recursal/Fanatic-Fandom huggingface dataset:
Elven Frigate Airship

Airships are an example of some of the greatest Elven technology produced to date. First invented in the early 3300's, the first fully functional airship wasn't built until the year 4091. The frigate is the most common form of Elven airship.

## **Description:**

The following is a description of the average frigate. Not all vessels of this type may follow this description exactly.

A large blimp-like balloon makes up the bulk of the airship's size. The ship deck is only half the length of the balloon and is directly attached to it by the poop deck. Cannons lined the top deck of the ship, and wings like that of a plane extend out from either side of the ship. Attached to the bottom of either wing and the side of the hull were engines encased in metal which propelled the ship using rapidly rotating turbines. As with most Elven tech, the airships are made to be extremely sleek and aesthetically pleasing while also dangerously efficient.

## **Functionality:**

### **Balloon:**

The balloon of the airship is filled with heat by mechanisms that concentrate heat and shoot it up into the balloon to lift the vessel upward and keep it afloat. Most often, the captain of an airship will be a Mage, or will have a Mage working under them who is in charge of controlling the airship's altitude using Magic. In the case of an emergency where it is impossible to use Magic, physical fuel which can be burned is always kept on board airships. More advanced airships may also be built of automatonous machinery capable of piloting the ship without human interaction.

### **Engines:**

Most frigates have only two engines. These engines work similarly to real life modern plane engines, creating propulsion by sucking in air and pushing it out the rear end, however these engines are not nearly as powerful as those used in real life. The engine turbines are turned by gear systems attached to a rotating crank below the ship's deck. In most present-day airships, these cranks are automatonous and turn themselves, however in the early days of airships, this crank needed to be pushed manually to propel the ship forward.
Tankard Plate Armour

Tankard plate armour is a type of armor used in many countries in many minor variations, equipped to heavy infantry to provide high protection.

## **Etymology:**

The name is derived from the tankard, a type of drinking utensil.

## **Description:**

Tankard plate armour is characterized by thick, heavy metal plates almost completely encasing the wearer's body. Movement in this armor is slow, so wearers typically wield heavy weapons to decimate their foes in a single blow.
Orc

## Orcs

**Orcs** are a race created by Prism in the late 4th century. They are a generally violent and war-loving race by nature, but not innately malevolent or evil and fully capable of sophistication.

Orcs belong to the Wightian genome.

### Appearance:

Orcs are typically green-skinned, bulky humanoids slightly larger than Humans. They have brutish, gnarled faces with two large fangs protruding from their large mouths, and slightly pig-like features.

## **Variants:**

### **Verdant Orcs:**

Verdants are the most common type of Orc, with dark emerald-green skin. The term "Orc" alone almost always refer to Verdants.

### **Murk Orcs:**

Murks are a more varied and dark-skinned subtype of Orcs.

#### Appearance:

Murks often have dark green or pure grey skin, and tend to be slightly smaller than Verdants.

### **Hallow Orcs:**

Hallows are uncommon white-skinned Orcs sometimes mistaken for albino Verdants. They are the most culturally different from typical Verdants, often living in animalistic tribes and being purely carnivorous, sometimes even cannibalistic.

#### Appearance:

Hallows have pale, almost cream-colored white skin. They often have a thick stripe of short hair running from the top of their head down the back of their neck, and slightly different body proportions that give them thinner waists and broader shoulders. Due to their different proportions, large Hallows tend to lope around like gorillas.

## **Abilities:**

Orcs have an IM of around 35.

* **Superior Strength** - Orcs are much physically stronger than other races.
* **Tough Skin** - Orcs have tougher skin than normal, and are more resistant to damage.

## **Biology:**

### Lifespan:

Most Orcs have an average life expectancy of 67 years.

Hallow Orcs have an average life expectancy of 58 years.
Frost Elf

## Frost Elves

Frost Elves are an Elf type which came into being at some point in the 4th or 5th century. They were the result of other Elf types adapting to the extreme cold of certain environments.

Frost Elves belong to the Wightian genome.

### Appearance:

Frost Elves are tall and have pointy ears, like other Elf types. They have extremely pale, often literally white skin and either white or pale grey hair.

## **Abilities:**

Frost Elves typically have an IM of around 75.They excel at ice and water Elemental Magic.

* **Cold Immunity** - Frost Elves are practically immune to the cold.
* **Heat Resistance** - Frost Elves have an increased resistance to heat (but not fire).
* **Natural Defrost** - Frost Elves' bodies have a natural defrosting mechanism which melts frost and ice on their bodies, and can also be used to melt ice in the environment.

## **Biology:**

### Genes:

As with all Elves, Frost Elves have many recessive genes and are extremely adaptive. After only a couple generations of breeding or extreme conditions, they can be made into a new type of Elf.

### Lifespan:

Frost Elves have an average life expectancy of 187 years.
Vyrn

**Vyrn** are a type of Faery, and a descendant of the ancient Obrin race. They are the result of breeding between Goblins and Kobri. Similarly to Kobolds, they are extremely crafty and innovative. They tend to live i small populations among larger populations of Goblins or Kobolds, often acting as leaders when living among the former. As of the modern age, they are an endangered species due to the extinction of the Kobri.

Vyrn belong to the Obrin genome.

### Appearance:

Vyrn take heavily after the Kobri, with a short height of around 4 feet, light grey or lime green skin, floppy ears and slightly pig-like snouts.

## **Abilities:**

Vyrn have an IM of 10.

* **Metal Resistance -** Though not as strong as that of modern Kobolds or even the Kobri, Vyrn have a resistance to the urning effect caused when they touch iron, copper, silver or lead.
* **Night Vision -** Vyrn have improved vision in darkness.
* **Poison Resistance -** Vyrn resist many forms of poison.

## **Biology:**

### Faery:

Vyrn are Faeries, and thus have the distinct traits of Faeries. They are incapable of touching iron, copper, silver or lead, and their very flesh is made up of large percentages of Mana.

### Lifespan:

Vyrn have an average life expectancy of 39 years.
Odohk Desert

Famous for being a terrible place to live, and more-so for those who choose to live there anyways, the **Odohk Desert** is located just Northeast of central Brallia as part of Yallein. The desolate desert has very few oases, plants, and small animals, but many large predators, creating a truly unique and dangerous environment.

## **Claims:**

The desert was originally property of the country of the same name, Odohk. However, after the Fall of Odohk, it became a part of Yallein.
Backstab

**Backstab** is a passive Equipment Specialty which takes the form of a dagger, specifically a broadened kris.

## **Etymology:**

To backstab someone is to betray them. Lying can often be a form of betrayal, and Backstab's effect deals with lies.

## **Effects:**

Backstab is a broadened kris which gains power each time the user lies. For each lie the user tells, Backstab's cutting efficiency and physical strength are both exponentially increased by around 50%.

### **Applications:**

* Unleash powerful attacks after telling lies.

## **Users:**

The only known user of Backstab is Xarn Klique.
Elementalism

**Elementalism** is the simplest and most widely used category of Magic. It is a very broad category, containing the elemental spells themselves, advanced combinations of elements, and other spells which take advantage of the elements to achieve various effects.

## **Elements:**

These are the basic spells representing each of the elements of the world.

All element spells are made up of two parts: the Prefix and the Class. The Prefix determines what element is being cast: Pyr- is fire, Cry- is ice, etc.The Class determines the strength of the spell. The different classes (-o being the weakest, -aelus being the strongest) are:

* -o
* -a
* us
* ais
* oen
* aen
* uien
* aien
* ael
* aelo
* aela
* aelus

In theory, it is completely possible to achieve a higher **Class** of an element spell than -aelus, however no such casting has ever been recorded, and thus no name for the next class exists.

### **Simple Elements:**

These simple elements are the most widely used and simplest Magic spells.These spells can generally only be cast either as a blast (Ex: shooting a fireball) or on standby (Ex: holding fire in ones hand, lighting something one is holding on fire). To exert greater control over these elements would require someone to either have a Specialty allowing them such control, or for them to specialize in studying and learning to control the element(s).

See: Simple Elements

### **Advanced Elements:**

These elements are much more rarely used than the simpler existing elements. To use them at all would require either a Specialty that allowed the user control over one of these elements, or for someone to specialize in studying the use of these elements.

See: Advanced Elements

### **Compound Elements:**

These spells take advantage of one or more element in order to cast a spell of a completely different element. These new spells are each given their own unique **Prefix**. There are not Gods to rule over these elements, and casting them will require a person to either have a Specialty allowing them to do so or for them to specialize in the study of all the elements required to make the new element, in addition to then the study of the new element itself.

See: Compound Elements

### **Elemental Spells:**

These spells are not themself an element, nor are they a combination of elements, however they are created via elemental Magic. These elemental spells range greatly in difficulty and use, but all utilize the elements to create their effects.

See: Elemental Spells
Daemus Vachen

**Daemus Vachen** was the first king of the country of Vachen, which would later become Yallein, and ruled from the country's founding in 1336 until 1350. He was the father of Raymond Vachen.

When the country was being formed, it was decided that a tournament would be held, and that the winner of said tournament would be crowned King. Daemus was the winner.
Fumomancer

**Fumomancer** is a term used to refer to Elementalists who specialize in smoke Magic.

## **Usage:**

By technicality, the term Fumomancer can refer to anyone who has knowledge of how to use smoke Magic, however it is most often used to refer to professional Elementalists who specialize in using the compound element of smoke.
Kobold

## Kobolds

**Kobolds** are a type of Faery, and a descendant of the ancient Obrin race. They are famously crafty and innovative, and despite lacking the ability to touch metal until their evolution from the Kobri in the 38th century, have surpassed many other races technologically, utilizing machines and crystals to overcome their lack of Magical talent. Strangely, Kobold culture and technology is almost completely constant all across the world. How this is is unknown.

### Appearance:

Kobolds are notably similar to Goblins in appearance. They are short, with an average height of 4'2. They have green skin, large, floppy, pointed ears, long pointy noses and small horns protruding from their foreheads. Their limbs are thin and somewhat frail looking, and their frames are wiry overall.

## **Abilities:**

Kobolds have an IM of 15.

* **Metal Immunity** - Kobolds are the only type of Faery which can safely touch iron, copper, silver and lead.
* **Night Vision** - Kobolds have near perfect vision in darkness.

## **Biology:**

### Faery:

Kobolds are grouped together with Faeries, however they lack one of the two defining traits of Faeries, as they are capable of touching metal. However, they still speak Kol'Enil, self identify as Faeries, and are accepted by other Faeries, and thus are still considered Faeries by technicality.

### Horns:

Kobolds small horns are practically useless in combat or for other purposes. The actual purpose behind their horns is purely sexual. Kobolds with a rare but superior chemical balance will be able to grow extremely large horns, which females find more attractive and thus marks the long-horned Kobold as an alpha.

### Lifespan:

Kobolds have an average life expectancy of 44 years.
Mage

**Mage** is a general term used to describe any Magic user.

## **Usage:**

By technicality, anyone who uses Magic could be considered a Mage. However, the term is properly used only to describe those who use Magic professionally, especially for combat. It is an umbrella term that covers all types of Magic users. Any Mage who does not fit into a smaller category will be considered simply a Mage.
Agrarian

**Agrarian** is an active Spell Specialty which allows its user to manipulate the concepts of private property and borders.

## **Etymology:**

An "agrarian" is "a person who advocates a redistribution of landed property, especially as part of a social movement." The user of Agrarian can manipulate private property.

## **Effects:**

Agrarian gives its user various lesser abilities relating to property and borders. The user can set an area as a certain person's property via a separate plane. Doing so requires quite a bit of Mana to initially cast, however the spell is self-sustaining afterwards. Doing this will cause the target area to emit a weak Mana signature which can signal to those capable of sensing it that the area is the target owner's property. The user can also link various effects to the above-mentioned property after it has been created, each effect requiring a large sum of Mana to add.

### **Applications:**

* The user can create an alarm, which alerts the property owner (or other people such as guards) when entities or objects that emit a Mana signature enter the property.
* The user can create a weak Barrier that encases the property, preventing spells cast outside of the property from having an effect inside.
* The user can create a weak resistant effect that will make it more difficult for certain chosen entities to enter the property, pushing them back with a weak Magical force.
* The user can create a weak perpetual spell that is always cast over the area of the property.
	+ Those within the property could be constantly healed or supported by Restoration Magic.
	+ A perpetual illusion could help hide the property.
	+ A perpetual attack spell could slowly deal damage to those who enter the property.

## **Users:**

The only known user of Agrarian is Baill Korcet.
Battle-Cleric

**Battle-Cleric** is a term used to refer to a field Cleric who has warrior training and participates in combat.

### Other Names:

* Paladin
* Warcleric

## **Usage:**

While Battle-Cleric can refer to any warrior with skill in Healing by technicality, it is most often used to refer to a professional Cleric soldier who serves a special role in combat, healing their allies while they themself are in the midst of battle.
Recess

**Recess** is an active Spell Specialty which allows the user to pause time and plan out complex actions.

## **Etymology:**

Recess gets its name from the word recess, meaning "a suspension of procedure for rest or relaxation."

## **Effects:**

When used, Recess pauses time, except for the user. While time is paused, the user may rest and make a plan, and once ready, they can simulate their movements. Once time un-pauses, their body will begin to move on its own, rapidly completing the simulated actions with perfect precision, accompanied by the visual effect of white graph-like liens accompanying every one of the user's moves. If the user is somehow interrupted while performing the simulated actions, time will automatically pause to provide them a chance to counter.

### **Applications:**

* Safely take a rest mid-battle.
* Take time to plan out a perfect solution to a problem.
* Unleash extremely complex techniques in rapid succession without risk of failure.

## **Users:**

The only known user of Recess is Amadeus Arne Driftlock.
Jag Plate Armour

**Jag plate armour** is a type of armour suit typically worn by the "saboteur" units of Yallein's military.

## **Etymology:**

The armor is named after the jagged shapes of its plating.

## **Description:**

Jag plate is medium-weight full body plate armor worn by Yalleinian "saboteur" units. It consists mainly of simple steel segments covering the main parts of the body forming jagged, angular shapes connected by soft fabric.
The Isle

**The Isle** is the main Universe which Isles takes place in. It is an **Islennean Universe**, or a massive flat plane.

## **Makeup**

**The Isle** has many huge rings in the sky of three **Suns** and three **Moons** (which are much smaller than Earth's Suns and Moons) held in air by the Gods. These **Suns** and **Moons** move in an endless circle floating horizontally, on a large enough scale that only one **Sun** or **Moon** is ever visible at once in any area, and that the illusion of the **Suns** setting and falling is made by the very long horizontal movement.

Gravity in **The Isle** is created by the massive **Underworld**, a huge layer of magma caverns often depicted by some as Hell, which acts in the same way as Earth's core to pull the rest of the world down.

There are some areas where the **Underworld** bedomes weaker for a large enough distance that parts of the Universe with less gravity exist.

**The Isle**'s God of Creation is **Prism**.
Mt Rest

**Mt Rest** is a plateau located in central Brallia between Archeville and Goblinland. Unlike most raised landforms, which tend to be hubs for wildlife and monsters, **Mt** Rest is completely devoid of life. The cause of this is unknown, and so the area tends to be avoided.

## **Claims:**

The plateau is property of Yallein. It borders Goblinland on the Southwest side.
Troublemaker

**Troublemaker** is a passive Familiar Specialty taking the form of a tarantula. It gives its user the ability to break legal and Magical laws.

## **Etymology:**

Troublemaker's name is quite simple: someone who breaks laws would be considered a troublemaker, and Troublemaker allows its user to do just that.

## **Effects:**

Troublemaker allows its user to break legal laws without getting caught or any evidence existing. (Ex: A user of Troublemaker could enter a shop and shoplift, but nobody would notice and would think they were just browsing.) This effect will not work, however, if a target knows about Troublemaker before the crime is committed or if they somehow know for an absolute fact that the user committed a crime despite Troublemaker negating all evidence.

Troublemaker also allows its user to surpass the effects of Magic spells or Specialties which act in a law format. (Ex: An opponent to the user has a Specialty that allows them to instantly kill someone, but only if their adversary is a Human. Even if the user were Human, the opponent's Specialty wouldn't work on the user, as Troublemaker allows them to surpass the law that controls that Specialty.)

Neither ability will function if Troublemaker is killed. Troublemaker itself is an enhanced pink and grey rose hair tarantula, capable of performing simple actions other than its ability on its own, including producing thick webs which the user can handle and use.

### **Applications:**

* Steal without any risk of getting caught.
* Get away with murder.
* Enter restricted areas unrestricted.
* Cheat at games.
* Complete or partial immunity to certain spells and Specialties.

## **Users:**

The only known user of Troublemaker is Serria Nerrus.
Jutting Edge

The **Jutting Edge** is a strange natural border found in Brallia which separates Yallein from Eleskiir. At the Edge, the land suddenly juts upward several feet, with the Highlands being above Yallein. This formation stretches from East to West coast directly above the mysterious Frostback biome.

## **Claims:**

The land North of the Edge are the Highlands belonging to Eleskiir, while the land South of it belongs to Yallein.

## **Settlements:**

* Fort Gryphon
* Miriumn

## **Related Places:**

* Frostback
* Brallian Highlands
* Birwickon Taiga
* South Birwickon Taiga
* Gary River
Shadowleap

**Shadowleap** is an active Spell Specialty which allows the user to teleport within shadows.

## **Etymology:**

Shadowleap 's name is very simplistic, referring to its teleportation ability via the word "leap."

## **Effects:**

Shadowleap allows its user to teleport between shadows. The target shadow must be in the user's line of sight, and within a radius of 40-60 feet, depending on the user's skill with the ability.

### **Applications:**

* Travel quickly via shadowleaping.
* Avoid attacks.
* Escape from combat.
* Easily flank enemies in combat.

## **Users:**

The only known user of Shadowleap is Nemo Heim.
Thesos

The **thesos** is a type of polearm commonly used in Asthenes both for combat and ritualistic purposes.

## **Etymology**:

The thesos' name is of Eldritch origin, derived from "the" meaning "swift" and "sos" meaning holy.

## **Description:**

The thesos is similar in design to a partisan, but with a longer and thinner spearhead and a differently shaped bottom blade, which curves inward down along the shaft in addition to the upper outward curve, which bends further inwards.
Frostback

**Frostback** is a transitional area between the plains and forests of Yallein and the Highlands of Eleskiir. The entire area is almost always frosted over, and the weather in Frostback seems to almost always be either cloudy or light rain, with it rarely actually snowing there. The are is filled with plant life, however animal life there is quite sparse.
Mana

**Mana** is the chemical used by all Magic-wielding entities in The Isle to cast spells. Mana is a unique chemical, defined by several characteristics and effects.

## **Characteristics of Mana:**

Mana itself has the following characteristics:

* Mana can only be generated by a mage plexus. Though they often vary slightly in shape and function, all races that use Magic have this common organ.
* Mana emits a powerful signal, similar to a pheromone.
	+ Those with a developed Sixth Sense can detect this signal.
* Mana binds to almost all other chemicals.
* Mana can be bound to certain chemicals to cause it to carry a command of sorts that it carries out after it has left the body. This is how spells are cast.

## **Side-Effects of Mana:**

The presence of Mana, and by extension a mage plexus, results in the following side-effects:

* **Aura-** protective Magic field generated around the body, is made up of Mana.
* **Sixth Sense-** Those with Mana gain a sixth sense which can be developed to allow them to detect Mana.
Conidium

**Conidium** is an active/passive Genetic Specialty that allows its user to grow and spread leech-like mushrooms.

## **Etymology:**

A conidium is a type of asexually produced spore used by fungi, similar to the ones the user utilizes when using Conidium.

## **Effects:**

Conidium causes its user to passively grow spores on their skin. At any time, the user can release some of their spores, either in a burst around them with a radius of 20 feet or in a targeted 'blast' with a range of up to 35 feet. The user can pick and choose which objects and entities their spores will stick to and grow on.

The user's spores will grow into brown campanulate mushrooms of 1-3 inches in size after 10 minutes. These mushrooms can grow on any surface, including the skin or scales of living creatures or materials such as metal. The shrooms can live for up to 30 minutes on most surfaces, two weeks on dirt or plants (in general, anywhere the shrooms could actually grow normally) and 10 years on a creature. The mushrooms drain the stamina, physical strength and Mana of the creature they are attached to slowly, and provide the stolen resources to the user Magically. This effect can be stopped if the mushrooms are removed, but doing so improperly will tear out the afflicted creature's skin, and can even be fatal depending on the mushroom's location. The user can choose to kill off any of their nearby mushrooms at any time, safely removing them from whatever they're attached to.

The mushrooms created by Conidium are poisonous, causing nausea and damaging muscles. The user can eat these mushrooms safely without receiving any harmful effects.

### **Applications:**

* Grow mushrooms.
	+ Use mushrooms for food.
* Weaken or incapacitate opponents.
* Sustain yourself off of your opponents in combat.
* Gain strength from mushrooms.
* Use mushrooms as leverage for blackmail.
* Grow large numbers of mushrooms to obstruct enemies.
* Grow large numbers of mushrooms to assist in climbing.

## **Users:**

The only known user of Conidium is Xeus Karncolas.
Angel Lake

The **Angel Lake** is a large lake located on Brallia up in the Angel Mountains. It is the source of the Angel River, which is a major water source for much of Yallein.

## **Claims:**

The lake is property of Yallein. The Angel River which flows from it is also fully within Yallein, but one of its distributaries, the Sai Hadei, flows through Degge.

## **Distributaries & Connections:**

### Distributaries:

* Sai Hadei
	+ Extends into Talon Mouth
* Degge Falls

### Connections:

* Connects to the Faery Streams.
	+ Through the Faery Streams, connected to River Sands and Peras Creek.

## **Uses:**

Provides water to:

* Skyliss
* Drayddfall
* Witchport
* Voullbard
* Archeville
* Shier

Is a public tourist spot in Skyliss.
Displodo

**Displodo** is an Equipment Specialty taking the form of a red Magical stone which allows its user to implant exploding Mana onto objects.

Displodo is one of the Magi Stones.

## **Effects:**

Displodo must be filled with Mana from its user before it can be used, and the user must have complete concentration to feed it Mana. At any time, Displodo's user may transfer Mana from Displodo onto an object they are touching. They cannot transfer to objects or entities that emit a Mana signature. At any later time, the user may use up more of Displodo's stored Mana to cause all transferred Mana to explode. The power of any explosion caused this way is dependent upon how much Mana is transferred.

### **Applications:**

* Use devastating explosive attacks.
* Destroy an opponent's weapon.
* Destroy an opponent's armor or other protection.
* Destroy or collapse structures.
* Set explosive traps.
* Propel yourself or allies to new areas via explosions.

## **Users:**

The only known user of Displodo is Magnus Arrowmin.
Degge Coastbrush

The coastbrush region of the Degge Swamp marks the area where the swampy land and the Ember Ocean meet. It is a place of fierce competition between swamp and ocean predators, and is filled with surprisingly fertile soil which the indigenous Wiidrick people take advantage of.

## **Claims:**

The region belongs to the Wiidrick people of Degge.

## **Landmarks/Regions:**

* Degge Swamp
* Talon Mouth
* Sai Hadei
* Sisimos Island
Axe Bolas

The **axe bolas** is a weapon used in many countries as a countermeasure against cavalry and flyers.

## **Etymology:**

The weapon is a bolas with small weighted axe blades on it instead of spheres.

## **Description:**

The axe bolas is a specially made bundle of rope or felt with weighted axe blades on the end. It is thrown at an enemy to tie them up while also dealing damage. The axes are positioned so that they will almost always cut into the target and help keep the bolas attached. The weapon is typically used to knock cavalry or flyer units off their mounts. It is also sometimes used against creatures or monsters to tie them up.
Leonid

**Leonid** is an active Spell Specialty which allows its user to conjure and call down meteors from the sky.

## **Etymology:**

Leonid takes its name from the Leonids, a specific recurring meteor shower that happens every 33 years.

## **Effects:**

Leonid allows its user to conjure meteors in the sky above them. These meteors can be made out of silicate stone, iron or a combination of the two based on the will of the user. The maximum size of the meteors upon creation can be up to a diameter of 3 feet, depending on the user's skill at handling their ability. After being conjured, the created meteor will rocket towards the ground at high speed. The user can control the direction they move and cause them to slightly home in on a target.

### **Applications:**

* Strike enemies from above.
* Conjure stone or iron.

## **Users:**

The only known user of Leonid is Reuben Hark.
Wards

Wards are spells which grant resistance or even immunity to a certain effect via the medium of the target's Aura. Wards can be applied to beings, objects, or spaces, though they are strongest when applied to beings with an Aura. Weaker Wards may simply act as a disposable shield, while strong Wards may be able to provide complete immunity to certain effects.

A Mage who uses Wards is typically referred to as a Warden.
Healing

Healing is, as the name implies, the use of Magic to heal wounds. A weaker Healer can increase the healing unit of a wounded person, while a more skilled Healer can completely reverse mild to mediocre wounds and decrease the severity of major injuries. Even the most skilled Healers, however, may not be capable of reversing fatal injuries or of performing tasks such as regrowing limbs.

Healing works by using Mana to strengthen the body's natural regeneration, thus allowing the body to quickly heal its wounds. This process requires some energy from the target, and lower to medium skill Healers may be incapable of healing targets who are malnourished or dehydrated.

A Mage that uses Healing Magic is typically referred to as a Cleric.
Man's Folly

**Man's Folly** was an early war pitting the **Humans** against the rising **Druids**.

## **Details:**

Due to their shorter lifespans, **Humans** reproduce much faster than most other races. In early history, while the populations of all races were rather low, this gave humans a massive advantage, as other races did not yet have the Arcane or technological mastery to counter the **Humans**' strength in numbers. **Humans** became widespread extremely quickly and overthrew Elven and **Alkhinian** settlements.

To counter the **Humans**, the Elves and **Alkhinians** banded together and focused on the development of Magic. Soon, **Druidry** became the Magic of choice of the time, and so a force of **Druids** were assembled to battle against the **Humans**. In some places the war was over quickly, in others it lasted years, even decades. However, the **Druids** eventually won out all across the land. With the **Humans** suppressed, all other races were able to freely develop over the next few hundred years.
Benchryan Mage Class System

The **Benchryan Mage class system** is a system of ranking and organization for Mages by Magical ability used worldwide. It was first implemented in Benchryarch in 4352 to make it easier for employers to analyze the skill of various Mages, and for Mages to have an official recognition of their Magical skills. Shown below is the template for a Mage class diploma, including all possible subscores.
South Birwickon Taiga

Referred to as the **South Birwickon**, this portion of the Birwickon Taiga extends south of the Jutting Edge and has varied vegetation and animal life compared to the rest of the taiga. It specifically houses more kazahk oaks and less tirich trees.

## **Claims:**

The South Birwickon is property of Yallein, though the main taiga it is part of is property of Eleskiir.

## **Landmarks/Regions:**

* Birwickon Taiga
* River Sands
* Birwickon Bay
Diplipergia

**Diplipergia** is an Equipment Specialty taking the form of an indestructible bastard sword.

## **Etymology:**

Diplipergia takes its name from the Greek dictionary, like most other Equipment Specialties. Its name is a mutation of the English alphabet's equivalent (diplí apergía) to Greek διπλή απεργία, meaning "double strike."

## **Effects:**

Diplipergia is a steel bastard sword which has no special abilities. It is indestructible, similar to many other Equipment Specialties. Diplipergia's blade is exceptionally thin, yet perfectly stable due to it being indestructible. Thanks to this, its cutting efficiency is much higher than that of a normal steel weapon.

Diplipergia is most often wielded as a Secondary Specialty.

## **Users:**

The only known user of Diplipergia is Avery Annelus, who wields it as a Secondary Specialty.
Hagred Fyrres

**Hagred Fyrres** was an Odohkan politician in the late 8190's and early 8200's, as well as the Fursten of the public Siskyan political party.

Hagred is most well remembered due to the conspiracies linking him and the Slaver. Despite being an obvious target for conjecture of being a Siskyan, however no trial, speeches, interviews, or similar events involving him on the topic were recorded. In fact, his name did not appear at all in any records following the discovery of the crimes of the Siskyans, despite **Odohk**'s generally extremely well documented politics and history. This, his public position being very similar to the Slaver's private position as Fursten of the Siskyan syndicate, and the Slaver's strange lack of resistance to being executed has led some scholars to believe that Hagred was the Slaver, however no concrete proof has been found, and the Slaver's true identity and Hagred's disappearance are still mysteries to this day.
Saros Flieman

**Saros Flieman** was an Odohkan politician and political supporter of Harlevan Siski through the early 2800's.

When it was discovered in 2820 that Harlevan and his supporters, the Siskyans, had been propagating crime and organizing a slave trade in the country, Saros was immediately declared by many as a Siskyan, however he adamantly refused this. After a total of six trials (Odohk v Saros I-VI), Saros was declared innocent. He went on to speak out against corrupt political parties which had been inspired by the Siskyans, and later joined Odohk's military as a display of his loyalty to the state.

## **Quotes:**

> "*The crimes of Harlevan are by far the most atrocious, most disgusting, and most dishonorable acts I have ever had the disgrace to live alongside.*" ―Saros Flieman, Noviember 2820
>
>
Wood Elf

Wood Elves came to being originally as a result of mating between Dwarves and Qal Elves. The modern variants of Wood Elves come from breeding between Dwarves and the early Wood Elves & Dwarves and High Elves.

## **Variants:**

Listed below are the four major most common/notable types of Wood Elves.

### **Balsa Elves:**

#### Appearance:

Balsa Elves are tall and have pointy ears, like other Elf types. Their skin is of a pale beige color and has a strange, tough texture that has the aesthetic of light wrinkles.

#### Ancestry:

Balsa Elves originally came as a result of breeding between Dwarves and Qal Elves, and true Balsa Elves are thought to be extinct. They are close relatives to Cuipos Elves..

### **Cuipos Elves:**

#### Appearance:

Cuipos Elves are tall and have pointy ears, like other Elf types. They are extremely similar in appearance to Balsa Elves, with a bit paler of skin.

#### Ancestry:

Cuipos Elves can be produced by breeding between other Wood Elves and Alkhinians. Some darker-skinned Cuipos identify as Balsa, while others with this characteristic call themselves 'modern Balsa' or Balsir.

### **Hickory Elves:**

#### Appearance:

Hickory Elves are tall and have pointy ears, like other Elf types. Their skin is of a tan, almost peanut-brown color and has a tough texture typical of Wood Elves. The iconic wrinkles of Wood Elves are far less prominent on Hickories.

#### Ancestry:

Hickory Elves are the most common Wood Elf type and are produced by breeding between Dwarves and High Elves & High Elves and other Wood Elf types.

### **Alderin Elves:**

#### Appearance:

Alderin Elves are tall and have pointy ears, like other Elf types. Their skin is tan with a very slight orange tint, similar to the wood of the red alder tree. Their skin has the tough texture typical of Wood Elves, but their apparent wrinkles appear in organized rows and more ruffled shapes.

#### Ancestry:

Alderin Elves are a rather common type of Wood Elf, originally resulting from breeding between Dwarves and Balsa Elves and currently being produced by continued breeding between Dwarves and other Wood Elf types & Dwarves and Half-Elves. Alderins can also produce an Alderin baby after mating with a Human, however if that child mates with a Human their baby will be a Half-Elf.

## **Abilities:**

Most Wood Elf types have an IM of 65-70, depending on their type.

* **Night Vision** - While not able to see perfectly in the dark, Wood Elves have superior night vision to most other races.

* **Fire Resistance** - Ironically, Wood Elves possess a lesser resistance to fire and heat.

## **Biology:**

### Genes:

As with all Elves, Wood Elves have many recessive genes and are extremely adaptive. After only a couple generations of breeding or extreme conditions, they can be made into a new type of Elf.

### Lifespan:

Wood Elves have an average life expectancy of 194 years.
Double Egg Weekends

>
> "*Double Egg Weekends are events that occur on weekends of some months or other time periods. As the name implies, the player is given 20 eggs per kill for all kills in the given time period, twice more than the usual 10. When paired with the VIP Club, this provides the user with 40 eggs per kill.*"
> ―{{{2}}}
>
>

According to the changelog, the double egg weekend was added in 0.26.1, in January of 2020, and in February it was announced that the event would happen each weekend, and on some other occasions.
Advanced Hydromancy

**Advanced Hydromancy** is a passive Spell Specialty which gives the user expert control over water and other liquids.

## **Etymology:**

Advanced Hydromancy is a naturally advanced form of Hydromancy.

## **Effects:**

Advanced Hydromancy allows the user to utilize water Magic (Hydr-) in a much more varied number of ways. Rather than releasing the water as a blast, like most Mages would do without expert-level training, the user can easily manipulate the water's movements specifically, even creating intricate and advanced patterns with enough training. This also allows the user to control naturally occurring water and other liquids.

With enough focus and some training, it will become possible for the user to create water Familiars, and possibly even water Elementals.

### **Applications:**

* Put out fire.
* Prevent flooding or leaks.
* Clean up messes.
* Easily transport liquids.
* Drown opponents.
* Stop projectiles.
* Create liquid obstacles.
* Slow down large number of opponents.
* Coordinate irrigation.
* Control watercraft.
* With extreme skill and focus, manipulate the blood of Aura-less creatures.
* Blind opponents.

## **Users:**

The only known user of Advanced Hydromancy is Sareen Yalovick.

## **Trivia:**

Advanced Hydromancy was designed in part by a guest.
Vankryssten

The **vankryssten** is a type of powerful bow designed to fire explosive projectiles called missiles, invented and used in Vaudenguard.

## **Etymology:**

Vankryssten is derived from Vauden van, "to attack," krys, "to slingshot," and ten, meaning "explosive."

## **Description:**

The vankryssten has a large, bulky gun-like frame, consisting of a stock, trigger and large, open flared barrel like that of a cannon. The weapon has an open top to allow its wielder to load it. Within the frame is a metal ring connected to eight elastic cords. When the weapon is loaded by placing a missile into the ring, a lever on the bottom of the gun can then be used to pull the ring back and place it into a locking mechanism. When the weapon is fired, the ring is released and pulled on by all eight ropes, slingshotting the missile a considerable distance.
Melody

**Melody** is a passive Spell Specialty which converts music played by the user into Mana.

## **Etymology:**

Melody is a musical term. Melody's ability revolves around music.

## **Effects:**

Melody passively converts music played by the user into Mana. The amount of Mana produced is directly linked to the quality of the user's music and their passion for what they're playing. The generated Mana can be added to the user's Mana pool or directly used to cast spells.

## **Users:**

The only known user of Melody is Viente Miannen.
Birwick Mountains

The **Birwick Mountains** make up a dual mountain range in Northwestern Brallia's Highlands. The Northern mountains were created by volcanic activity, while the Southern mountains were created by tectonic activity. A valley leads between the two mountains, but it exists purely by chance.

## **Claims:**

The Northern set of the Birwick Mountains are considered by other nations as property of the Fyrfolk. Meanwhile, the valley between them and the Southern set are unclaimed. Other races such as Giants, Cyclopes, and Minotaursalso make their homes in these mountains.

## **Landmarks/Regions:**

* Pyraelus
* Valley of Red Snow
Elvetikouti

**Elvetikouti** is an Equipment Specialty taking the form of a metal box of similar design to a briefcase with a set of various active abilities.

## **Etymology:**

Elvetikouti takes its name from the Greek dictionary, like most other Equipment Specialties. Its name is a mutation of the English alphabet's equivalent (Elvetikó koutí) to Greek Ελβετικό κουτί, meaning "Swiss box."

## **Effects:**

Elvetikouti is a steel, perfectly cubic briefcase (each side measuring 2'6 \* 2'6) with four buttons on its handle. Each of these buttons causes Elvetikouti to perform one of its abilities when pressed.

The first button causes one of Elvetikouti's sides to open up, giving access to a safe. The inside of the safe is a separate cubic pocket dimension which measures 8 \* 8 \* 8 feet. The user can put anything into this pocket dimension that can enter the door of Elvetikouti's safe. Objects inside the dimension are automatically organized to make the most efficient use of space. The user can take anything stored within the pocket dimension out without any kind of trouble.

The second button causes Elvetikouti to eject a weapon out from one of its sides. The weapon can be anything less than 4 feet in length and width and made of any common metal or alloy. The weapon will deconjure after 15 minutes. The user can choose which side of the box the weapon ejects from and at what speed, and can even make it fast enough to use as a projectile attack. The user can create up to three weapons in this way at a time, after which they must wait for them to deconjure before they can make more.

The third button causes Elvetikouti to change shape into a shield. All of Elvetikouti's other functions can still be used while it is in shield form, with the buttons being moved to the right side of the shield's inside. Elvetikouti can remain in its shield form for up to thirty minutes, after which it will turn back into a box. The user may will it to return to box form at any time. The user must wait for a cooldown equal to the amount of time Elvetikouti was in shield form to pass before they can use its shield form again.

The fourth button shoots a grappling hook (attached to Elvetikouti by metal wire) out of any of Elvetikouti's sides, according to the will of the user. The hook has a maximum range of up to 70 feet. After the hook is fully retracted, the user must wait for a 1 minute cooldown to pass before they can use it again. The hook will automatically deconjure after 1 minute if broken or 5 minutes otherwise.

### **Applications:**

* Store objects.
* Create weapons.
* Surprise projectile attack.
* Block attacks via shield.
* Grapple to climb to new areas.
* Grab enemies at long range via grapple.
* Grapple objects to pull them to you.
* Use shield as a sled.
* Sneak contraband objects via safe.
* Trap small creatures in safe.

## **Users:**

The only known user of Elvetikouti is Fyfhuu Angrados.
Electromancer

**Electromancer** is a term used to refer to Elementalists who specialize in electricity Magic.

## **Usage:**

By technicality, the term Electromancer can refer to anyone who has knowledge of how to use electricity Magic, however it is most often used to refer to professional Elementalists who specialize in using the element of electricity.
Ruptmorth

**Ruptmorth** is a passive Equipment Specialty that takes the form of a longsword capable of banishing the undead.

## **Etymology:**

Ruptmorth's name comes from the Latin roots "rupt," meaning "break," and "mort," meaning "death."

## **Effects:**

Ruptmorth is a golden longsword with intricate, criss-crossing patterns of regal blue covering its blade. It has the ability to banish any Undead it strikes, sapping their energy from them and thus instantly killing them in a matter of seconds. This ability functions on any entity that could be considered Undead, even those that are massive in size and/or power.

Like many other Equipment Specialties, Ruptmorth is indestructible. Its blade is exceptionally thin, yet perfectly stable due to it being indestructible. Thanks to this, its cutting efficiency is much higher than that of a normal steel weapon.

## **Users:**

Known users of Ruptmorth include Jean Amtry and Clarisse Yallein.

Christine Yallein wields it as a Secondary Specialty.
Metallum

**Metallum** is an Equipment Specialty taking the form of a fully steel spontoon which can extend in shape to create metal.

## **Effects:**

Metallum is a fully steel spontoon which can extend its shape to create metal. It can create metal of almost any kind (lacking only the ability to create extremely rare and powerful metals such as iccharus and mythril), up to a maximum of 100 square feet of metal at one time, in the shapes of recognizable objects (not including theoretical objects such as shapes). The user can manipulate the metal's growth as well as shrink it to simulate movement and create autonomous machines, however they can only do so while it is attached to the base spear. They can will the created metal to detach from Metallum's original body, and fizzle any created metal to instantly deconjure it. Any metal detached from Metallum's body will automatically deconjure after 10-20 minutes, depending on the user's skill at handling their ability, and the user can no longer manipulate the movement of metal that has been detached.

Metallum's default spear shape cannot be altered by the user, and if the spear is majorly damaged to the point where it completely loses its shape the ability will stop functioning until it is repaired or repairs itself.

### **Applications:**

* Change into different weapons for various situations.
* Generate projectile attacks.
* Tie down enemies with chains.
* Climb with chains, stairs, etc.
* Create platforms and obstacles.
* Create conductive metal to direct and strengthen electric attacks.
* Create shields or armor.
* Trap enemies by creating walls or other obstacles around them.
* Cross gaps.
* Arm allies with conjured weapons.
* Pick locks by conjuring lockpicks.

## **Users:**

The only known user of Metallum is Hunter Valdosk.
Mongrel Eleskiir Invasion

In 1463, the **Mongrels** returned to **Brallia** and attempted to invade **Eleskiir**.

## **Details:**

What remained of the **Mongrel** empire united to form an invading force to retake the Brallian Highlands. They arrived in 1463, and with the Benchryan fleet back at its home country, it didn't seem as though **Eleskiir** stood a chance against the **Mongrels**. However, reinforcements from **Vachen** arrived unexpectedly, and the combined force repelled the **Mongrel** invasion.