recursal/Fanatic-Fandom huggingface dataset:
Yuan-ti -S

### Lifespan

mature at the same rate as humans and have lifespans similar in length to theirs.

### Alignment

* Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* True Neural
* Chaotic Neutral
* Lawful Evil
* Neural Evil
* Chaotic Evil

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane,

cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.

## **Yuan-Ti Traits**

* **Age:** They mature at the same rate as humans and have lifespans similar in length to theirs.

* **Darkvision:** Can see in the dark

* **Innate Spellcasting:** Sorcery +5

* **Magic Resistance:** Advantage on saving throws against spells and other magical effects. This is done by rolling twice highest roll out of the two is your save score.

* **Poison Immunity:** Immune to poison damage and the poisoned condition.

## **Appearance**

Human with Various serpent features

* **Height:** 5'5"-6'2. In game this is 0.90-1.00 In height.
* **Eye Color(s):** Yellow, purple, red, black, blue, green. Snake like pupils.
* **Destinations:** Appearance varied greatly from nearly human-like to nearly snake-like, but all had some serpentine features
Warrior

Warriors are melee fighters that are highly trained in the arts of weaponry. These mighty warriors are strong and quick on the battlefield. They depend on their heavy armor, shields and battle prowess to defend themselves and fight. Weapon mastery is a staple of a warrior's training and they are capable of delivering high damage with enormous two-handed weapons or by wielding two weapons and even shields. As warriors deal or take damage, their rage grows allowing them to deliver truly crushing attacks in the heat of battle.

## Common Fighting Styles

These class traits are to be pairs with racial traits as well.

### **Fighter**

A fighter, is a classic warrior. These warriors are battle-hardened masters of weapons, using mobility and overpowering attacks to strike.

* **Weapon Mastery:** Two-Handed Weapons. When using a two-handed weapon of any kind they deal +10 damage.
* **Reflex:** This allows them to use their reaction time on a direct physical attack to counter attack their target.
* **Strength Mastery:** Strength is their main Stats. They do +5 damage to target for every perk unlock in Strength.

### **Fury Driven**

A Fury driven warrior are furious berserkers unleashing a flurry of attacks to carve their opponents to pieces.

* **Rage Fuel:** Every time they are hit with a physical attack, there is +2 damage to their own attacks against the target.
* **Trippel-Strike:** While duel-wielding one-handed weapons, they can use this ability to spin around making three extra attacks on the target. Can only use once every long rest.
* **Weapon Mastery:** Duel-Wielding One-handed weapons. +10 for each attack they make on the target while using these weapons.
* **Strength Mastery:** Strength is their main Stats. They do +5 damage to target for every perk unlock in Strength.

### **Knight**

A warrior whose focused on protecting others using their shields to safeguard themselves and their allies.

* **Armor Mastery:** If using a shield they can fully block range or physical attacks. Only available for use three times per-combat.
* **Thick-Skinned:** Their base HP is at +20 during combat.
* **Weapon Mastery:** One-handed weapons. When using one-handed weapons damage on target is at +10
* **Strength Mastery:** Strength is their main Stats. They do +5 damage to target for every perk unlock in Strength.
Thurian Age

The Thurian Age is a period before the great Cataclysm happened where the Seven Human Kingdom where formed.

The boundary between the two ages is marked by the "Great Cataclysm," which took place ca. 35,000-40,000 B.C.

This age also predates the Hyborian Age and is known to them as the Pre-Cataclysmic Age.

The main continent is called Thuria, although smaller continents such as Atlantis and an unnamed Eastern continent exist, as do several island chains. Most of the planet was unexplored wilderness inhabited by "scattered clans and tribes of primitive savages." more likely known as the Elder Race

A great cataclysm ends the Thurian Age some time after King Kull Reign. Several countries sink into the sea, others rise from it, and the rest is devastated by earthquakes and volcanoes. Civilization is destroyed and the survivors attempt to build a new culture but warfare and a Lesser Cataclysm strike, creating the Hyborian Vilayet Sea and destroying any last remnants of Thurian society.
Yamata no Orochi

## Yamata No Orochi  The Mad

...

Yamata No Orchi, the Mad God

Description

## Deity

Yamata No Orochi is often refereed to as Yamata, The God of the Dimension of Oniorchi. After a war which ended in the destruction of the Oniorchi Dimension however, he was titled ‘The Mod God’.

## Regions of Worship

Yamata was first worshiped within his own Dimension of Oniorchi. Though after the War that ended in the Destruction of his dimension and nearly the God himself his followers where scattered.

In current time he is mainly still worshiped largely by the Oni race, who attend to be largely Nomadic.

## Enemy

Yamata’s enemies are Gods from The Pantheon of Zingara and Gods from The Pantheon of Set, largely due to their part in the destruction of his Dimension.

## Representation

Yamata can be depicted as a dark figure with cracks on his skin, in which bright yellow light seem to shine out of if. Black mist seems to always surround this figure as well.

## Attributes

Often times the sound of Bells and chimes are used to communicate with Yamata. Black Lotus an Black Mist are also associated with this god and Snakeskin is often used within rituals involving him.

## Sphere of Power

Yamata is known as the God of the great Abyss by his followers and associated with shadows, fire, luck, plague, death and combat.

## Rituals and Beliefs

His worship involves music in the form of chimes or bells. Human sacrifices are widely practiced, most of his disciples are White Oni, though other worshipers have been found within his Priesthood.
Path of Set

The path of Set is a cult-like organization, worshiping their god as a liberator of all mankind. In turn they closely follow the Setite Faith.

* Main Deity: Set

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Righteous
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: Concubines
* Divorce: Allowed
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Shunned
* Deviancy: Shunned
* Male Adultery: Shunned
* Female Adultery: Shunned
* Kin-slaying: Shunned
* Witchcraft: Accepted

#### **Clergy Doctrines**

* Clerical Function: Charity
* Clerical Gender: Either
* Clerical Marriage: Allowed
* Clerical Appointment: Temporal, Revocable
Atlantean

The Atlanteans are inhabitants of Atlantis. Atlantis existed back during the Thurian Age. This was before the continent sunk due to the Cataclysm.

Atlanteans went to war with the Picts, as they were archenemies. Although the Atlanteans were advanced technologically, they inevitably lost the war to the Picts. These Atlanteans devolved into apes. Eventually, progressing into the Hyborian Age, some of the apes evolved back into humans and are now known as Cimmerians.

Originally, Atlantis was a land of barbarians, one of whom, King Kull, left and acquired the throne of the nearby kingdom of Valusia. The Atlanteans were warriors and hunters, divided into various autonomous tribes. They were often at conflict with the seven "civilized" kingdoms of the Pre-Cataclysmic era (Valusia, Grondar, Commoria, Thule, Verulla, Kamelia, and the Triple Federation), with the islanders of the Pictish Isles, and with the pirates of Lemuria.

Atlantean alchemists created the Serpent Crown, a vessel empowered by the demonic Elder God Set. The Serpent Crown is one of the few artifacts of ancient Atlantis that survived until modern times. Few historical personages of the Atlantean age are known to date. One of the few is Kull, the barbarian-king who ruled Atlantis about 500 years before it sank. Kull was renowned as the slayer of the arch wizard Thulsa Doom, and was the enemy of the Serpent People, nonhuman but humanoid offspring of Set.
Character Creation

This section details the rules related to creation of your in game character.

## **General**

1. Players cannot be any kind of pure-blooded Celestial or hybrid race or any race that is a mix of Celestial races. This would make you a god among mortals and not only promotes god-modding but doesn’t make sense within the established lore in Conan or our server.
2. One must choose a race according to lore facts about races when creating hybrid races. Hybrid races must make sense to both parent races respective lore. This is why by default Hybrid race are in fact part-human in blood.
3. Your Characters physical appearance will be effected by the race you choose and the race lore. Each race will have a set max and min Height for it due to this.
4. All character must be approved by staff, every member must make a consent and a character bio sheet. BOTH must be approved by staff.
5. All characters must be at lest 18 years or older, there are no under-aged characters within the Exiled lands.. If your character gets pregnant, it is allowed to be RPed out, but when the child is born, it must be ‘whisked away’ ‘hidden’ or somehow transported out of the exile lands.
6. All character names must be in slandered English.
7. We do not allow character transfers at this time (From other servers to ours) due to possible advantages such as armor/rare weapons also being transferred over. We expect everyone to start at the same level (Ground level) with the help of optional kits that everyone has access to, and work their way to the top
8. Players are only allowed to have one Role-Play Main at this time.
9. Players are allowed to have 1 main account and 3 alts only. You must give the name of your alts to an Admin or Moderator for them to keep track of.
10. Names that do not fit the Role Play theme of the server (Light fantasy, Conan.) or anything inappropriate are not allowed. Examples include but are not limited to: DTrump, EggsDee, Kittycat, Bad\_Betty, XxXRedXxX, etc. After creation, you may ask an admin to make an immediate ruling on your name or to rename you.
11. Please be aware that using the Shift+M menu to change your character name is not permitted.
12. This is a role-playing server. While in game, stay in character or use () if you wish to say something out-of-character.
13. Characters that have not logged into the server within 20 days will be removed as abandoned. If you are unable to log into the server for longer than 20 days, please place a little note in the LOA channel and we will add you to a do-not-delete list.
14. In-character actions should not be taken personally. Out-of-character issues should remain outside of the game and outside of Role-play.
15. Players are expected to respond when interacted with in-game, even if it is a brief interaction through dialogue or actions.

## **Sliders**

1. Keep your height at between or at the limits of the race you choose.
2. Physical particularity of race, region, background and age should be kept in mind when creating your character appearance.
3. Overall: Stay realistic.

Disclaimer
Council of Ministers

The Council of Ministers consists of the immediate staff right under the Ruler of the Vandhya Empire, as well as staff that report to the grand visor of the Empire. The council of ministers is Headed by the Grand visor.

### **Function**

The Council of Ministers provides secretarial assistance to the Ruler of the Vanhya Empire and is lead by the Grand Visor. The Council often deals with the public when taking care of grievances. The Council houses the Ruler of the Vandhya Empire and the Grand Visor along with a few selected warriors of Vandhya who work with them to manage and coordinate government and the Council. Through the Council of Ministers the Rulers meets will all the Ministers of the Government of Vandhya.

Some of the important matters that require the Ruler of the Empire of Vandhya personal attention include the following:

* Important defense-related issues;
* Decorations, both civilian and defense, where Ruler approval is required;
* All important policy issues;
* Proposals for appointment of Vandhyan Heads of Missions abroad and requests for grant of agreement for foreign Heads of Missions posted to India;
* Special Packages announced by the Ruler for Houses are monitored in the Council of Ministers and periodical reports submitted to Ruler;
Path of The Vizior

## Path of the Vizor

Followers of the Path of the Vizier are content to advise rather than directly rule, but that does not make any less adept at wielding power than others in the Road of Kings. In fact, they are among the best at subtle manipulations and noting details that might threaten the influence of those in charge.

* Main Deity: Mithras

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Pluralist
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: Monogamous
* Divorce: Disallowed
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Criminal
* Deviancy: Criminal
* Male Adultery: Criminal
* Female Adultery: Criminal
* Kin-slaying: Shunned
* Witchcraft: Shunned

#### **Clergy Doctrines**

* Clerical Function: Control
* Clerical Gender: Either
* Clerical Marriage: Allowed
* Clerical Appointment: Temporal, Revocable
Corin

'Corian, the master Blacksmith'

During his life Corin was the husband of Greshan and the father of Conan and Siobahn. He was also known as a renowned Blacksmith of his village in Cimmeria.

## History

The origins of Corin are a mystery. The only thing wildly known is the fact. That he along with his wife died on a battlefield, during the fight between his tribe and a horde of raiding Vanir. Ensuring the survival of Conan before perishing, leaving the infant and his older brother to continue his legacy.
Goblin -S

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and

cruel in victory, goblins are fawning and servile in defeat.

## **Goblin Traits**

* **Age:** Goblins reach adulthood at age 8 and live up to 60 years.

* **Darkvision:** Can see in the dark

## **Sub Races**

These traits are paired with core race traits.

### **Dankwood Goblin**

Dankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world. They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and numble and love to explore. Because of this they make great adventurers and guides.

* **Speak with Small Beasts:** Through sounds and gestures they can communicate simple ideas with Small of smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

### **Ixalan**

Goblins native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition where the pirates first made landfall on the Sun Empire's shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.

### **Zendikar**

Zendikar are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.

* **Grit:** Resistance to fire damage and psychic damage. This is done by rolling twice on fire and Psychic damage saves the highest of the two roll is your score.

## **Appearance**

* **Average height**: 4'0-4'4. This is 0.65-0.70 in game height
* **Average weight:** 60-89 lbs.
* **Skin color(s):** Yellow to red
* **Eye color(s):** Yellow to red
* **Distinctions:** Short, agile, flat face, persuasive personality, stealthy, deceitful, small fangs, pointed ears
Cataclysm

The last years of ancient Atlantis sought direction of the giant glass-like dome over the capital city of the empire (also called Atlantis). Its last rulers were King Kamuu and his wife Queen Zartra, a native of the Lemurian Isles, which had been conquered by the non-human race of Deviants. The Atlantean empire had been in a state of decline after King Kull's era. The empire was reeling with civil war in all of its provinces and the fighting kept encroaching closer and closer to the capital city. Finally barbarians from the Lemurian Isles attacked Atlantis on behalf of the Deviant Empire, and to rout their forces King Kamuu opened the magma pits, which were the city's means of heating. The Lemurian invaders were destroyed by the molten lava, but due to unprecedented volcanic pressure beneath the city, the magma release triggered a seismological cataclysm. First the capital city, and then the entire continent of Atlantis itself was racked by earthquakes and volcanic eruptions. At the same time, the Deviants themselves launched the attack on the surviving Second Host of the alien Celestials. The Celestials retaliated by causing a nuclear cataclysm, which sank Lemuria and created shockwaves that shook the entire world. As a result of the local geological convulsions and the after effects of the Lemurian cataclysm, the entire continent of Atlantis fragmented and vanished beneath the Atlantic Ocean in about a week.
Path of Paradox

The Path of Paradox owes a heavy debt to certain tents of Hinduism. According to it; any afflicted individual is locked perpetually outside the illusory cycle of the universe. Whereas most beings are reincarnated through Samsara, a continual entanglement in the cycle of rebirth, afflicted beings have eluded that cycle. Every individual has purpose or Savadharma. Although, though afflicted and excluded from the cycle is seen to have lost theirs.

* Main Deity: ...

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Fundamentalist
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: Concubines
* Divorce: Allowed
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Accepted
* Deviancy: Shunned
* Male Adultery: Shunned
* Female Adultery: Shunned
* Kin-slaying: Shunned
* Witchcraft: Accepted

#### **Clergy Doctrines**

* Clerical Function: Control
* Clerical Gender: Either
* Clerical Marriage: Allowed
* Clerical Appointment: Temporal, Revocable
Path of Righteousness

Watchers over Watchers, adherents of this Path concern themselves with rooting out corruption and lack of resolve among followers of the Road of Blood.

(Secret Cult)

* Main Deity: Knorneth

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Fundamentalist
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: No marriage
* Divorce: ...
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Shunned
* Deviancy: Shunned
* Male Adultery: ...
* Female Adultery: ...
* Kin-slaying: Shunned
* Witchcraft: Accepted

#### **Clergy Doctrines**

* Clerical Function: Control, Recruitment
* Clerical Gender: Either
* Clerical Marriage: None
* Clerical Appointment: Temporal, Revocable
Lemurian Isles

## Working Progress

During the Pre-Cataclysmic Age, the Lemurians were considered among the barbarian nations of their age (along with the Picts and the Atlanteans), and known as savage pirates who inhabited a chain of large islands in the ocean east of the Thurians continent, in the eastern hemisphere (next place where mankind rose to supremacy), as part of the continent Mu.

The Lemurians came in contact from time to time with the mysterious and non-Thurian race living on the eastern shores of the Thurian continent (those apparently came from a shadowy and nameless continent lying somewhere east of the Lemurian islands).
The crumbling Thurian civilizations employed barbarian mercenaries (Picts, Atlanteans and Lemurians) as their armies, and consequently, their generals, their statesmen and often their kings were barbarians.

At the time of Kull, the Lemurian Isles were controlled by humans, while the Deviants ruled the Lemurian continent. King Asfodel IV, king of Lemuria, hired King Kull to kill Rotath of Lemuria, a wizard and a priest of nameless gods. Both Atlantis and Lemuria eventually became mighty empires. Khornah, lieutenant of the Atlantean Army, conspired with Lemurian pirates to depose and replace King Om-Ra (before allying to assault the Thurian mainland), but his plans were foiled by Kull and mostly by a Kraken summoned by Kareesha.
House of Council

The House of Council is the upper house of the Government of Vandhya. In this house the Rulers of the Empire can appoint 12 Counicl Members based on their contributions to art, military, literature and the public. The average time for members to be in the House of Council is often ten years, assuming they are re-elected, with the elections happening every year.

The House of Council meet up in continuous sessions, and unlike the House of the People, being the lower house of the Government of Vandhya, they are not subject to dissolution. However, The House of Council, like the House of the People can be prorogued by the Ruler of the Empire of Vandhya. The House of Council can also overriding the House of the People if seen fit. In the case of conflicting legislation, a joint sitting of the two houses can be called upon by the Ruler of the Empire.

The Adviser of the Empire acts as the Head Chairman of the House of Council who presides over its sessions. The Deputy Chairman, who is elected from among the house of Council, takes care of the day-to-day matters of the house in the absence of the Chairman.

These sessions often happen within the capital of Ayodhya, and held it first session on May, 13, year 1052 in the Hyborian Calendar.

### **Qualifications**

* Be a citizen of the Empire of Vandhya.
* Take a oath before the House of Councle and the Ruler of the Empire of Vandya.
* Be at least 30 years old.
* Be of service within the Military of the Vandhya Empire
* Be elected by the Council of Ministers by means of single vote through proportional representation.
* Not be a proclaimed criminal.
* Not be in debt that he/she is not capable of repaying in a current manner and should have the ability to meet his/her financial expenses.
* Not hold any other office the Government of Vandhya.
* Not be of unsound mind.
* In addition, twelve members are nominated by the Rule of the Empire of Vandhya having special knowledge in various areas like arts and military.
The True Blackhand

The True Blackhand is an ancient organization formed by an unlikely alliance between mages and seven clans.

* Main Deity: ...

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Fundamentalist
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: No Marriage
* Divorce: ...
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Accepted
* Deviancy: Shunned
* Male Adultery: ...
* Female Adultery: ...
* Kin-slaying: Shunned
* Witchcraft: Shunned

#### **Clergy Doctrines**

* Clerical Function: Control
* Clerical Gender: ...
* Clerical Marriage: Either
* Clerical Appointment: Temporal, Revocable
Dragon Born -S

### Lifespan

Ageing1-3: appears 10 years of age3-15: Grows to adulthood appears to be in early 20's at the end of this stage.15-800: Slowing is greatly slowed. Can live up to 800 years of age.

### Alignment

* Lawful Neutral
* True Neutral
* Chaotic Neutral

The dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, combining the best attributes of dragons and humanoids.

## **Dragonborn Traits**

* **Age:** Young dragonborn grow quickly. Attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15, making them appear as early 20-year old humans would. From there aging slows down greatly. They live to be around 800.

* **Draconic Ancestry:** They are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of their breath weapon, and the type of resistance they gain.

* **Breath Weapon:** They can exhale destructive energy. It deals damage in an area according to their ancestry. When they use their breath weapon, all creatures in the area must make a saving throw, the type of which is determined by the Dragonborns ancestry.
* **Dragon Shapeshift.**
* **Damage Resistance**: Resistance to the damage type associated with ancestry. This works by rolling twice for saves, the highest number from the two rolls will be your save score.

## **Sub Races**

All these traits are paired with base race Traits.

### **Draconblood**

* **Darkvison:** Can see in the dark
* **Forceful Presence:** When they make a Intimidation or Persuasion check, player can do so with advantage by rolling twice and choosing the highest out of the two rolls to be their save score.

### **Ravenite**

* **Darkvison:** Can see in the dark
* **Vengeful Assault:** When they take damage from a creature in range of a weapon they are wielding, they can use their reaction to make an attack against that creature. Player can do this once per short or long rest.

## **Appearance**

* **Average height:** 6′0″‒6′11"
* **Average weight:** 300+ Lbs
* **Skin color(s):** Same as humans, plus shades of red
* **Hair color(s):** Red, brown, black, dark blue, purple. white.
* **Eye color(s):** Black, gold, red, silver, or white.
* **Distinctions:** Horns, tail, fangs, scales whose color depends on the Dragon type.
King Nial

**Nial** was the king of the Picts during the reign of King Kull. Although the Picts acknowledged his overlordship of all the tribes, Nial's rule was not absolute. He generally did not interfere in Pictish tribal affairs, nor did he take tribute except from the Nargi, the Dano, and the Whale-slayer tribes, all of whom lived on the island of Tathel with his own tribe, the Tatheli. In return for their tribute he protected them from other tribes.

When two Pictish tribes went to war, Nial did not get involved unless the conflict encroached upon those tribes that were under his protection. When such battles were over, Nial served as an arbiter between the two tribes and resolved such issues as reparations, the return of stolen women, and so forth. In such cases his judgment was final. Whenever the Picts were threatened by foreigners, Nial was able to make the tribes put aside their own quarrels and fight together against the common enemy.

Nial was wise enough to know that though he could have dominated the entire Pictish nation with an iron hand if he wished, especially with the help ofValusia as an ally, the constant threat of Pictish revolt would have been more trouble than it was worth
Shadizar

## The Wicked City

The wicked city

Shadizar, often called *Shadizar the Wicked* or *City of Wickedness*, is the capital city of Zamora. It lies near the eastern border with Turan.

## Notable People

* Queen Taramis
* Princess Jehnna
* Bombaata

## Distinguishing Features

### Military

As capital of Zamora, the Zamoran army is located here. While the regular army boasts about 10,000 men, Zamora relies primarily on its evil reputation, assassins, and sorcery to defend its borders. The Shadizar Watch numbers about 1,200 men, 400 which are on duty at any given time.

> Disclaimer
>
>
Onirotchi

Onirotchi is an ancient dimension far from our current. It is the namesake of Oni, the beings that exist there. It's been told by nomadic Oni met by mortals that the dimension was obliterated and turned to a wasteland after The Great Schism, the war between countless gods and the once demonic god ruler of Onirotchi, Yamata no Orochi.
Warning System

Warning system is also called the X’s system! Here are the tires and what to expect from them if you get these warnings!

1. **First Warning(X):** You will get a ‘x’ next to your name that you may not remove. This tag will be placed on you for two weeks depending on what rule or rules were broken.
2. **Second Warning(XX):** You will get placed on a list and a 2nd ‘x’. The tag will stay on for a month. During which you might be subject to having a mute tag placed on you as well.
3. **Third warning(XXX):** You will get the mute tag on you for two weeks and 3 ‘x’ next to your name that you cannot remove for two months. Any rule breaking during this time will result in a ban from the server.
Common Slave Punishments

These are lists a common punishments for slaves, whom are guilty of disobeying their masters amongst other things.

## GUILTY BEHAVIOR

* x Wrong mistress calling.
* x Not allowed action.
* x Have secrets in front of to mistress or master
* xx Not kneeling before a Mistress or Master
* xx Direct view during speaking.
* xx Not allowed dress, equipment or founded property.
* xx Behaving rude towards to slave or stranger.
* xxx Attempt to lie, steal or cheat to mistress or Master
* xxx Unfulfilled command or broken permission
* X Attempt to change owner.
* X Detached or not wearing a collar or irons.
* X Willful disobedience and rebellions'
* X Behaving rude towards a mistress.
* X First Attempts to flee or not returning home.
* XXX Second try attempts to flee or not returning home.
* †X Third try attempts to flee or not returning home.
* †XXX Rape or injury mistress or master

## GUILTY OF SEXUAL LIFE LAWS

* xx Not allowed masturbation

* X Cuming without permission.
* X Having sex with another person without permission.

## COMMON PUNISHMENTS

These punishment are for guilty actions mark with a x or a xx

* x Kneeling in the corner (one hour)
* xx Kneeling in ice cubes (one hour)
* x 20 lashes with the whip (butt, back)
* x 10 lashes with the braided whip (butt, back)
* xx Bind on the wooden horse or hanging rack (one hour)
* xx Lock on the pillory or ring (two hour)
* x Locked restraints cuffs, chains (two hour)
* x No speaking + gag (two hours)
* xx Locked a chastity belt for (one day)
* xx Rape on the obedience bench

## EXEMPLARY PUNISHMENTS

These punishment are for offences marked with a X or XX

* X 100 lashes with the whip (butt, back)

* X 50 lashes with the braided whip (butt, back)

* X Locked chastity belt (one day)

* X Torture of the slaves genitals or breasts

* XX Severe torture, to be decided on the gravity of the misbehaviour

## EXTRA PUNISHMENTS

* + Repeated offenses of this kind will lead to severe torture

* ++ Including mutilation of the slaves genitals

## EXECUTIONS

Offences marked with a cross -will- normally lead to death.

* † Hanging
* † Cutting off Head
* †X Sacrifice to Darketo
* †XX Crucification
* †XXX Severe prolonged torture to die

† Permadeath only with the explicit consent of the victim. If you don't want your character to die, then we have to think of another scenario to avoid it.
Giant Language

The **giant language**, also called **Jotun** by those who speak it, was the ancient language of most giants. It was one of the oldest active languages. It was believed that the language shared some of its roots with Common.

## Script

Both ancient and modern Giant was written with runes. Ancient giants also had a set of logographic runes primarily used for runecasting, although they were also used symbolically in art to represent or refer to related giant subraces and gods. These runes did not make up a true alphabet or syllabary, but rather they were diagrams or models of the relationships between cosmic forces and the deeper truths of the universe.

## Grammar

Jotun tended to follow a subject–verb–object order, but there were exceptions. The copula, *er*, was often left out of sentences.

## History

Giant was derived from the Primordial language. Jotunstein had strong Dwarven influences, and the by extent the Common language were thought to share lingual roots with Jotun, possibly having evolved from an even more ancient giant language.

Only about 1% of giants had any significant knowledge of the ancient giant runes in 1366 DR. By the late 14th century DR, a few giants were familiar with the rune commonly associated with their subrace and the runes were still used by giant runecasters. Most ancient dragons were also familiar with the large majority of these runes.

## Derivatives

There are several languages and dialects based on Jotun that have evolved from it.

Jogishk: This is the patois spoken by Orges.

Jotunalder: Similar enough to Jotun to be reasonably understood, this language has not changed in thousands of years and is used formally in ceremonies.

Jotunhaug: Spoken by hill and mountain giants, and closely related to Jotunise.

Jotunild: Spoken by fire giants.

Jotunise: Spoken by frost giants and closely related to Jotunhaug.

Jotunskye: The language used by cloud and fog giants.

Jotunstein: Spoken by stone giants. The written form was called "Metamorpherie".

Jotunuvar: Spoken by storm giants.

Disclaimer
Disclaimer

All Lore here is heavily based off the MMRPG Serval Game: Conan Exiles Lore. We in no way make clams to the information here and all direct lore here is Copyrighted under fair use.

It should also be noted that all custom Lore here is only server Cannon based and not directly written within Lore, only within the servers of the Imperium Realms and as such is to be taken with a grain of salt and can be subjected to change if need be.

Furthermore this is all for **ROLE PLAY PURPOSES** or Fan-fiction and all **CANNON BASED LORE** created here is *copyrighted to their respective posters* upon approval.
Pictish Isles

**Pictish Island** are also called **Pictland** was a nation of islands and the homeland of the Picts, located west of Atlantis during the Thurian Age. It is also

referred to as **Pictdom** and the **Pictish Islands** (or **Pictish Isles** in popular usage at the time). The seat of power in Pictland was the island of Tathel where King Nial lived. During the Cataclysm, the islands were heaved up to form the mountain peaks of a new continent.
Alphawolfen

[[Datei:Rudelführer.jpg|thumb|Rudelführer aus Confrontation - The Game]]

Als **Alphawolfen** bezeichnet man die Anführer eines Rudels der Wolfen. Oft sind es die stärksten Mitglieder der Gruppe überhaupt und mussten sich in unzähligen Rangkämpfen durchsetzen.
Kategorie:Militär (Wolfen von Yllia)
Kategorie:Kultur (Wolfen von Yllia)
Aasimar -S

Fallen

* Lawful Evil

Aasimar are descended from humans with a touch of the power of a divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods and light, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

An Aasimar, *except for Fallen Aasimar*, has a link to an angelic being. That being provides guidance to the Aasimar, though this connection functions only in dreams. Though this the Aasimar receives visions, prophecies, and feelings.

## **Aasimar Traits**

 0

* **Age:** Mature at the same rate as humans, but they can live up to 160 years.

* **Darkvision:** Can see in the Dark.

* **Celestial Resistance:** Resistance to necrotic damage and radiant damage. This is done by rolling twice on saves, the highest number out of the two rolls is the players save score.

* **Healing Hands:** Can touch a creature and cause it to regain a number of hit points equal to there current HP level. Once this trait is used, it cannot be used again until they finish a long rest.

## **Sub-Races**

These traits are added to base race traits.

### Protector Aasimar

 0

* **White Wings:** Player has pale white wings on their back, they can use flying wings when needed out of combat.

### Fallen Aasimar

 +1

* ***Black Wings:*** Player has pitch black wings on their back, they can use flying wings when needed out of combat.

## Appearance

* **Average height:** 5′5″‒6′ 2". In game this would be 0.90-1.00
* **Average weight:** 114‒238 lb
* **Skin color(s):** Same as humans
* **Hair color(s):** Red, brown, black, blonde, white.
* **Eye color(s):** like humans
* **Distinctions:** Wings
Valusia

**Valusia** was a kingdom of Thuria ruled by King Kull during the Pre-Cataclysmic Ageand was the most powerful of the Seven Human Kingdoms. Kull ruled

his kingdom from the Topaz Throne in the golden-spired royal palace known as the Tower of Splendor.

The nation was first established when the early Thurians arrived from the East and conquered those of the Elder Race that inhabited the region that became Valusia. It was even earlier that the Elder Race themselves had come out of the wasteland regions and displaced the peoples and tribes they encountered.

By the time of Kull's reign, Valusia and the Picts had become allies despite the hereditary hatred between the Picts and Kull's native Atlantean people.

Serpent-Men, the unseen priests of the Serpent God, have at times secretly assassinated various kings of Valusia and ruled in their place, using sorcery to take on the outward form of the dead king. Once in a while the apparent ruler would die in battle and the magic would fade to reveal the corpse of a serpent man. When Kull, with the help of Brule the Spear-slayer, unmasked one such conspiracy against him, he vowed to destroy the serpent men once and for all.

The capital of Valusia was also named Valusia, not the "City of Wonders" as commonly thought, which was merely a nickname. Two Kull stories, "The Cat and the Skull" and "Swords of the Purple Kingdom", both explicitly refer to the capital as the "city of Valusia".

Disclaimer
Character Profile Template

## Example Character Profile Infobox

Feel free to use the Character Profile Infor box and fill it out! Make sure when posting an image of your character creadit is given to the artist if it is not done by yourself. If the artist is unknown say so here as well! Artist: Unknown

## Example Character Military Infobox

### Disclaimer

.Example

This is an example of a character Page! Here you will see fields you can fill in using the Character- Infobox to the side as well as suggestions for what to place in

the profile itself!

In the first section here you would write a summary of you character.

## ***Appearance***

This would be a description of your character general appearance!

## ***Personality***

This would be a Description of your characters personality traits.

## ***Currently...***

Where is your character currently at with their history?
Tower of Splendor

The **Tower of Splendor** was the great golden-spired and bejeweled royal palace of the kings of Valusia. It was protected by walls and guarded inside and out by soldiers of the Red Slayers. Between the outer walls and the palace proper were gardens and fountains, and vines grew along the sides of the building. The inside was honeycombed with secret doors and passageways that were used by the Serpent-Men to carry out their murderous operations against the Valusian kings until King Kull and Brule put a stop to them.

## Notable Features

* The **Topaz Throne** was located at the front of the palace and overlooked a broad white street that curved around the great edifice. Here the king typically sat during parades and processions, though Kull preferred to be mounted upon his warhorse during such events.
* The **Hall of Society** was the throne room where Kull presided over official ceremonies from the **Ermine Throne**, granted audiences with guests of the court, and other kingly functions.
* The **Fame Room of Kings** was a memorial room where statues and other artifacts were on display that celebrated past rulers.
* The **Accursed Room** was a former throne room where King Eallal was murdered by the Serpent-Men a thousand years before the reign of Kull. It remained unused and avoided ever since, and even during Kull's day the hallways of the palace were haunted by the wandering ghost of Eallal.

Disclaimer
Gita

## Gita, The Spider Goddess

Gita is an obscure spider goddess worshiped deep in the backwoods and among the treacherous hills of Argos. Her priestesses believe in the superiority of noble blood and some engage in breeding programs to produce strong, pliable slaves.

The cult praises cunning, patience, skill and industry. Art and beauty are also emphasized. Gita is the Great Weaver, the Creator of Life, spinning the world and all of its people from her own substance – and all people are attached to Gita (and, by extension, each other) through these threads.

**Gender:** Female.

Regions of worship: By Argossens mostly in the backwoods and among the treacherous hills of Argos. Particularly in Athos, an upland Argossean city located on the plains of Meru.

**Enemies:** Mitra; Mitrans see Gita as a demon, a foul weaver of lies and deception. Followers of Gita are heavily persecuted by the Mitrans.

**Representation:** A beautiful woman with additional body parts of a black spider.

### **Rituals and Beliefs**

* Meditation and human sacrifice is pleasing to the spider goddess.
* Every year Athos sponsors a sporting event called the Games of Gita. The games of Gita are gladiator games in honour of Athos’s demon-goddess.
Ormazd

According to ancient lore, the creator God Ormazd emerged from Zurvan, the personification of infinite time. The wise and benevolent Ormazd; Whom represented truth, order, and justice - set about to populate his domain with life. However, a second figure also emerged from infinite time soon after; the evil Ahriman - A twisted mirror image and antithesis of Ormazd.

Being the personification of deceit and chaos, Ahriman rejected Ormazd’s peace offerings and attempted to kill the life that Ormazd had created. Although he abhorred conflict, Ormazd reluctantly opposed Ahriman in order to protect his creations. After a long battle, Ormazd narrowly overcame his dark counterpart and banished him to the Nether Realms. In preparation for Ahriman’s eventual return, Ormazd created the Yaztas- Lesser gods imbued with portions of his own divine power who were similarly dedicated to upholding order and justices.

Not to be outdone, the banished Ahriman created the Divs - demonic gods designed for the sole purpose of opposing the Yazatas. Since then, Ormazd's Yazatas and Ahriman's Divs have waged an endless war against each other, often using mortal pawns in each side's attempt to gain the upper hand. Ahriman also created magical talismans to foment chaos and strife in the Earth realm.

One such talisman was the "Heart of Ahriman," a golden orb capable of greatly enhancing magical powers; although Ormazd transformed the Heart of Ahriman, so that it typically released pure, white magic, though its power could still be used for evil.

## **Regions of Worship**

Certain regions of Turan, especially small villages in the hills, containing large parts of original non-hyrkanian population. Also, there are secret cults of both Ormazd and Ahriman in bigger cities, waging an underground war for centuries.

## **Representation**

Man with a long beard, hat, often flying on a winged wheel or a cloud, alternatively being depicted battling his evil brother, Ahriman.

## **Rituals and Beliefs**

The uncreateds the uncreated spirit, wholly wise, benevolent and good, as well as the creator and upholder of Asha; Translated as truth.

Interestingly enough, old texts have it that Ormazd is a creator of Mitra, who is his ally and servant in battle against many evil gods and spirits.

Ahriman, as an evil deity, or grand devil, is also contained in the Zingarian Pantheon and Asurian cults of Hyborians.

## **The Priesthood**

Clerics of Ormazd are called fire keepers, or Magi. They make incantations for about an hour, holding before the fire their bundle of rods and wearing round their heads high turbans of felt, which reach down their cheeks far enough to cover their lips, or they go veiled. They often act as physicians and problem solvers. The of Ormazd must always be male.
Atlantis

## Working Progress

Atlantis is a small island-continent in the ocean west of Thurians, and east of the Pictish Islands. It is the home of the Atlanteans, enemies of the Picts and of the civilized Seven Empires of Thuria. They established colonies on Thuria. It is hardly a coincidence that "Commorria" in the days of Kull so resemble "Cimmeria" in Conan's days. The Atlanteans did make war against the mountain-city in "The altar and the Scorpion". Perhaps arch-darkpriest Thuron is of Atlantean descent. It was the home of King Kull. Priests of Xultha were sent from Na-hor to Atlantis.

In the Cataclysm that ended the Thurian Age, Atlantis sunk beneath the sea but many escape the destruction on ships, and join their continental colonies. There, the survivors are forced back into the stone age by lack of resources but become skilled in this medium and develop an artistic culture. They soon enter a war with the surviving Picts and lose to their superior numbers and stone-age military technology. The survivors of the war devolve back into apes. They eventually re-evolve into humans to become the Cimmerians of the Hyborian Age.

Fortunately, there were a few survivors of the Atlantean catastrophe. The largest concentration of survivors was in the southern city of Netheria, whose priests and intellectuals foresaw an attack by the Lemurians. They enclosed their small city in the dome of an unknown plastic-like substance, and excavated and fortified their city’s foundation. Consequently, when the continent of Atlantis fragmented, Netheria remained intact as it sank, coming to rest in a huge sub-sea cavern.

Tiny bands of Atlanteans managed to find refuge on neighboring islands and the European continent, which were buffeted by the Atlantis catastrophe but not destroyed. One group of refugees fled to Antillia, a group of islands nearby. Other Atlanteans in Europe eventually became the tribes of Cimmeria, which the man known as Conan the Barbarian would later come from. The nearby island of Attilan, home of the genetically advanced but reclusive Inhumans, also survived the cataclysm virtually unscathed.

About 500 years after the founding of undersea Atlantis, a group of Homo mermanus left the city and made their way to the Pacific Ocean. This group founded the city of Lemuria on the opposite end of the now submerged continent of Lemuria from that settled by the Deviants. Due to the acquisition and worship of the Serpent Crown, the magical artifacts from the pre-cataclysmic Atlantis, the Lemurians' complexions and features have taken a more serpentine cast than their Atlanteans forebears.

Disclaimer
Greshan

'Shield Maiden, Greshan, Wife of Corin'

In life Greshan was known to be the wife of Corin, she was also the mother of Siobahn and Conan.

during the fight between her tribe and a horde of raiding Vanir, she was fatally wounded byan enemy while attempting to save Corin. The weakened Greshan uses the last of her strength to give birth and names the child Conan before she died.
Energy

Energy is a primary resource used for light Melee attacks, Hand-to-hand Combat, and Archery attacks. Energy regenerates at a fixed rate of 1 energy every second of rest, in and out of combat, and is under most circumstances capped at 100. This makes energy a very fast-regenerating and fast-depletable resource. Certain energy-using rotations may benefit from energy pooling to maximize efficiency.