home to the Aldera Royal Palace, the University of Alderaan, the Aldera Universal Medcenter, dozens of museums and galleries, and some of the finest eateries in the known galaxy.
"Merchant's Guild:" (Nahkess)

Merchant's Guild:

The Merchant’s  guild is in charge of prospecting , gathering new goods, securing trade routes ,and escorting people to new settlements.Also they have many standing bounties on bandits, new goods,  and mastercraftsmen. Suffice to say if someone has it they want it.

Current Task:

-Prospect deserted mine near Horseheads mill

-Prospect eastern Grove

Standing Bounties:

-Capture Rwory Blaze

-Clearing trade routes

-confirming issues in routes

-bandits in the region

Back to Guilds: Guilds of Nahkess
“Upper Nahkess”

**“Upper Nahkess”**

*“All the coin in the city and they built a statue of a woman with her arse out”*

Want to pay gold for a glass of pisswater? The Ups is the place to go. Fanciest inns , best food , Finest me-Company a man could ask for. The merchants live like kings and queens , the officers strut around like the little lordlings they all but pretend to be . They tell you there is no royalty in Nekss , come to these streets and you will question it.But to be fair , the watch ain’t beating kids for being in the wrong place.So there is that . Either way , you know what a rich mark looks like , that's what you will find here

Back To Main City:Nahkess
Ranks

Every item has a letter rank which defines its rarity. The rank are(lowest to highest): F, E. D. B, A, AA, AA+, S, SS, SS+, SSS, SSS+. "F" rank items include common used items, clothes, like writing utensils, furniture, or most things that are easily obtained. "E" rank items are usually something someone uses to level up ones core stats. This can include books, cheap weapons, etc. Every rank above is better quality and/or rarity. SSS+ items are considered deity rank. Like Death's Scythe.
“Slag Works”

**“Slag Works”**

*“Its hot , shits always exploding , dirty , and always too much work to get done.It’s Perfect”*

Far from the  living areas of any reasonable personages is the Slag works. Here you will find smelters , smiths , artificers  and those who help them.The first stop for the ores dragged up from the mines , often forged into fresh blades and bolts. Also where you will find tinkers, artificers along with far less savory sorts practicing the trade of invention and creation. However not everything you find there will be worth more then the places namesake

Back to Main City:***Nahkess***
“Lower Nahkess”

“Lower Nahkess”

*“It’s Barbaric but hey….It’s home.”*

So as with all places there are those that got it and those that don’t. You only got two coppers to your name need a roof? You will find it here . Don’t mind having a smooth skin , Long ears , short stack and a pair of cats as your bunk mates? Make that one copper. The Family and the other gangs have a presence here but let's be honest they are everywhere and every one knows it.Granted the Hunters keep lot of folks flush with coins dealing with gutter slimes , rat nests and worse..Well let's just leave it at worse. The food is shit, the living space is tight, Smells like menagerie, the women are fast and the men hard. But hey it’s home

Back To Main City : ***Nahkess***
A Creation Myth from Nakess…

*“A Hymn from the  "Book of the Nine"  from the  "Church of the three fold Aspect" Order of Alpheros.*

*"Then Nine bells of the celestial children"*

*It is said in the beginning there was naught Darkness and the Light , for many a cycle the pair existed  as nothing more than opposing forces.  Yet as the eons passed the void remained still. In this stillness the pair formed a compact , from that union the stars in the sky were born ,  the moons and the very dirt  beneath our feet was wrought. The flesh of the first of our ancestors were shaped  from the soul of the light . Then from the womb of the Darkness the nine Dominion were born.Lordship of the children of the Light were given to the Dominion who's charge it was to guide and nurture. Yet as each of the nine were wrought from Light and Darkness each saw their charge in a different light.*

*For " The Father" brought the children prosperity in their labors . The Mother taught them of value of the hearth and home .The Minstrel taught them the joy of song . The Warrior the Glory to be found in war. The Pale Lady brought them the peaceful slumber and hereafter of death that comes from a long life. The Anarchist taught them of fickle mistress that is luck.Though as with all matters for one to appreciate the gifts of the light , however bountiful they may be  they still cast a shadow.The Dark Maiden taught them of value of a just ruler over that brought through an Iron Fist. The Corrupter took joy in the abundance of blessing and so to did the children of the light seek to take those blessings from one another. From this nations rose and fell and this taught them of The Devastator for the children of light had learned of loss , and witnessed devastation in their hubris. With nature of man revealed to the Nine , all decided to step back from the world . Instead allowing the children and their agents to guide and shape it as they deemed fit...*

*Thus as it was , as it is now.*

Back to Religion:
Runes and Rune Lore

One of the lesser MagiCrafts open to all that learn of it . Through out the world there are many run combinations and words that can be formed to make words or focus the powers of the world. Rune crafters guard their lore and knowledge like hawks. Many of which passed down from generation to generation. Leaving few known to the world  and many forgotten , lost  or yet to be discovered.

Though Cheaper then True Enchanting ,the joke surrounding the field of study is that it takes only moments to make something  Runed , the true time is lost in hidding the runes themselves . Those with the knowledge are cautious of how the spread it . Through out history there is a long list of rune masters that went missing as there fame grew greater

How Do they Work?

"Runes are an applied bonus to a piece of equipment. Runes do not require attunement, however each applied Rune increases the cost to apply another rune to the same equipment. Runes can only be applied to certain equipment as described by the Rune in question.

Rune Sets are a collection of the same Rune type, each Rune Set allows the character to activate an ability associated with the type of Rune. Once the ability has been used, all bonuses applied by that Rune Type become inactive for that character until that character finishes a Long Rest."

Spell craft check to Identify Runed equipment from magic equipment- 15

Appropriate (Trained)Tool check to Remove the rune with out destroying it- 25/35/45  (DC can be lowered by 1 per day spent removing it to a max of -15 to the DC)

Min. Int and wis  to craft rune/write 12 (1-3 Runes), 14 (4-6)  Scribing can apply.  .

Each player can have no more then three Items Runed in this manner.

 Lesser (2 Runes)
 Runed (3 Runes)
 Major\* (4 runes)
 Greater\* (5 runes)
 Master\* (6 runes)

\*Needs special components\*

\*Runes found Ingame\*
Datonglong

***Datonglong*** is een geslacht van plantenetende ornithischische dinosauriërs, behorend tot de Euornithopoda, dat tijdens het late Krijt leefde in het gebied van het huidige China. De typesoort van het geslacht is *Datonglong tianzhenensis*

## Vondst en naamgeving

In 2008 vond een team van het *Shanxi Museum of Geological and Mineral Science and Technology* in de Kangdailiang-groeve in Shanxi de kaak van een euornithopode.

In 2015 werd de typesoort *Datonglong tianzhenensis* benoemd en beschreven door Xu Shichao, You Hailu, Wang Jiawei, Wang Suozhu Yi Jian en Jia Lei. De geslachtsnaam verbindt de naam van de stad Datong met een Chinees *long*, "draak". De soortaanduiding verwijst naar de herkomst uit de prefectuur Tiazhen. De naam moet niet verward worden met die van de theropode *Datanglong*.

Het holotype, **SXMG V 00005**, is gevonden in een laag van de Huiquanpuformatie waarvan de datering onzeker is maar die vermoedelijk dateert uit het Cenomanien-Campanien, ruwweg vijfennegentig tot tachtig miljoen jaar oud. Het bestaat uit een rechterdentarium van de onderkaak met daarin bewaarde tanden.

## Beschrijving

De beschrijvers wisten één autapomorfie, unieke afgeleide eigenschap, vast te stellen. In althans het midden en de achterkant van het dentarium bevinden zich twee functionele, dus aan het slijtvlak bijdragende, tanden in iedere tandpositie. Daarnaast is er een unieke combinatie van op zich niet unieke kenmerken. De hoofdrichel van de tand, op de binnenzijde, ligt meer naar achteren, een basaal kenmerk. De secundaire richel is goed ontwikkeld. Er zijn verder geen verticale richels. De top van de tandkroon is iets naar achteren gebogen.

Het dentarium heeft een bewaarde lengte van vierendertig centimeter. Hieruit blijkt dat *Datonglong* een middelgrote hadrosauroïde is. Er zijn minstens zevenentwintig tandposities en hoogstens negenentwintig. De *processus coronoides* is verticaal gericht. De tanden zijn groot; vijfenhalf bij twee centimeter voor een nog niet uitgebroken tand. In de tandenbatterij staan per positie drie of vier tanden.

## Fylogenie

*Datonglong* is in de Hadrosauroidea geplaatst, in een afgeleide positie maar buiten de Hadrosauridae. De plaatsing is echter niet gebaseerd op een exacte kladistische analyse.
Nylavorian League

*Large Dwarven territory built inside of the mountain. With access to the under dark. Alliance with halflings who are outside and working with the dwarves to provide food in exchange for protection. (Mountain and hill dwarves) Mountain inside and hill live with the halflings. All dwarves are welcome but some of the 'smaller' races work together in order to accomplish goals. The dwarves often serve as the military forces so that the halflings and gnomes do not need to deal with that.*
“Inner Nahkess”

“Inner Nahkess”

*"For every temple there is one priest for prayer , and three taxmen for collection"*

"Father Roarkus Priest of Festive trinity"

The inner district is made up of various government buildings , temples, master craftsmen and various guild halls. There's sparse lodging both permanent and transient for the wealthy or civil officials of status. The council of Nahkess meets at their hall here as well.

The inner district could be called the brains of the city , its here were all policy, laws and many of the over all decisions made about the city are made. Also where one would go to petition the wall lord or any other civil  officials. A last point of note is that any in need of a Master craftsman would find them here in as well.

Back to the City: Nahkess
Assarion

The mysterious and generally unknown nation of Assarion is built of the subtropical rainforest and swamps found in the lowland break between Merax and the central nations. Conflicting and unclear stories come out of the land; and the lack of roads and permanent trails through the marshy swamps interferes with thorough exploration. What is clear is this land is home to goblinoids, specifically hobgoblins and bugbears with lesser species perhaps among them as well. Tales are told of towering and vast stone pyramids, blood magic, obscene public rituals, and exotic armaments that defy traditional conventions.
Brogian Empire

The Brogian Empire is the older of the two, between it and the Zesharan. It has stood since the end of the Second Age, rising in to fill some of the land from the Merxian Dynasty. As the Dragonborn began to move away a group of Humans began to colonize along the coast and have expanded upwards over the years. Steeped in deep tradition, they are also a also a more progressive feudalistic society.

## Culture and History

Made up of a large number of different family houses, the Brogian Empire has many different sigils flying about its lands. The Brogian people are more progressive than many of the other nations in the world of Midtelos. Though they are a Feudalistic society, a female has the same rights in the line of succession as a male does. Sons and daughters are treated fairly and both are given proper respect. This came into play when Emperor Goaras had all of his sons executed for trying to overthrow him within the early days of the Empire. His three sons were executed but his daughter who was loyal to him was his only heir left. She was already married to a younger male and instead of making the husband the heir apparent, he changed the rules of the land to permit woman to become heirs and so it happened. Empress Athlena was the first female ruler of the Empire and several others have come since. Bastards are also not frowned upon in the Brogian Empire, unlike the Zesharan Empire where they would wish to keep blood lines pure. In Brogia, bastards were treated just as the other children were, with some exceptions from upset parents. Brogia, like the other human empire had many different cities and strongholds set up that others would live in that were passed down through families.

## Traditions

The 'Cascading Leaves' was perhaps the most celebrated festival. Once every year many nobles from across the lands would meet up to drink, drank, celebrate and participate in tournaments to partake in the birth of the Empire, where Brogus the Boar overthrew the Dragonborn from the lands and created the first remnants of human civilization. The celebration is about the birth of the empire and not about hating Dragonborn or anything like that, though they have not have a massive amount of dealings with those of Merax.
Zirbon

Zirbon is one of the main characters of Horadeus, along with Denki and Lina. He lives alone on a jungle island. He is half-demon and constantly needs to fight for control over himself. Zirbon fights with a trident and can use water and dark magic.

### Story

The story begins with Zirbon waking up at the fountain of rehabilitation, having no memory of where he is, how he got there and who he is. The only thing he knows is that he's under the constant threat of being posessed by a demon curse. He himself is a very quiet person, but his demon side is full of energy, loves chaos, etc. As he explores the jungle and it's ruins, he'll come across ancient texts, that will slowly remind him of the past he had forgotten about and eventually make him remember his mission: to find the Horadeus and destroy it and prevent more people will evil intents to use it.

### Gameplay

The more you engage in battle and the more damage you take. The more damage you take and the more you as the player will lose control of what Zirbon is doing. Generally you'd want to avoid battles, unless you have a plan on how to keep the demon at bay.
“Guilds Man Row”

**“Guilds Man Row”**

*“If  you got two copper to rub together this is where you will spend it”*

Behind the safety  of the  walls you will find Guilds Man Row or just the Row is where all of the find a majority of the shops run by many of the craftsmen located. Along with processing finished goods.You won’t always get the best the city has to offer, but you will get good quality at a competitive price. The merchants guild where day to day trades and sales are made is there. People putting together work crews , people trying to get their kids apprenticed out extra.long with up and comers who haven't made a real name for themselves but have made enough of one to have their own shops. All in all , think of the row as where you go if you want something made well and on a reasonable budget.

Back to Main City: ***Nahkess***
"The Creation of the Greater and Lesser Undead"

***Poem from "The book of the Eternal Unquiet" ," Order of the "Eternal  Vigilance "***

"The Restless"

No longer want sleep

All Born of  Pale one's own flesh

Forever Hunger

It is said that in her sorrow at what was wrought from The Destroyer’s  machinations , The Pale lady gathered up her fallen in the Greatest of her Citadels, the last of the Great ziggurats. There she breathed new life into her disciples and gave onto them the charge to live out eternity anew , build new wonders in place of those that were loss. The Corrupter in a fit  of spite showed them all that was taken from them and whispers of what it would take to get it back , that soon turned they turned into a roar of vengeance.  Yet her children were now full of wraith , loss and greed for that which was lost to them .  Which call all be taken from the living with ease. For in their rebirth they found strength and powers that could now be turned to a new purpose. Watching her Children be turned from their path , another great work turned to ash before her. She wept....Then withdrew leaving those that clung to the path she had set to right the way or let it crumble.

Back to Religion:
Schedule View

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For an actual calendar view (which can give you full scene briefings): CLICK HERE!

**SCENE TIMES APPEAR IN GMT/UTC**. You can use THIS page to help find yourself.
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“Walled District”

“Walled District”

“Think about it , it’s the safest place in the city ...That’s why we will dig under it , they will never see it coming”

-Un-named Rogue

*"So two things  , a joke and one of those what's the word ..State mint things.So there was this half wit smuggler had the greatest plan of all , to get stuff in and out the city . Buy a room near the wall . Then Dig under , Sounds smart right ? So he starts raking in fists full of copper , guards on the take , paying all his people well..It was perfect. Problem is he forgot where he came from. Though he was too good to pay his dues. So a birdie dropped word to the guard about someone smuggling shit through the very wall they are posed to protect. Quicker then you can blink , him, his crew , his crew's crew all hanging rope like ripe gallows fruit . Why am I telling you this ? Don’t fuck with the wall and if you do keep it to your self* "

-Lecko The Quick

The “Walled District” Is what it appears to be .  A  district that is taken up over and around the entire city .Along with the businesses that have sprung up along it. Between the constant maintenance , patrols , and work being done on them . The walls themselves are some sixity feet high , now spread that around the entire city , add extensions , expanded areas , Towers . It’s a massive work project that keeps going and with good reason. When Raiding season begins those walls are what keeps bandits and worse on the other side. Alot of the people live  and work near there thus the number of homes. Wall lifes a good one , till the attacks start coming.

Back To Main City: ***Nahkess***
Fringers

The Fringers are an unofficial coalition of beings hailing from worlds beyond the borders of the Galactic Republic. To survive in the far Outer Rim, one must be tough, clever and courageous. Even so, it's a hard life to go alone. Fringers look out for each other, because they know that no one else will; the Republic won't go out that far just to give them a helping hand. Whether you were born in the Outer Rim, or you came out here to find your fortune, if you've got guts and brains enough to survive, the Fringers may have a place for you.
Chandrila

A founder of the Republic and its very first agriworld, Chandrila is an idyllic paradise committed to democracy, peace, and harmony with nature. Its capital is Hanna City, a beautiful city located on the shores of the Silver Sea. Chandrila’s gardens in the Gladean State Parks are beloved throughout the galaxy.

## History

Chandrila was one of the original signatories of the Galactic Constitution which formed the old Galactic Republic, and as such has had a place in galactic politics since the dawn of the Republic, and its reformation. It has been an agricultural world since its initial settlement, and in its entire history has never suffered a recorded ecological disaster; all manufactured goods are imported from off-world, and the lack of heavy industry is an important factor in Chandrila's environmental balance.

## Geography

A small blue-green planet with calm seas and rolling hills, Chandrila has mild seasonal weather and rarely experiences dangerous environmental conditions.

## Points of Interest

* Hanna City
* Sky Garden
Mandalorian

Mandalorians are not so much a species as a creed; they are beings who live by the Mandalorian Code, which they refer to as "The Way".

Millenia ago, Mandalorians were a warlike faction bent on proving their strength and honour through combat and conquest; over the centuries they conquered their local sector of space and established their dominion, until they were confronted by the Republic and the Jedi Order. The Republic and the Jedi sought to curb the Mandalorians' expansion via conquest, and the two factions found themselves at war with one another. The Jedi, in particular, were an affront to the Mandalorian Code, with their mysterious Force abilities. Over time, the Mandalorians developed weapons and armor to fight the Jedi; a unique ore on their homeworld of Mandalore called Beskar proved resistant to the energy of the Jedi's lightsaber, a fact which turned the tide of the war in their favour.

Thousands of years of conflict between the Mandalorians and the Jedi followed, until the final battle on Mandalore left the surface of the planet devastated and uninhabitable outside of a handful of sealed dome cities. In the aftermath of the war, and even centuries later, the Mandalorians are made to reparations to the Republic and the worlds they attacked during the crusades, and are forced to give up much of their spacefaring technology, keeping them bound to their homeworld. Officially, Mandalore is not a part of the Republic, but they have become isolationist and hostile toward any visitors to their cities. Hatred of the Jedi in particular runs deep in Mandalorian culture.

Mandalorians who do not live on Mandalore tend to be part of small, nomadic clans in the Outer Rim; they earn their living by hiring their services out as mercenaries, bounty hunters, or raiders, but regardless of their chosen means of survival all Mandalorians abide by the Code. Hatred of the Jedi runs deep in Mandalorian culture, and most Mandalorians would not hesitate to attack a Jedi if the opportunity arose.
Horadeus Wiki

**Welcome to the Horadeus Wiki!**
This is the Horadeus wiki

We're a collaborative community website about Horadeus that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## What is Horadeus

Horadeus is a game developped by ChillCube Studio. It is an openworld action 2.5D RPG. Currently, there are 3 starter characters: Lina, Denki and Zirbon. Each of them has their own unique combat style and story. There is a magic system that is centered around crystals. These are essentially concentrated elemental magic. The world is built upon these crystals wich can explain the high-fantasy world that Horadeus is.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

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

## Former Padawan

The path of a Jedi Knight is a difficult one, demanding high levels of focus, dedication, and discipline. Therefore, not all who begin training within the Order will ever finish it. However, the Order takes care to ensure that those who cannot finish their training do not feel worthless and are not left out in the cold. The Council is certain to give these individuals a place within the Order, where they will still be valued and given the opportunity to continue contributing to the organization's ongoing efforts to protect the galaxy. Furthermore, those who leave the path of the Jedi Knight behind gain more freedom to hone other skills that may be just as important to the goals of the Order and the Republic.

## Jedi Consular

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When the Order has need of effective negotiations with other parties or entities, it turns to the Jedi Consular. Consulars are wise visionaries who excel in diplomacy as much as they do in combat. Their cunning insight allows them to seek and find even the most carefully veiled truths, and their gifts in foresight provide them with the advantage of anticipating an enemy's next move before it is carried out.

## Jedi Guardian

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Leaders both on and off the battlefield, Jedi Guardians stand valiant and determined as protectors of the galaxy, sometimes against overwhelming odds. Some of the Order's best warriors are Guardians who have honed their minds and bodies into perfect harmony through years of Force attunement, training, and meditation.

Inspiring allies to incredible feats and striking fear into the hearts of their foes, Guardians are critical to the preservation and continued well-being of the Galactic Republic.

## Jedi Healer

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Wisdom and empathy are the focus of the Jedi Healer. Trained to wield some of the Force's more esoteric powers of healing and fortification, the Healer is the one the Order calls upon when grievous wounds both physical and emotional need mended. Healing and supporting allies is often just as important as dealing blows to the enemy; therefore, the Jedi Healer is critical to the Order's goals of protecting peace throughout the galaxy.

## Jedi Sentinel

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Jedi Sentinels excel at taking control of the battlefield through their fine-tuned focus and deep connection to the Force. When it comes to lightsaber skills, Sentinels are nearly unparalled, and are often seen dual wielding. As such, they are best equipped to deal high amounts of damage within a short period of time. Need to hit something fast and hard? The Jedi Sentinel is not likely to disappoint.
Bounty Hunters' Guild

Capture by design, kill by necessity. Bounty Hunters track and capture targets across the galaxy at the behest of their employers; their independence from official Republic authorities gives them the freedom to track and apprehend their targets in any jurisdiction. The Guild offers many benefits to Hunters, for a small percentage of their bounty; the Guild helps match Hunters with targets, handles permits and licenses, and other legal matters are all quietly dealt with by Guild agents, allowing the Hunter to focus on what he does best -- Hunt.

The Bounty Hunters Guild or simply “the Guild” is a group of mercenaries and bounty hunters that operates primarily in the Outer Rim. Guild leaders gather pucks from clients and determine assignments, although most members handle the jobs themselves alone. While individual bounty hunters receive the bulk of the payment for each job, the Guild does take a cut, which must be agreed upon before any hunter joins. Additionally, one must prove his prowess as a bounty hunter to be worthy of membership in the Guild.

### Bounty Hunter's Creed

*No bounty is worth dying for.*

*People don't have bounties. Only acquisitions have bounties.*

*Capture by design, kill by necessity.*

*No hunter shall slay another hunter.*

*In the hunt one captures or kills, never both.*

*No hunter shall refuse aid to another hunter.*
Time Magic

Time Magic is the most commonly supreme magic. Other than the Great Towermasters, the holy church deciphered part of time magic. They teach those under the church how to accelerate mana. Many people do not know that healing magic is a form of time magic. The pope and every position above knows it is the supreme time magic. The Great Towermasters have discovered supreme time techniques and many floormasters have one in their arsenal. The Magican Towers have crystal, wood, and healing magic.

Crystal magic is the combination of time, pressure, and earth. Pressure is also known as advanced gravity. It involves the gravity variant and instead of using it to pressure from the top to the bottom, it pressures from all directions. Aether crystals are formed when aether is forged into the earth and compressed into a gem.

Wood magic is the combination of tree seeds, water, earth, and time. The mix of water and earth and seeds created a sapling. With advanced mana acceleration, wood can be created. Few use this type because it is slow. It is not instant but more of a jog speed. It is often used by builders and in large parties meant for exploring.

There are many types of healing magic. There are the supreme healing magic and the church healing magic. Church healing magic is strong against disease dark magic, and it can heal wounds. Supreme healing magic can regrow limbs, recover the ability to regain mana, and heal rare injuries. There is also the simple healing magic. This is simply applying mana to a wound to stop the bleeding and disinfect it of mana impurities.
Transcendence of Light

The God rank Transcendence of Light is a holy grimoire blessed by the Goddess of Light. It can cast powerful healing magic and purifying magic.

The current holder of the grimoire is the Supreme Pontiff of the East Dragonthorne Church.

### Skills

Legendary Heal: It returns everything back to their original state. It can recover anything on the brink of death. It removes all debuffs and curses. It can slo regrow limbs.

Divine Smite: smite a target from 100 meters away. If it is paired with the Divine Smite Crystal Staff, it can smite anywhere in the continent, as long as you can see them, like on a crystal ball.

Holy Dispel: removes all buffs from a target as well as a knockback of 10 meters

Flash of Heaven: casts a bright light with a 50 meter radius that reveals everything(spirits, anything in stealth, items, traces of mana.)

Beacon of Light: increases the output of paladin buffs

Holifier: turns water into holy water which is lethal to demon or dark creatures

Heaven’s Descent: it takes 5 S Rank Floormasters to cast. In a 200 meter radius, it purifies all dead bodies, temporarily increases the stats of every person by 20%, heavily weakens everything dark or demonic giving them eyesight range of 5 meters, removes all sense of smell, removes all resistance under 120, and heavy fatigue.