recursal/Fanatic-Fandom huggingface dataset:
Tangek

## Me'em Tangek

The Me'em Tangek (Melodic log) is a tribal instrument used for ceremonic purposes of the Na'Rings on Nysdra.

Its an about 2 meters long, hollow tree trunk attached to the surrounding trees by ropes. It can be played by up to two Na'ring clan members and is often used for rythm and background music at ceremonic dances.

## Usage

The Tangek is usually used on tribal ceremonies like the initial ceremony of the Na'rings.

It also finds usage on meetings of different clans and for war purposes.

Some tribes are using the instrument for communication between different clans, because of their loudness. Different intervals and tones can transmit warnings (war for example) or whole messages between clan members.

## Playing and tuning techniques

### **Tuning**

If a tribe is big enough to have more than one Tangek, they often tune them in different chords to create a big bandwith of different tones and rythms which brings way more possibilities to the songs that can be played.

The drums are usually tuned with sand or dirt that is filled into the log through holes on the top.

### **Playing techniques**

There are many different playing techniques. Here are a few examples:

#### **Slow-Stroke**

Slow and hard strokes with quite heavy sticks. Usually played by one person for a base rythm.

#### **Fast-Stroke**

Faster and lighter strokes and lighter sticks to get a fast and flexible extension to the base rythm. Can be played by one or two clan members.

#### **Melodic-Stroke**

Played with more than 3 different drums with one player each. Each player uses a different variety of drum sticks for playing fast or slow rythms. Technique is played together with the other melodic players to get more chords into the song.

## Origins

The Tangek come from the time of the big wars almost uncountable years ago. In that time skin for drums was really rare and the Na'rings needed an alternative material for their tribal instruments. They began to experiment with what the nature gave them, hollow logs for example. They recognized that they could make melodic and cheap instruments out of them and so the drums developed.

Today, their spiritual meaning shall remind the Na'rings everytime on the war time and the huge sacrifices they had to give in that time so it prevented another period of war so-to speak.

Their almost complete naturally origin supports the religion of the Na'rings and their strong connection to the nature.
The Triad of Fricaia

The three Races in Fricaia are named the Triad of Fricaia. Alumba, Skulblake and Raptermus live peacefully together and help each others with their special possibilitys that their species is bringing with them.

###

### **Helpful talents**

Alumba - Jumps higher and has functional thumbs -> builder, can use tools

Raptermus - Can Fly and can see in the dark -> gatherer, Communicator, looks out for dangers

Skulblake - Is very strong and tall and can spit fire -> fighter, defends Fricaia, helps lifting things for building

with this helpful natural talents they can live together as one big complex.
Zosimus

**Place of Origin** | Like the other two species that live in Aleban, they all lived in the middle of the country, but after a huge conflict between the species, the Polyxena decided to stay at Enthen, and the Zosimus and Xanthe left. Thus the land was split in three portions.

File:Placeholder
Racoons that inhabit a very small piece of the mainland, and Aleban's only Northern coast. It's the country's eastern-most territory, known as Arbores. This species is known for their ability to adapt quickly to changes in their environment, terrain, etc. They, like every other Alebanian race, are immensely interested in learning and teaching each other about the world around them.

## Social Behaviour and Courtship

### **Social Behaviour**

The Zosimus are a peaceful race, they only become a visceral hunter/killer when obtaining food. or when they feel the things they care about/love are in danger or threatened. Having many great works of music and literature among them, they're quite a peaceful, social, and collaborative bunch. Coexisting and growing as a race through their observations of the young world surrounding them. Like every other Alebanian race, are immensely interested in learning and teaching each other about the world around them.
Issad

Language
 Currency
 Form of Government

Issad is a large nation located north of Nakti's equator. It is next to Abun, Tin-Ris, and Zoniza. Issad is most well known for its extensive mining industry, with precious metals and stones forming the backbone of the nation's economy.

## Culture

Issad is a highly organized culture with rigid social standards. Law is dictated by a King (or very rarely, a queen), who is appointed by the High Priests of Issad. The King can be an Issadite citizen, but is more often appointed from amongst the priesthood. Issadite culture places immense value on being esoteric and proper. Thus, the most highly regarded members of society (after priests) are Scholars and Soldiers (two occupations that often overlap).
Religion on Nakti

A page concerning religion on Nakti in general. This page is about the religions themselves, for a more complete analysis on all the gods, check [empty]

## Monotheistic religions

### Be-Heam

The religion of the Bone-Talkers. The church is built around the belief that the dead are the givers of life. Life may die but is laid to rest and feeds the world. Everywhere there is life there is death and the gift it brings. The only god is one representing life and death, She is a beautiful white furred figure bearing an infant corpse.

The church is lead by a group of elders in the local area, they are chosen by means of writing and performing a song to the dead. The most beautiful and sorrowful that moves the crowd are chosen. The idea is to find the most poetic and respectful elders to lead the church. The elders will lead till their passing. Able to issue orders and commands to the priests and deacons, who follow orders with respect and grace.

Priests lead prayers and songs for the dead as well as sermons for the families living in the areas. Taking a active interest in the lives of the flock priests are usually quite well known and deal with family issues and squabbles.
The Centurial Steel

Being the suit of armour worn by the **General**  of the **Esemseru,** the **Centurial Steel** is an extremely protective second skin, making its wearer nearly completely stab, slash and pierce-proof. It is impossible to take off without breaking nearly every bone in the wearer's body, some even having to be pulverized, leading to its name: the Steel of a Century.

## A permanent second skin

The individual parts of the suit overlap on multiple places, to ensure the wearer is completely covered and protected. Each part locks itself in place when donned, the unlocking mechanism only accessible from the inside. Putting it on is a one-time, permanent action:

Partly or completely cutting off the supply of oxygen to the skin, depending on the size of the wearer, being inside the Centurial Steel is detrimental to the health of even the strongest warriors. Only the toughest, most disciplined warriors would survive in the suit as long as its name suggests.

Sleeping is difficult and very uncomfortable; being gods, the Generals are not affected by such shallow mortal annoyances. Bathing is not impossible, done with walk-in baths, but many generals decided to skip them, not being very affected by the smell themselves, and appreciating the powerful effect it has on their enemies.

Mating is no longer possible after the suit is donned; the godlike status of the Generals doesn't rhyme well with mortal desires, and even if they did, no mortal would be worthy of a god's intimate favors.

Upon the wearer's death, they're burned out of the suit on a large bonfire, at once cleansing it of its corpselike stench.

## Versions throughout history

The original suit was built from copper and leather by Hiran, to hide his face from the public. Since then, it has gone through many, many changes: None of Hiran's original pieces remain to this day.

* Ma-'tak: added bracers and greaves of bronze. Of these, one bracer still remains, tainted by time, in his personal temple.
* Ran-Tir replaced the worn out boots with copper plated leather ones, made heavier with lead inserts, for added stability and stomping power. The gloves and shoulderpieces too, he refashioned out of bronze. None remain to this day.
* Zorek replaced the helmet, bracers and kneecaps, to add a more menacing feel to the whole. Upon drowning, all pieces he wore were lost.

## Symbolism

With the wearer completely consumed by the suit, they relinquish their old name and take on a new one, one worthy of a god. Losing their mortal coil, they ascend to godhood, the Centurial being an actual gateway to the realm of the gods, so to speak. The more powerful the wearer, the longer they'll survive the suit, the more acclaim they will gather (through accomplishments, great deeds 'n the sort) the more powerful of a god they'll become once they die. The bonfire ceremony ensures no part of the original mortal coil remains or is even glimpsed at again.
The Meduse

Tentacle length
 Markings
 Life span

The Meduse is a huge flying creature, which floats over the big rainforests in the north of Nysdra. Its outer shape is similar to jellyfishes on Earth except the habitat and a few other details. It has a diameter of up to 15 meters and its tentacles can reach up to 30 meters in length. The species has an average life span of up to 200 years.

The meduse is a beautiful passive animal, which feeds oneself with little mammals and sometimes even Naktians if they don't pay enough attention to the long tentacles.

The Meduse's leather-like skin shines in beautiful red, orange and yellow colors, although it's easily damaged.

The tentacles, which can reach a length of 30 meters, are acid and cripple the caught animals before they are digested, which produces enough methane gas to keep the Medusa floating in air. They can't move by themselves, they rather let themselves dive in the wind catching everything which comes too near to their tentacles.

The Na'ring are taught from their first year of living, that the Meduses are--despite their elegance and colors--one of the most dangerous creatures in the forest.

The Meduse has a mechanism to throw off single tentacles, if they tangle up in the trees or other obstacles. Also the species doesn't have a recognizable mouth. They pull up the prey for digesting and expel it from the same spot.

The acid in the tentacles is just anesthetic and the few Na'ring which came in contact with them got paralyzed but recovered after a few minutes. The Meduse is not able to eat bigger animals because of their weight. If an animal is too heavy, the Meduse throws off the tentacle and continues searching for smaller and lighter food.

Through the increased weight, when pulling up prey, the Meduse has to use a mechanism very similar to octopuses to expel air and keep floating.

The Meduse are an asexual species. They can reproduce themselves without the "help" of the other sex. As soon as they reach about 80-100 years, they start to shape bulges on their skin, which form out to small Meduses, which are still connected with tentacles to the bigger one. The parent one. The young Meduses stay connected to the parent one until they reach the same size and then cut off the connection and float away as individual animals.

It is unknown at the moment how the genetic diversity is kept up, due to their clone-like reproduction.
Saytanir

Saytanir is the capital city of Tiatas, and the only major and developed city. All other populated areas are residential or agricultural villages

## Technology

The city of Saytanir is the heart of Tiatas, and thus is the central focus on advancement. The city is functional and alive in its own way.

### Power

The city of Saytanir is powered by waterwheels throughout the city. The source of water is the waterfall that flows from the mountain the city resides on.
Race Templates

## A short introduction

This is a short introduction of the race. It states their homeland, the kind of race (hybrid or not), if they are mammal, warm or cold blooded etc. Basically the basic characteristics of the race are listed here. A picture depicting an example of someone belonging to that race is required.

## The origins of the race

In this section, the origins of the race are described in a detailed way. How they originated, where, what caused their evolution to the race we know nowadays.

## Genetic Characteristics

In this section the genetic characteristics of the race are described, including their abilities and drawbacks.

## Sexual Characteristics (optional)

This section must ALWAYS lead to another page which describes the sexual characteristics of a race, their sexual habits and anatomical characteristics of their genitalia. If they have a particular attitude during the sexual act, due to their race, it must be mentioned too.

## Notable people of a race (optional)

In this section you can mention and add hyperlinks to some notable living or deceased Naktians who belong to a particular race.
Lorcor Odut

The **Lorcor Odut** is a ceremony from the Alumba in Fricaia, where they get the dye that will carry for their entire life.

The ceremony is performed once per year, in the coldest full moon night. It's a very important event for the little Alumba children, as it signs their passage into adulthood: the elder Alumba chose the colors for each new Alumba adult. The ritual is performed in every Fricaian city, being one of the most important events of the year.

## The Procedure

First, each young Alumba gets into a hollow where the water mixed color is filled in. The color is always white at the beginning. Each Alumba lays in its own hollow and the elder Alumbas of the city come to the hollows with small bowls, filled with dye. After the words:

```
***Sé Mor'ranr ono finna***

```

The elders fill the dyes in the hollows and repeat those words again.

After that, the young ones are forbidden to speak and left alone for the whole night in their hollows. At the next day. They are officially adult and can now leave the hollows. The color has been sucked in in the fur over night and the fur is now so colored like the dye poured in the hollow.
Hat'Ny

Language
 Currency
 Form of Government

The tropical marshlands of Nakti. Covered by brackish marshes and sand dunes on the southern coastal flats and raising up to rolling hills and savannas on their norther boarder. The marshes are home to beautiful and deadly flora and fauna who evolved in this hot and humid land to live off the riches of nutrients the river’s silt deposits there. In the low, wide valleys of the northern regions the trees that drive there are said to never rot, even once cut and cured the timber remains as sturdy as the living tree once did. The dry savanna hill tops are dominated by trees with low and wide canopies, plunging the hills into near twilight during the day and impenetrable darkness at night.

## Races

### Ig'Ratians

This land is home to an alliance of four sentient races dominated by the Ig’Ratia whom form the majority of the tribes involved in the loosely bonded confederacy that holds the nation together. They call the valleys and northern parts of the marshes home.

### Charidos

The race that is to thank for Hat’Ny’s seafaring ventures and general success at it are the Charidos. A species well adjust to life beneath the waves and places along the shore, or with plentiful amounts of water for which they can rest their lungs and wet their gills.

###

### Arcondians

Arcondians live in burrows in the dark savannas of northern Hat’Ny, they specialize in gem craft, jeweling, and advanced fire suppression practices.

### Buatians

Lastly, but the second most plentiful, are the Buatians. A winged and feathered group that really only joined the confederacy out of interest, curiosity, and boredom. They are the scouts of the military, escorts for the numerous trade caravans and expeditions, and all around best messengers in the country.
Spiritua Cressia

The **Spiritua Cressia,** or **Spirit Cress,** is a common herb found growing along the banks of the river Ro'narr in the region of Ty

```
      (Ty Flora)

 Usage

## **Properties**

   The Spirit Cress at first glance is a typical form of water cress which is related to the radish genus, each stalk grows no bigger than 40cm and generally contain petals all the way along the stalk.

it is used in religious ceremonies throughout Ty, it is carefully pressed and dried and after a couple days it is removed from its press and ground up in a small urn which is then carefully set alite to create a sweet smelling incense, however its uses don't not stop there.

The Tyrinese make sure that the abundant plant is not wasted and the portions that are not set aside for religious ceremonies are also used in medicinal practices, instead of being ground up, it is boiled in a pan of milk and honey before the mixture is carefully drained and sivved.

This mixture makes for a potent pain relief while also having a very refreshing taste so that even young children can take it down with ease.

Though there are several processes involved to ensure its fit for medical use and only the alchemists directly under the guise of the council of seven, even have the knowledge and skill to be able to create it and thus the medicinal side of Spirit Cress is highly sought after as many citizens believe it to be a gift from the spirits hence the name of the plant.

## **Side Effects from Medicinal Usage**

Though the pain relief from using it as a medicine is extremely potent that Tyrinese Soldiers will be given a small vial of it before heading into combat so that when consumed all their senses of pain will be dulled so they can fight beyond what its normal there is one unintended side effect.

**Hallucinations,** If too much is ingested in a short period, it can intoxicate the user and cause them to have horrifying illusions of the world around them. Many victims of this side effect will often begin running for their lives from an enemy that isn't even there or will undergo grave paranoia.

Though Alchemists and Doctors alike ensure that only the right amount is administered to stop this side effect, sadly black market traders always seem to find a way to get the medicine to the common people who want more than they need.

**Addiction,** Only common in long term and terminal patients and soldiers the sheer concept of not feeling any pain for around 2 hours is seen as the ultimate luxury, it gets to the point they can no longer function without being under the influence as what some declare a **Spiritual High** which essentially describes someone who has basqued in the glow of the spirits for too long and are thus being punished for their abuse of the spirits gifts.

The side effects from the addiction often prove fatal as due to not knowing what pain feels like for so long a placebo effect kicks in and if they happen to suffer a severe injury they would be none the wiser and in most cases will die an increasingly painful death as their body forcibly makes them come to grips with their harsh reality.
Ayakera

**Behaviour** | Humanoid

The **Ayakera** (tree walkers) race of anthropomorphic lemurs that reside in the **Sul'Asha** province of the Kingdom of Abun, but are also believed to have very far origins since many of them are living in other Naktian countries as well.

They live in forest or jungle areas close to rivers and lakes, primary residing in tree tops. The Ayakera are fast and agile climbers thanks to their primate features, such as strong gripping hands and the opposable thumbs on their feet. They are a warm blooded, mammalian race with a thin layer of fur of varying colors with their most recognizable features being their prehensile, ring patterned tails.

An average adult Ayakra male is 5-6 feet tall while an average adult female can be from 4-6 feet tall, but their tails are normally from 5-7 feet long, the majority of the time their tails are longer than their height.

## The origins of the Ayakera

Historical records of the Ayakera only go as far back as a few centuries after the dinosaurs, but are believed to have existed as far back as the Great decent period because of the many stories passed down from generation to generation. The Ayakera only had a written language once a large number of them learned the Abunese language. Before then the Ayakera only spoke in their native tongue called **Qüanqüa**, an uncommon dialect that requires special throat muscle memory from early childhood.

## Religious practices

The Ayakera do not worship any known deity in the traditional sense, but instead perform a form of prayer to something ever present and vital to all life in the jungle, the sun. Every morning, in the first two hour period of the sun rising over the horizon, every Ayakera climb to the very top of the trees and sit in a well practiced sitting position. Once ready they spread their bodies as wide as possible to bath as much of their bodies in the golden light of the morning sun. This religious practice is called **Kabuvo**, or **"light bathing"**.
Hulmittu

The Hulmittu are a now extinct race, believed to have lived in the Land of Dread long ago. Fully reptilian, these ancestral beings were the first to face the Dread and live.

Two of the current races seem to have descended from Hulmittu roots, as they're still able to interbreed with some difficulty:

The Esemseru Tribe

The Nikiltu Tribe
Anti-Spanish diatribe

(This was briefly shown in the article on the Catalan language in Wikipedia on 1 Dec 2020. I have no idea who wrote it, so cannot assess their motives.)

The Spanish language map is very wrong, and Hispanics have been trying to get away with this for a long time. They shade in a ridiculous amount of the United States as though it were an official Spanish speaking country when it is not! There are lots of Spanish speakers living in the states, but that is not the same thing as the language being officially spoken there. This is done intentionally to give the impression that Spanish more widely spoken officially than it really is. Furthermore, the Philippines has no business being shade in as Spanish speaking, as Spanish is a defunct language there. English and Tagalog are the official languages there, not Spanish. Spanish is a dead language there apart from a few thousand speakers who have learned it as a 3rd or 4th language in school. Morocco also has no business being shaded in as Spanish speaking either, as Spanish is not officially spoken there. There is a small, insignificant community of Spanish speakers there, that's all.

Spanish is not even a 'world language' in the true sense as English, French, and Portuguese are, as these three are spoken officially on at least 5 continents officially. Spanish is a 'regional' language is 97% limited to Central and South America spoken 'officially' - Spanish is not 'globalized' language they way English, Portuguese and French are. Spanish is very overrated and what that reflects is an 'inferiority complex'. Hispanics want the Spanish language to be more important than it is. In another generation Spanish will barely be spoken by the younger generation - this happened with German 100 years ago. Eventually the Spanish speakers will assimilate into the wider English speaking American society. Trump built a lot of border wall which has stopped 80% of illegal Mexicans from sneaking in. So, more hispanics are assimilating than those coming in, which puts Spanish on a serious decline.

Portuguese is the language to watch out for as it is spoken officially all over the world, and it has become an important language of commerce and economy. Brazil alone has the 6th strongest economy in the world. Angola and Mozambique in Africa are the Brazils of Africa. And guess what? The Chinese, Indians, Japanese, USA is doing a lot of trade with those Portuguese speaking countries.
Gooch

The Gooch, one of the most recognized and plentiful of the types of fish people harvest. Found in rivers and streams as well as the seas, this hardy fish makes it's home wherever it can. Giving live birth and born pregnant these fish quickly replace numbers taken by predators or fishermen.

Feeding on anything they can swallow these fish will even eat floating agea using their gills to filter it out of the water. Breeding seems to be it's only defense as it's spines are harmless unless you get stuck while it wriggles. As long as there is water and some room, these fish will find a way to survive making them ideal to farm.
Guide on page status

Each page on the Nakti wiki has a status on top of it. What do these mean, and how can you help?

## Stub

   Every newly created page should be put in the Stub category and labeled with the Stub template. Don't worry, the admins will do that for you if you're unsure about it c: Until a page has a reasonable amount of information listed on it, it will be a stub.

## In Progress

When a page starts gaining some more content, it will be put under this status. It should be removed from the Stub category and added to the WIP category. Until the creators are sure the page is finished, it will keep this status.

## Under Review

Once the creators consider a page finished, they can put it up for review to the four lorekeepers: NavarchusZepto, Meisteranker, X\_Joshi\_X and MrCharrio. We will carefully read your page, run one last spell check, but most importantly, cross reference your information with everything that's currently finished. We will point out inconsistencies in the canon (relax, won't happen much c:)

## Finished work

Pages that are considered canon are put under the Finished Work status, and removed from the Review category.
Lizard grass

Lizard grass, It has a tuber where its collects the nutrients to grow.

It has a flower with pinkish and violet color,the fake flower has black dots to attracts insects for reproduction.

The leafs have a hand like shape. The Lizard grass can get grow about to 2 meters.

It grows in the rainforest of Nysdra. The plants tuber and leafs can be eaten and used as medicine
Sylvestria

**Inhibitants** | Skulblake, Alumba, Raspermus

## Overview

Sylvestria is a small nice city, near the Tree of Peace. It's inhibitated by Skulblake. Its well nown, for its buildingstyle. It's completely builded in trees and plants, so it matches perfectly in the forest. A part of the city is build directly in the Tree of Peace. The Tree of Peaces gives shadow to the city on the ground in the hotter days on Nakti.

## The Tree of Peace

   The Tree of Peace grows directly between Sylvestria and Acton but is officially a part of Sylvestria. The branches are the ground where the city stands on. Branch-Stairs make the way to the top possible. There are 4 giant Branches where small houses stand on. The Tree is 110m high.

more information
RPG Features

The following is a list of all abilities races in Nakti can have, with their explanations.

## List of features

### **--Standard abilities--**

#### **Calculated Slash**

If you have not moved this turn, and are using a bladed weapon, you may add 1d4 to the damage roll.

#### **Unyielding Spirit**

When the character is reduced to 0 hp without being killed outright, they can drop to 1 instead. You can't use this ability or Zorek's Spirit again until you've taken a long rest.

### **--Acquired abilities--**

#### **Hiran's Spirit**

You gain a permanent, stacking advantage on rolls for crafting and repair of bronze, copper and tin weaponry, tools or objects. Additionally, you gain resistance to fire damage.

#### **Ran-Zhur's Spirit**:

You gain a permanent, stacking advantage on rolls for crafting and repair of iron and steel weaponry, tools or objects. Additionally, you gain resistance to fire damage.

#### **Zorek's Spirit**

When the character is reduced to 0 hp without being killed outright, they can drop to 1 instead, and gain advantage on each attack roll until their hp amount changes. You can't use this ability or Unyielding Spirit again until you've taken a long rest.
Fricaia

## Geography

```
Circumference: ? km
Surface: ? km²
Position: Jel

```

Fricaia is on Jel.

The morphology is predominantly made by grassy plains, but there are some mountains, forests and oasis.

## Cities

There are only five real cities in Fricaia. Everything else is just wilderness with a few houses.

#### **Erom**

The Capital of Fricaia. Streets and Houses are cubic builded and some houses even have a height of more than 5m (which is high for normal houses in Fricaia)

#### **Acton**

A smaller city near the tree of peace. Just like Erom, but much smaller and they have a great religion, that implements the tree of Peace.

#### **Sylvestria**

Sylvestria is a small nice city, near the Tree of Harmony. Its completely build out of trees since 1977.

#### **Alkoros**

Aloros is a small village in the north-east of Fricaia. It's inhibited by a farmer species.

#### **Ayros**

A small city near the Ayros mountains. Connected with many mines. A big tile of the city is builded inside the mountains.

## Important People of Fricaia

* Ajamanda (1575-1700)
* Species: Skulblake
* King from ?-1700

### Al Kazal (1680 – 1800)

* Species: Skulblake
* King from 1701-1800
* Kills Kiram

* One-winged from 1710 to death

### Kiram (1685 – 1710)

* Species: Skulblake
* Tries to help Alumbas in the five years of death
* Gets killed from Al Kazal for his wing

### Kelam Durdur (1764 – 1805)

* Species: Skulblake
* King from 1801 - 1805
* Adopted a two years long elected Monarchy
* Was murdered by unknowns

### Fenter Grav (1786 – 1828)

* Species: Alumba
* Leader from 1806 – 1811 and 1814 – 1817
* Gets sick in 1823 and dies 1828 because of a mysterious disease
* Changed the way the world is seen in 1814 when he joined the Yawe varden alksút

### Al Durin (1779 – 1824)

* Species: Skulblake
* Leader from 1812 – 1813 and 1818 – 1821
* Died in heart attack

### Aja aba (1803 – 1831)

* Species: Raptermus
* Leader from 1822 – 1829
Ei Ateria

The Ei Ateria are a non-humanoid avian species native to Vængknúsa. They are a prey species, and as such, they generally avoid contact with predatory species.

## Genetic Characteristics

Like most birds, the Ei Ateria have wings, with no hands. They use their feet and beaks to manipulate objects, while their wings remain adapted for flight.

They're rather delicate, susceptible to physical damage (hollow bones break easily) as well as toxins. Polluted air (e.g. smoke) can cause serious respiratory issues. They're also highly vulnerable to gram-negative bacteria (found in mammalian body fluids). They also tend to hide their illnesses (natural avian behavior, so the flock won't kick them out).

TODO: picture
Samhon

Language
 Currency
 Form of Government

## Samhon The Land without Rivers

Samhon is a land of gently rolling hills, sharp pinacles and winding roads.

It is also a land without even a brook of running water visible on the surface.

In Samhon all water goes down into dark pits, seeps into crevices or at best is heard burbling unseen in the depths of sink holes.

The only fresh water available anywhere is either rainfall or that which can be pulled up from sanctioned wells.

Despite this Samhon is lushly covered in an almost garden like expanse of trees, Herbs, shrubs, tall grasses and air plants.

On the surface farmers struggle to keep soil arable. Most of it is barely more then damp sand for half a meter or more down, nearly every plant which thrives has deep roots. Some have called it the green desert as journeying across Samhon you can easily die of thirst surrounded by thriving plant life.

## The Digger Hills

The most prominent element of Samhon's terrain are the hills, whether originally natural or not the hills are now shaped and reshaped things. Each one is topped by the hollow columns that mark the presence of an extensive digger city below. Some are in better repair then others, occasionally they are greatly overgrown, other times they are shining new. Each hill has been piled and built up higher and higher and it's base expanded and extended wider until it ultimately meets with the slopes of another hill.

In these meeting places between hills the ground is barren and dead rock, like dried up river beds.

Every hill marks the entire extant of a Digger Family's territory and it is best to expect that there are secret passages waiting under every scrap of earth found in these hills.

The Digger hills are universally covered in light forest with seemingly chaotic placement. It is only with careful mapping that the precision and underlying pattern of the plants on the hillsides can be recognized for the weaving lines of underground irrigation tunnels.

The plants change from trees to bushes to rich grasses and almost clover like leaves as one descends the inclines of the hills. The angle of the soil easing to flat until finally meeting one of the stone wash 'roads'.

Weaving up these hills making clear paths through the undergrowth are 'walls' or 'paths' of smoothly worn stone and clay columns. All of them marked with digger lines engraved into them. For those that know the way to read digger writing they are directions and schedule updates for the care of the surrounding plants and soil, impregnated with the signature scent of the owning family.
Fungo Cipus

The **Fungo Cipus** is a blue edible mushroom, growing deep in the caves of the mountain´s in the Land of Dread.

The Fungo Cipus just grows in the mountains of the Land of Dread, and there just in the deepest caves. The Fungo Cipus is nutritious, but has a very bad taste.

Even if burned, it´s smoke have hallucinating effects, and so it is used in religious rituals.
Guide on page statusDE

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## Stub

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## In Progress

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## Under Review

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## Finished work

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Agave

###### *(WIP by Owlor)*

**Agave** is a perrenial plant with thick fleshy leaves, filled with a sweet nectar. It is harvested by the Bika to make syrup for export, or for Kilicawe and Macawe, two of their indigenous drinks.
The heart of an Agave can live for a very long time, the Bika word for **"century"** is Agave for this reason, and it only blooms once during its lifespan, before it wilts and dies. However, it also sends out runners to make shorter-lived clones that themselves develop into a heart if the link is cut.
Zuvar

The **Zuvar** are a carnivorous, hunter species that reside in the northern parts of Nylus.

They are one of the decedents of the Baiyama sect of carnivorous species of the Risel peninsula. Thanks to their long, muscluar legs and spring-action spines, they are one of the fastest land mammals for their size and often live and hunt in packs of up to 12-24. Their fur is often either Orange or Black or a mix of both and changes in thickness depending on the seasons. Zuvars use their claws to dig into the ground as they run or grip onto prey that they hunt, or as a scratching weapon when fighting with other Zuvars. They have a batch of thick fur at the tip of their tails but only the males have manes around the the base of their necks. The also have sensitive ears that can pick up the faintest sounds, due their noses being average, they normally rely on their ears to find what they can't see with their eyes.

## Pecking Order

A pack of of Zuvars have an instinct driven social order, predominately controlled by the females with an alpha female at the head of the pack. While both males and females go out on hunts, females eat first and leave the scraps to the males.

## Gender Differences

The primary differences between the genders of Zuvars are paramount to how they are able to live day to day life. Females are not the only ones that go out on hunts, but they are better suited for it; with the help of larger claws, larger teeth and stronger, more slender muscles that their male counterparts. While males have more stamina and very high threshold for pain. Male Zuvars are easily recognizable by the tuft of fur that grows around their neck like a collar.

## Mating habits

The Zuvar's mating season during late spring is the worst time to be a male Zuvar. A chosen male with be hunted by the females like they would any prey and attack the male with their teeth and claws usually in groups of three or more. The females brutally fight, wound and hold the male down with either teeth and body weight as they take turns, making the mating process very violent. Depending on the severity of the attack, at least 54% of male Zuvar survive past their first mating season.
Thorned Desert Spider

The **Thorned Desert Spider**, coloquially known as the Treading Dead, Ripper, or simply the Zombie Spider, is a species of spider found in the deserts of the Land of Dread.

Appearance

The Thorned Desert spider has eight legs, divided amongst four armoured leg-shells. The external shell is covered in a large amount of hooks of various sizes, from the spider's main body to the tips of its legs. The main body is usually between 15-30 cm/0.5-1ft wide, with the legs generally being three times that.The spider is a fleshy, light pink colour itself, with the shell being a light brown, sandlike texture.
Polyxena

**Place of Origin** | Like the other two species that live in Aleban, they all lived in the middle of the country, but after a huge conflict between the species, the Polyxena decided to stay at Enthen, and the Zosimus and Xanthe left. Thus the land was split in three portions.

File:Placeholder
Bears that inhabit all of Aleban's southern coastal areas and a small piece of the mainland, called Aureus. Known for their friendly and hospitable nature towards outsiders, and, like every other Alebanian race, are immensely interested in learning and teaching each other about the world around them.

## Social Behaviour and Courtship

### **Social Behaviour**

The Polyxena are a peaceful race, they only become a visceral hunter/killer when obtaining food. or when they feel the things they care about/love are in danger or threatened. Having many great works of music and literature among them, they're quite a peaceful, social, and collaborative bunch. Coexisting and growing as a race through their observations of the young world surrounding them. Like every other Alebanian race, are immensely interested in learning and teaching each other about the world around them.
Kimuhat

The **Kimuhat** is a giant wingless insect that can be found mostly in desertic and dry regions, such as Abun, some parts of Tet'Hon, Rakash and the Land of Dread. While their appearance might be considered as monstrous and horrific by some, they are peaceful animals and they can be easily domesticated. This, according to some scholars, proves that insects could have a memory and a complex intelligence, something that is already found in the Weavers, a race of highly intelligent spiders who live in Jel. Their name is the portmanteau of two Abunese words: **Kim'Hee** which means "monstrous" and **Hathah**, "eater", a quite frightening name for such a peaceful creature.

They are considered omnivore since they feed off small fruits and parasites, making them an helping hand for peasants. They communicate with the movement of their antennae and cerci, along with hissing noises that change in intensity and pitch.

The Kimuhat lay eggs and mate only during certain periods of the year. Their eggs have a rounded shape, and are small and jelly. The newly hatched are whitish, but develop a greyish hue and metallic shine as they get older. They have three long cerci at the tips of their abdomens, one off the end of their body, one facing left, and one facing right. They also have two small eyes and long antennae, and move in a wiggling motion that resembles the movement of a fish. Their average lifespan is between eight and fourteen years, although there've been examples of Kimuhat who lived even for twenty years.

Despite their size, the Kimuhat are quite fast runners and their size, about the same of an adult alligator, scares most of the smaller predators. Unlike other insects, also due to their size, they cannot climb walls, although they have a good grip on muddy surfaces.

The Kimuhat are commonly used by peasants to hunt and eat parasites that can harm their plants and crops. Due to their size, they are quite strong and could throw a person on the ground easily, so they're often kept with latches. Their carapace is quite thick and some civilizations, such as the Rakashani, make armors out of them. In the Abunese medicine, a potion consisting in boiled antennae of a Kimuhat, mixed with lemon juice helps to cure headaches.
The MeduseDE

Tentakel Länge
 Markings
 Lebenslänge

Die Medusa ist eine riesiger fliegende Kreatur, welche über den großen Regenwäldern Nysdras schwebt. Ihr aussehen ähnelt irdischen Quallen. Die Spezies hat einen Durchmesser von bis zu 15 Metern und bis zu 30 Meter lange Tentakel. Die Tiere können ein Alter von ca 200 Jahren erreichen

Die Medusa ist ein schönes Passives Tier, das sich von kleineren Säugetieren ernährt, allerdings auch Naktianer erwischen kann, wenn sie keine Acht auf die Tentakel geben.

Die lederne Haut des Tieres scheint in schönen rot, orange und geld Tönen, sie ist allerdings leicht zu beschädigen.

Die Tentakel, welche bis zu 30 Meter lang werden können sind giftig und Lähmen das gefangene Tier bevor es verdaut wird, was wiederrum genug Methan Gas produziert um die Medusa in der Luft schweben zu lassen. Sie können sich nicht willentlich fortbewegen, sie lassen sich eher im Wind treiben und fangen alles, was in die Nähe ihrer Tentakel kommt.

Die Na'ring bekommen von klein auf gelehrt, dass die Medusa zwar schön aber auch sehr gefährliche Kreatur ist.

Die Medusa besitzt einen Mechanismus um einzelne Tentakel abwerfen zu können, wenn sich diese in Bäumen oder anderen Hindernissen verfangen oder die Beute zu schwer ist. Sie besitzen keinen erkennbaren Mund sondern ziehen gefangene an der selben Stelle ein, wo die Überreste später auch ausgestoßen werden.

Die giftigen Tentakel sind nur betäubend und die wenigen Na'ring welche bekanntschaft mit ihnen gemacht haben waren zwar paralysiert, erholten sich jedoch nach wenigen Minuten wieder. Die Spezies ist nicht in der Lage größere Tiere aufgrund ihres Gewichts zu fangen. Wenn ein Tier zu schwer ist, wirft die Medusa betroffene Tentakel ab und lässt das Tier in Ruhe.

Durch das erhöhte Gewicht, wenn sie Beute hochziehen, hat das Tier einen Mechanismus um Luft auszustoßen und weiter zu schweben, ähnlich den Oktopussen auf der Erde.

Die Medusa ist eine Asexuelle Spezies. Sie können sich selbst ohne die Vorraussetzungen eines gegengeschlechtlichen Exemplars reproduzieren. Sobald sie ein Alter von ca 80-100 Jahren erreicht haben, beginnen sich kleine Beulen auf ihrer Haut auszubilden, welche sich zu kleineren Medusen ausformen, die dann mit Tentakeln mit dem Muttertier verbunden bleiben bis sie etwa die selbe größe erreicht haben. Ab diesem Zeitpunkt trennen sie sich vom Muttertier und ziehen ihres Weges.

Es zur Zeit noch unbekannt wie die Genetische Vielfalt bei dieser Form der reproduktion aufrecht erhalten werden kann.
Parve finna

The parve finna is the palace for the ruler of Fricaia.

Its has two floors, where the ground floor is open to public at any time and the upper floor is the place where the Throne hall gets its place.

## The Throne halls

The throne hall is parted in three Rooms. One for each Triad-Species in Fricaia. Only one room is open at the same time. Only that room that is for the species that rules the country. So every time a different species is elected, the rooms can slide on Rails to move the specific "Speciesroom" to the entry.

### The Concept

The rooms are nearly the same. Only the Color and the thrones change. Each Room has a width of 10m and a length of 10m. They are 4m high. The walls to the other rooms are 1m thick, the wall to the outside is 1m thick and the wall to the great hall is 90cm thick when you dont mind the small gap between Room and the Wall to the Great Hall The blue room is for the Alumba, the orange Room for the Skulblakes and the green Room is for the Raptermus. Each Throne was designed to be the best for the specific species. The Throne for the Alumba is designed as a thing to sit on, the Skulblakethrone is designed to lie on. nearly to the ground and the throne for raptermus is designed to get the smallest species higher to sit or lie on. Each Throne has also the color of the room. Only the pillars in each room are grey. There are 18 Pillars in each room. Each one has a size of 1mx1mx4m and they get smaller at the top. The entrance is 90cm long, 3,80m high and 3,60m wide.

### The moving of the Rooms

    Each room is mounted on iron rails. The Part of the rooms that slides on the rails is thick and built out of stone. It is 1m thick but hollow to make sure it won't brake by moving the whole rooms and to make it movable on the rails. Whenever a new leader needs its room, two or three Skulblakes must push the rooms in place. Often there are two other Skulblakes on the other side to help if the rooms get slid too far. Other species don't have the strength to push this large amount of weight. This procedure is named "smurv vak Harkün" that nearly means "push of the owner". The skulblakes that do this work are the highest guards of the Fricaian Leader. So they push the rooms for their owner.

## The Green Room

The green room is a very religious place. It's a fully planted room that has everything from flowers to trees. Nature is the most important thing to Fricaian. So it helps the leader if his palace is also open to nature.

## History

The building of Parve finna started 1806 when the first Alumba was elected (Fenter Grav). One year later in 1807 Fenter Grav decided to create a green Room inside the palace to honor the nature. At first, the room for Raptermus was left empty because nobody thought that a small flying thing can get on throne any time. But Fenter Grav didn't want to discriminate that important species that fought with the alumbas in the many rebellions against the skulblakes. So he lets the room builded empty. After four years the palace got completed in 1810 and Fenter Grav was the first one to use it. After that time every leader got its place in Parve finna.
Nel

Language
 Currency
 Form of Government

Nel is one of the countries of planet Nakti. Located in the central region of the planet**.** Nel is considered by outsiders to be uninhabitable due to it's arid heat and unforgiving deserts. As a result, the Lunaan who live in Nel are considered to be an anomaly.

Nel's capital is the Ancient City of Danrhat, founded by the Lunaan's predecessors, who to this day are still unknown. Danrhat is home of the Royal Family of King Auronaan the 5th and his family. The King Rules over Nel with the help of his Queen, Cosen, and the Royal Ministry.

The Royal Ministry is comprised of Priests of "the Old Religion" Mektra Daan, and several elected nobles and elders from the country's cities and villages. At the Royal Ministry, with the guidance of the King and Queen, the government deals with problems the country's residence may be facing.

Nel is considered to be the leading country in Astrology, Astronomy, Literature, Lore, and Mathematics. The Great Library of Rea'Laal, is said to house an infinite selection of books and records, most of which is written in the Lunaan language, Sen'Naan. An elegant and flowing language, "Who's words have been written by the moon and the sun."