recursal/Fanatic-Fandom huggingface dataset:
Nelzpharite

Nelzpharite is a very rare variation of iron, most common in areas that have high ethir. The ore is identical to iron in practically every aspect, and when it’s forged it turns out the same as iron as well in durability. However, the similarities end there. The metal’s coloration after being forged is a darker gold shade, not carrying the same shine as actual gold. The most defining quality of Nelzpharite however, is the fact that it is a perfect conductor for ethir and rittic. When it’s enchanted enchantments have been known to be far more effective on Nelzpharite materials. Even improved by a larger margin, the metal is as durable as iron and has a melting point of 1522°C. It also assists most mages in casting, not just enchanters.
Mimics

### An Excerpt From Malden's Magical Encyclopedia

*"Mimics are a great example of natural adaptation of an organism when faced with a new environment. Originating in the Amizar Marshlands as a carnivorous plant, it hid inside burrows and small caves. It attracted various scavengers to the cave by producing a pheromone that gives it a pungent smell of rot. Once it’s prey had made the unfortunate mistake of stumbling into the burrow it situated itself in, it’s roots would act as a natural tripwire, alerting the plants vines to strike, ensnaring its victim with thick, sticky substance that ensures it’s victims can’t escape as they’re dragged into the digestive sacs.*

*When I stumbled upon one, I had lost my boot to it’s attack! It’s a shame because that was my favorite pair. As vengeance, we had captured the organism, thinking it was an animal until we had seen that it was firmly rooted into the earth, and had flowers of a pink and white color scheme. We had stored it inside of a chest, of which it fit flushly as we put it inside with some soil and water. When I had returned to my camp where I had put it a few days later, I had attempted to open it only for it to release hundreds of small seeds and for it to try and attack me again! It seems to have rapidly adapted to the chest, using its roots as a way to detect if it was opened. My camp was ruined, as the seeds covered everything and within days, there were mini mimics even inside of my sleeping bag!*

*As to how mimics were able to spread so easily, a former member of my crew had forgotten to clean the seeds off of him properly, and when he put his clothes away, more mimics reproduced inside of his drawer as we were leaving to embark on our journey home. Because of this, seeds were spread in a path that followed our home, leading to a multi-region invasion of mimics! Though not much of a threat to humans, as one can just take off the garment it latches onto, pets and animals do not have this luxury. In some cases small children and toddlers are eaten by these things!*

*Moral of the story, if you don’t know what it does or how it reproduces, keep it in the general area you found it and disinfect yourself after each contact. The damages we had caused had led to some legal issues, which led to the removal of our group from various small villages and the execution of the member who had spread this plight across the land. Remember, negligence leads to chaos, that’s why worshippers of Ashoc have half a brain!*

*I suppose it wasn’t all that bad, as because of this species being introduced everywhere, medical science has improved. You can use the sap excreted from it’s vines as a surgical adhesive to close small but deep lacerations. It’s especially good on arrow wounds as a matter of fact! I’ve tried everything I could to extract the acid, but the only way to make it not inert is risking a limb to extract their digestive sacs. The acid makes a wonderful way to cauterize injuries, but can also be used for more… nefarious purposes."*
Qortarian

This metal is so incredibly rare, that the only known instances of its existence have been found in the dwarven ruins. Qortarian is ***very*** strong, its resilience is so immense that even weapons made of Stratralite and Chonor cannot penetrate it. Qortarian is native to the volcano and formed under extreme heat and pressure. Mined by the ancient dwarves and lost to history, due to the dangers of entering the dwarven ruins, attaining it is not only risky, but there’s a possibility that it won’t even happen. However, note that Qortarian has a strange weakness to acidic-like substances. As if exposed to it, the armor will begin to lose some of its durability. This metal’s strength and rarity has made it not only highly valuable, but noted for being used in the armor of legendary figures
Maladite

Maladite is an abnormal type of ore that’s formed in the caves of the Jungle region. This ore is easy to spot within the cave, as it has a generally brightly colored white appearance, however, if exposed to light the ore becomes transparent. At first those who found it saw no use past decorative purposes, however they chose to smelt it down anyway. Upon doing so they were surprised to learn that Maladite carries very similar qualities to steel. Broadening its uses, Maladite is often used for hidden weapons or ceremonial items. Its natural flashy and durable nature gave this metal plenty of uses. It has a melting point of 1474°C.
Bloodroot

Bloodroot is a very rare herb located in the Ashlands. Originating from some destroyed trees, these roots have a hardened, toughened, and become more capable of supplying nutrients to their center tree. Albeit the roots evolved strangely, as the tree itself does not carry the same durability. These roots can fend off being destroyed by stone, and even iron tools, with only steel or stronger allows being capable of removing them. When opened, a bloodroot does not have ducts dedicated to carrying water, but instead a strange red fluid that is used to directly break down soil in order to sustain the tree it's attached to. This liquid, known as "bloodroot extract", is extremely poisonous when ingested and is known to cause mild muscle fatigue and vomiting - though it has a very strong, distinctive sweet taste. Bloodroot has been traditionally used by the nightelves as a form of poison for their weaponry, and it is said that only very few nightelves native to the ashlands know how to turn bloodroot extract into a more powerful, deadly poison capable of inflicting cardiac arrest upon anything that ingests more than a pint of it. Despite this, the cardiac arrest is not instantaneous, and upon ingesting enough poison, the person's muscles will slowly decrease in strength over the course of ~20 minutes (IC).

* *Acquiring the deadly version of this poison is only possible through events and cannot be concocted by player characters.*
Gulifruit

The Gulifruit is a blue fruit that grows outwards from the ground; a strange growth pattern for fruit. Though this strange plant has a bitter taste, once it’s ground down into powder or chunks. It seems to attract rodents, bugs, and other small pests. These creatures will eat the bits of the Gulifruits and suffer a poisoning effect. Thus the Gulifruit has become a perfect pesticide. Having a larger use for farmers and fieldsmen.
Rohr'rak

The rohr’rak is a herbivorous creature found indigenous to the steep, snowy mountains of Aurillia. With a body size slightly larger than an average mountain goat and an appearance consisting of tusks, a pair of horns, and a thick white coat, they are a common sight in the wild and an important staple of any settlement found in either the snowy mountains or snowy wasteland. Their most notable use, aside from milk and meat, is to pull heavy weight such as plows or carriages necessary for the survival of outposts in the harsh biome that they are found in. In the wilderness, it is also not uncommon for rohr’raks and merroh’ki rams to compete with each other over territory or what little vegetation that has not died due to the region’s extremely cold climate.
Belsewort

Belsewort is a flower that lets off glowing, golden-colored pollen. This pollen seems to have a loosening and relaxing effect on the muscles of most living things. This pollen is extremely hard to collect as the plant has a strange reproduction cycle. With it only ever blooming during random times within the night. What makes this an even more difficult process is that each flower is different. Belsewort is commonly used in battlefields, to aid soldiers who've suffered, it's also used as an agent to help with muscle development.
Fairy's Brew

A tonic created by explorers of areas with massively varying temperatures post-cataclysm. This tonic balances out the user’s body temperature. Assisting them in climates that are either very hot or very cold. Created by post-cataclysm travelers, a common recipe if one can acquire the needed ingredients.

* x1 full frosse flower
* x1 bloomed furnace flower
* x2 bitterleaf leaves
* x2 tileaf leaves
* x2½ cups of water.

The frosse and bloomed furnace flowers create a mixture that balances temperature out in the body of the user. The bitterleaf keeps the body active to handle this, and the tileaf provides protein and nutrients to assist the process. This tonic was given the name "Fairy's Brew" by the travelers who made it, saying a supposed Pixie handed them ingredients when they were in the snow-covered mountains. Overall, after the effect of this potion wears off the user will either find themselves sweating or shivering for a few minutes as an affereffect. The tonic's temperature balancing abilities last for about 30 minutes (15 OOC minutes).
Sugroot

Sugroot, a common plant found within the Swamp region. Sugroot is commonly used as bait for catching marine wildlife within the swamps. The root of the plant is extremely pungent, while it smells terrible for those who live onland, it attracts marine wildlife, the reasoning for such is still unknown, though many have tried to understand why. This plant has an extremely distinct appearance, a bright blue stem, with purple leaves growing from the top only.
Pseudos

**Approval+**

Pseudos are shrouded in mystery, generally used as subjects for ghost stories. However, their true origin comes from before the Cataclysm; they were originally normal Humans living in their own village. When the Cataclysm began, a chaotic and extremely powerful Necromage took advantage of the distracted militaries and launched a ruthless attack on the Humans, looking to cause chaos for his own satisfaction. He began morphing them, turning them to some kind of husk or monster, but the Rittic sweeping over the world thanks to the Cataclysm interrupted and morphed the spell, turning the Pseudos into what they are now.

The Pseudos are a group of **extremely rare** beings with veins and arteries that bulge and can be seen through their pale grey skin, standing at an average of 6’5” but capping off at a height of 7’1”. They are humanoids, though they look almost entirely *in*human. They bear eyes of blue, purple, or orange tones, or very rarely, silver ones, and blue, purple, or black hair colors. They are all extremely thin, with their ribs practically being visible through their stomach, and they don’t weigh any more than 160 lbs at most. Their males have unnaturally long arms, reaching the knees at the wrists in length, with fingers that are 8 or more inches in length. The females, however, have normal-length arms and fingers. All Pseudos also have small noses. In addition, Pseudos have severe physical weakness -- at most, being able to lift 100 lbs, with extreme work to achieve this. This cannot be changed in any way. Pseudos are completely unable to use any sort of Breathing Styles and Shapeshifting magic, and any sort of Curses; the mentioned Euloric Arts will not work for them, while Curses will either backfire, weaken them, or do nothing. However, Pseudos are prodigious in the use of other Magic, to the point that they can cast with merely thinking of their Incantation. They have a lifespan of around 250 years on average, and Are completely infertile.

Pseudos retain a relatively normal psychological state, with the exception of an extreme difficulty in **understanding** emotion. This doesn’t mean they can’t feel it, it just means they can’t identify it very easily. In addition, they have an extremely strong mentality and willpower, a result of small amounts of Divine energy within their heads providing them with extreme confidence and a bit of an ego boost. Pseudos are also naturally repelled against other Pseudos, and any races created post-Cataclysm. This is, however, more of an instinct to stay away, and due to their excellent willpower this can be overridden, though it is not that frequent.
Radix Acid

"In a country well governed, poverty is something to be ashamed of. In a country badly governed, wealth is something to be ashamed of." - Confucius

“To be wealthy and honored in an unjust society is a disgrace.” - Confucius

"Nothing inspires forgiveness quite like revenge." - Scott Adams

"When it is obvious that the goals cannot be reached, don't adjust the goals; adjust the action steps." Confucius

"If it were an enemy insulting me, I could bear it. If it were my enemies attacking me, I could hide. But it is you, the one so close to me, my companion, my good friend, who does this. We used to share our secrets with one another, as we walked through the crowds together in God’s Temple." Psalms 55:12-14

"But no one can enter the strong man’s house and plunder his property unless he first binds the strong man, and then he will plunder his house." Mark 3:27

"And you disciples are clean, but not all of you.” For Jesus knew who would betray him. That is what he meant when he said, “Not all of you are clean.” John 13:8-11
Frosse Flower

A magical herb found solely in the taiga biome, the mystery surrounding frosse flowers is equaled only by their beauty. They are composed of a thick green stem and red petals, all parts of which are covered in an inscrutable dust that provides them with a unique property. When subjected to temperatures below zero degrees celsius, a frosse flower will keep its petals closed and be white in coloration across its entire body; however, when the herb is instead subjected to temperatures above zero degrees celsius, not only will the flower become blue in coloration, but the aforementioned petals will open up and reveal a glowing, ethereal figure in the shape of a woman. Despite this, the figure dissipates after a few moments and does not react to outside stimuli, where attempting to make physical contact with it will result in the person’s hand phasing through the entity. It is theorized that during the pre-cataclysm era, frosse flowers hosted the growing adolescents of an ancient type of fairy, though such an idea is unproven. When chemically extracted, the dust from a frosse flower is capable of mild hallucinogenic properties.
The Kromwell Order's Arsenal

The follow items are frequently seen among members of the order, being a somewhat hush-hush equip among the order, though aren't necessarily top-secret.

**Blackened Silver Swords.**

While these might be considered to be somewhat unremarkable, the carbon formed around the edge of the blade after prolonged exposure to fire conceals the silver nature of the blade and seemingly further encourages bleeding in the accursed.

**Ironwood Blessed Stakes.**

A somewhat interesting common carry, but a useful means of pinning a vampire in place without having to kill them, especially seeing as they are impossible to remove from oneself; provided they are accursed. These can also double as a way to picket a tent, though you generally won’t see this among the Combatants.

If a vampire is struck with one of these wooden stakes they are rendered massively hindered movement wise, only intensifying with the increasing strength of the vampire. Notably, they are fairly tough, being comparable in strength to that of a sword.

**Gaseous Light.**

Light in a gaseous form, incredibly useful when around explosive gasses or in an area where lighting a fire would otherwise be unadvisable. It seems to linger in the air for a little bit, providing around a large campfire’s volume of light outdoors, though is able to completely light something the size of a basement indoors.

**Krömwellian Seals.**

These tend to provide some level of protection against supernatural poisons and also function like miniature Exorcist’s Notices, providing the user some temporary protection from an accursed being's physical attacks and outright preventing possession.

The effective use time of the seals being massive contracted with persisted attacks, being able to stop three **‘strong’** hits from a geist anywhere across the body.

Interestingly enough, these can also be used to ‘muzzle’ vampires, stopping them from biting the individual they’re placed on. As noted, the **Krömwellian Seals** only work for a short amount of time, being approximately six hours from when they’re first activated.

The fact they're produced using Hex-Casting makes them outrageously difficult to duplicate with an extreme chance of backfiring.

*Longer use variants of these seals are rumored to exist among the hands of more seasoned 'hunters' within the Order.*

**Silver Hex-Nets.**

A mesh of silver metal punctuated by hooked curls. This is as close as one can get to a net of barbed wire without actually having a net of barbed wire. It is fairly effective in helping trap and bleed a running creature. The net is approximately the size of a hockey puck when folded and seemingly explosively opens to wrap around a target it is thrown at.
Astrafus

## The God of the World

Astrafus is known as “God of the World” by most, their values overlapping with some other gods- but generally consistent in the areas of growth, stalwart faith, and the protection of nature; a flipside value they have is the hunt, the natural life cycle of life and death.

They are depicted as a cloaked figure wielding a bow aiming onto the sun- their facial features never exposed for reasons unknown by the general public, but rumors have thought the churches may not know the depicted gender of the god- presumably male. In their varying depictions- going from Zhanic to the Dwarves even, all show a symbol of a wreath as worship towards this deity, and it is likely one of the most if not the most worshipped god on the continent.
Mashium

The rock known as Mashium is located deep within the swamp waters and is easy to spot due to the strange glowing ink that forms inside of it. The ink within these rocks gives off a natural glow and is recorded to be used for artistic purposes such as painting and tattooing. Also often used by dignified Warriors of the Zhan, normally in the form of tattoos to show their achievements and status.
Black Tentacles

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

## Information

* **Level**: 4th
* **Casting Time**: 1 Action
* **Range/Area**: 90 ft. (20 ft. Square)
* **Duration**: 1 Minute
* **School**: Conjuration
* **Attack/Save**: DEX Save
* **Damage / Effect**: Bludgeoning
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Stardust

Stardust is an inhalant known to be highly addictive, and even deadly if consumed in large amounts. It's effects are mostly a feeling of ecstacy and extreme relaxation. A high on stardust makes people feel extremely calm, but not tired. In fact, they can even feel more awake. The effects can last up to five hours depending on the amount before the dose is high enough to kill. A stardust user is forced into seizures at random which is held back and prevented by taking more of it on a regular basis. It is typically inhaled in lines, and when the user is high it is possible to see magenta bloodshot in their eyes if you look close enough.

Stardust addicts typically don't think straight in their regular state of mind. They might be out of it at times, and in rare scenarios pass out randomly.

## Creation Process [Extensive Lore]

The recipe for stardust base varies depending on the budget or skill of the alchemist. Stardust Base is made by mixing 4 tablespoons of charged ethirium dust, 2 teaspoon of wheat grains, 1 teaspoon of salt, 1 teaspoon of cinis. The contents must be mixed with water thoroughly before the next step. The contents then must be distilled until as much water as possible is drained. This generally takes 6 - 8 hours for one pound to be distilled. What's left from the distillation is known as "Stardust Base," and is the key ingredient in stardust. Stardust base is a bright magenta color, though it's ingredients seem to not imply this would happen.

With stardust base, the common ingredients added are as follows: Sugar, Flour, Cinnamon, or Nutmeg. These are known to be complimentary flavoring and addition to it's substance to keep the user from overdosing. However, what's added after doesn't entirely matter, though it has the potential to increase the stardust's value heavily.
Letini

Letini are a type of marsupial omnivore found broadly in the plains and occasionally across the forest border. Being approximately the size of a housecat and featuring a single pair of wings, three pairs of legs, large ears, and green coloration, they are often described as unusual in appearance by anyone not from their native region. Letini feed on a combination of rodents, short-hanging brush, and insects through the use of their wings, which only allow them to glide for very brief periods of time before having to rest. In order to attract a mate, these creatures will collect shiny objects and store them in their nest. This behavior is most common in male specimens, however, females will also demonstrate it to a lesser degree out of instinct. After a female letini gives birth, they will carry their young in a pouch on their stomach and provide nourishment until the offspring are too big to fit inside. In terms of their reputation, letini are typically known as either a pest or valuable companion depending on the person describing them. Due to their courtship behavior, letini have a habit of stealing jewelry and coins from storefronts, though only do so when undetected by nearby passerbys. Otherwise, travelers may sometimes train them as pets and keep them either in a home or take them on journeys across the continent.
Cinis

Description

"In a country well governed, poverty is something to be ashamed of. In a country badly governed, wealth is something to be ashamed of." - Confucius

“To be wealthy and honored in an unjust society is a disgrace.” - Confucius

"Nothing inspires forgiveness quite like revenge." - Scott Adams

"When it is obvious that the goals cannot be reached, don't adjust the goals; adjust the action steps." Confucius

"If it were an enemy insulting me, I could bear it. If it were my enemies attacking me, I could hide. But it is you, the one so close to me, my companion, my good friend, who does this. We used to share our secrets with one another, as we walked through the crowds together in God’s Temple." Psalms 55:12-14

"But no one can enter the strong man’s house and plunder his property unless he first binds the strong man, and then he will plunder his house." Mark 3:27

"And you disciples are clean, but not all of you.” For Jesus knew who would betray him. That is what he meant when he said, “Not all of you are clean.” John 13:8-11rock.

Cinis
Yul'ser

## **The God of Time and Fate**

Yul'ser, the controller of the flow of time and the scales of fate, created for the purpose of balance, often spoke highly of from other deities and followers alike, once presenting himself amongst men, a truly humble being. Though, after the Cataclysm, for a short period, the sky was engulfed with a mist of what seemed to be blood, time momentarily slowing down, leading to many believing Yul'ser was slaughtered, though, time remained in balance which left many in a state of confusion, unsure as to why such a strange occurrence came to be.

While there are many depictions of Yul'ser, the most widely accepted depiction is of Yul'ser bearing the appearance of an old man, wise in mind though frail in body, a set of scales in his left hand, an orb of yellow light in the other, a ragged shoulder cloak and extremely dull clothing. This depiction coming from times long before the cataclysm, when Yul'ser's following was extremely large, many seeing him as the one who kept the lands from plummeting into chaos. Not only this, but Yul'ser was praised by many kingdoms, supposedly often presenting himself in the land of mortals, in order to help settle unnecessary disputes which could've led to mass warfare.

However, after Yul'ser's disappearance, countless amounts turned their back on him, either believing he was dead or that he abandoned his promised duty in order to save himself. This led to all religions which followed Yul'ser to crumble to the ground, and to the present day, there isn't a single widely known group who follow Yul'ser. Though, some believe he is still in the etherial land, somewhere.
Great Gieron

The great gieron, more commonly known as simply a ‘gieron’, is a reptilian predator found exclusively in the plains biome. When on all four legs, the gieron stands at an average height of seven feet tall with a length of roughly eighteen feet. For defense, this creature wields a fierce array of large teeth, claws, and an enormous extension of the skull to protect its neck from behind. Despite their savage appearance, gierons do not normally prey on humanoids and prefer to avoid them unless provoked. Travelling as alone or as a pack of 2, they will feast upon all sorts of animals including livestock, wild deer, and in rare circumstances, even each other if no other food sources are immediately available. If a traveler wishes to slay one of these animals in order to extract their valuable skull and pelt, the best option is to shoot through their eye and into their brain using a high-powered weapon such as a crossbow. If this fails, swords and polearms are an effective way of piercing the gieron’s scaly outer body.
Klephry

Klephry, a common plant found within the Grassland region. This plant is well known as the Fatigue root, due to the effects it can cause after ingesting the roots of the plant. Upon ingesting the root of the Klephry plant, it will cause a feeling of slight numbness within the legs, as well as a sudden rush of fatigue. This plant has been known for its uses within the medical field, often given to those who face trauma, allowing them to sleep. Klephry holds a dark brown appearance on the stem, roots and leaves, giving it a relatively distinct look, making it easy to identify.
Tavilite

Tavilite is a rare metal, often used in ceremonial armor. It is most often found in the grasslands. It has an indigo color when unrefined but turns a gorgeous red when exposed to the open air. This ore is highly valued due to this, most believing it shows the change into manhood. So, it is often given to men of age by their fathers, to show they are a man. Its melting point is the same as Orsirm, 1500°F/815°C. However, it is highly more durable than Orsirm. Capable of withstanding other weaponry with far more efficiency than both Orsirm and Steel. Only ever really used by those of high status or mercenaries with a lot of money.
Over The Mountains Wiki

Welcome to **Over The Mountains: Advisory Wiki**
Welcome to Over the Mountains Wiki! Here is where all the lore, story, and other things in the universe are explained! Keep in mind that this is consistently changing with the story, and stuff may be retconned. If so, it will be posted in our discord's Lore Changelog. Please note that the game is in Alpha, and it's constantly being updated

## Important articles

* **World**

* **Races**

* **Magic**

* **Alchemy**

* **Flora**

* **Fauna and Creatures**

* **Minerals**

* **Factions**
Meculi

Meculi is a metal unique to Aurilia, and widespread even post-cataclysm. Used by the ancient societies of Aurilia Meculi is known for being a perfect tool in cutting through skin, flesh, and bone. However, it wasn’t used for weapons, instead, it was used for medical tools and torture instruments. The reason that this metal is unable to be used in a full-fledged weapon is due to its durability. It is highly fragile and can break with fair ease by tools or even raw strength depending on the race. It has a melting point of 829°C.
Races

This page is a directory to the various Pre-Cataclysm and Post Cataclysm races throughout Aurilia. What qualifies a race to be in one of the two categories is self explanatory, being a race that existed before the Cataclysm or created after the events of the Cataclysm. There is a third criteria for aetherial beings known as Veilborne.

[X] Means not publicly available currently.

### Pre-Cataclysmic Races

* Humans
* Liyer
* Sauromar
* Elves
* Malethians
* Taurians

### Post-Cataclysmic Races

* Tribuperir
* Nightelves
* Primari
* Mustelians
Aura of Vitality

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

* **Level**: 3rd
* **Casting Time**: 1 Action
* **Range/Area**: Self (30 ft. Sphere)
* **Duration**: 1 Minute
* **School**: Evocation
* **Attack/Save**: N/A
* **Damage / Effect**: Healing
Yahn'ivic

The yahn’ivic is a dangerous, reclusive predator located in the snowy mountains of Aurillia. They have an approximate size equivalent to a mountain lion and a long tail capable of reaching lengths up to 7 feet. Considered to be one of the most-intelligent quadrupeds found on the continent, striped yahn’ivics are extremely skilled hunters and possess a powerful sense of smell and hearing. When ambushing prey, they will pounce on the target’s neck using their four elongated canines and either cut the windpipe or break the victim’s neck. In the case that a yahn’ivic must defend itself, in addition to its viscous teeth, they are equipped with sharp claws, quills on the back of their head, and a bony club hidden in the fur at the end of their tail that is capable of breaking bone. Yahn’ivic pelts and teeth are a prized commodity by nations all across Aurillia.
Terakite

A pack of terakites prowling the wilderness.

Terakites, known colloquially as ‘shadowlings’, are a nocturnal monster found in the taiga biome. These creatures are approximately 4-5 feet tall and possess enormous claws and teeth, but no external protection. They travel in packs of 7-9 during night hours, especially when there are heavy fogs or thunderstorms engulfing the region; otherwise, they remain underground for the entirety of the daytime. While prowling for food, terakites move stealthily along the ground and utilize a combination of environmental darkness and fog in order to mask their body from view. For navigation, despite possessing a poor sense of hearing and smell, terakites emit two narrow beams of light through their eyes that are capable of penetrating through the same mist that provides them with camouflage and allows them to see in great detail up to 300 feet. Moreover, while unprovoked, a terakite’s light rays move very slowly across the landscape, which allows a potential victim to see the beams and take cover before they are detected. In the case that a terakite finds its prey, it will emit a loud shriek and charge at its target along with its brethren, ripping the victim to shreds with enormous claws and teeth before gorging upon what remains. The best deterrence to terakites is avoidance, but if a traveler must fight them, bright light sources such as torches and magic are the best options to survive an attack, for they have a natural fear of any light source that is not their own.
Ordinary Morel

Small circular berries often found growing on various bushes found within the grasslands. These berries are extremely common, and have been found to increase the consumers sensitivity to taste; making sour foods taste more sour, sweet foods taste sweeter etc. They are considered to be a common food item for a passing adventurer, and are simple enough to grow that farmers can often make fields of them with enough time. Typically sold to any walk of life to enhance their meals flavour. Alchemically, these are typically used to enhance a potion's taste, though this depends on the potion’s taste to begin with. A bad tasting potion will taste worse, and a good tasting potion will taste better.
Cinderspawn

Cinderspawn are a ghoul-like monster found wandering the ashlands and occasionally near the volcano. Rumored to have been inadvertently created by a blighted cult shortly following the jungle’s destruction, these unintelligent creatures travel alone and attack any other life form that they encounter with an array of sharp teeth and claws. Cinderspawn are composed of cohesive amalgamations of ash and thus possess poor defense against physical or magical blows. However, should one of their limbs be destroyed or otherwise removed from their body, it will gradually regrow during combat via the monster absorbing additional ash off the ground and into its feet. The only way to permanently neutralize a cinderspawn is to chop off or destroy all of its limbs, including the head, before any such appendages are able to regrow. After this occurs, the cinderspawn will abruptly lose its cohesiveness and fall to the ground as a loose pile of ash.
Eirlhem

## Eirlhem The Minor God of Craftsmanship

Eirlhem’s legend is that of a wyvern created by Elisol to carry him into battle. Eirlhelm spent countless centuries riding with his master into the fray, during this time he noticed the structures that littered reality. He was fascinated and wanted to create things of his own, thus he hollowed out mountains into his workshop. Where he began to shape the world into tools for his master, and upon seeing Eirlhem’s work. Elisol granted the wyvern the title of the minor deity under him.

Eirlhem started crafting not just weapons, but also the elaborate structures he envisioned when traveling the realms. Which caused the other gods to give him the nickname “Eirlhem The Crafter.” It’s said that Eirlhem crafted the countless domains of the gods with his claws and snout, and used his breath to forge the weapons carried by the deities into battle.

Common depictions of Eirlhem are of a giant wyvern with golden scales, however, some depictions show Eirlhem as an armored blacksmith with wyvern wings. Regardless, the deity is depicted as a craftsman. Eirlhem is known to be a solemn and quiet deity, with a short temper, lastly, he is also known to be a god that despises thievery above other illegal acts. Thinking that one who must thieve to attain what they have is no better than dirt.

Eirlhem’s followers are often blacksmiths, architects, or warriors. Eirlhem values valor, creativity, determination, and curiosity to create or improve themselves.
Minerals

The Minerals of Aurilia are diverse and of many names and origins- from astral ores to deep cave minerals that make the most beautiful jewels in Aurilia. Below they will be listed from biome to biome, + means approval, [!] means event only. If minerals do not have either of these then they are free to use. All metals and minerals besides Voscium are capable of being enchanted or hexed. Regardless of what it's shaped into. With Nezlpharite being the only superior enchanting metal.

***Things like silver and gold require approval***

Swamp

* Zesmite
* Mashium

Jungle

* Pograthil
* Maladite

Grasslands

* Tavilite+

Mountains

* Chonor+

Volcano / Ashlands

* Kerizium
* Deterium
* Calnius
* Qortarian[!]
* Etherium Crystals+

Multi-Regional / Misc

* Meculi
* Stratralite[!]
* Voscium+
* Nelzpharite+
* Stometite
* Orsirm
* Rittic Crystals+
* Blacksilver[!]
* Calestite+
Deterium

Deterium is a highly volatile ore found within the volcano. This ore has high amounts of acid within it, along with combustible elements, making it highly flammable, and can be refined into a solid form of metal. Through a careful process of forging, it can be turned into an actual material, and as a metal the former properties that made it volatile become strengths in protecting against those same elements. This is due to the fact that once this metal has been forged its substances increase the resistance of the metal to them considerably after being cooled. Thus, making it a perfect protector against heat and acidic fluids. Lastly is its durability, which is similar to that of Orsirm. Its melting point is 7491°C.
Divitiaeon

> *"The wealth is yours! At a price."*
>
>

## The God of Fortune

Divitaeon is the God of fortune and wealth. He often dabbles with mortals, and gives them rewards for the completion of tasks he gives. Often worshipped by the wealthy, upper class, he views wealth as something that is bound to be lost, and also to be gained. For this reason, he admires those who do not horde their wealth.

Divitiaeon is motivated by the knowledge of knowing the great power that comes with wealth, and how it could be given to anyone. Many would kill their own kin for a vast amount of wealth, and this amazes Divitaeon. To see how the promise of wealth could make them turn on those they love. Divitaeon has on one occasion, given a giant estate, for someone to kill their wife. Needless to say, they got the estate. Divitaeon had also given a beggar almost endless wealth for fun on one occasion. The different reactions to mortal's obsession with wealth piquing his interest every time.

He has a somewhat righteous personality, often taking to mortals to complete righteous acts for him. Although he also has a strong ego, making him self-centered and sometimes prudent. He can also be very kind and caring. Directly contradicting the previous statement, he also has a sadistic side. Taking to the darker sides of wealth, notably once offering a man the riches of nobility if he was willing to sacrifice his family. This has created corrupted stories of Divitaeon, and caused some thieves and other darker parties to worship him. However, if one read the rest of the story, they'd know that Divitaeon judged the man and stripped him of all he had. Divitaeon is also very charismatic and charming.

He gains much of his wealth from worship. This makes him value his followers highly. This wealth cannot be weighed in gold or silver, and as such he often shares his wealth with his followers. His "wealth" being many different things. Such as blessings, happiness, or the like.

Those who worship Divitaeon are often merchants, businessmen, thieves, or smugglers. As they all indulge themselves in forms of wealth. Divitaeon accepts offerings of value from his followers, meaning items that are not only monetarily valuable, but also valuable to the person. The more sentiment an item has, the more Divitaeon grows familiar with the follower who offered it.
Vanmir

Vanmir is an exotic type of flower with a greenish stem and dark orange/purple petals found only in the taiga. It can be located near bodies of water where there is minimal sunlight - often within glades or in some caverns. The petals themselves will glow in the dark based upon the amount of nutrients within the plant, with a bright glow indicating healthiness and no glow showing a flower near death. All parts of vanmir are edible and it is considered an uncommon delicacy. The center core of the flower is prized by alchemists since it contains chemicals required for the petals’ distinctive glow. Vanmir is utilized in potions to grant them a better flavor and sometimes to provide certain light-bending effects. The flower is also sought after for its decorative uses.
Fauna and Creatures

The continent of Aurillia is as diverse as it is dangerous, not only in terms of its biomes, but also the many creatures which call them home. A traveler would do well to read up on them before setting out on an adventure.

Footnotes:

\* = requires approval

X = staff only

## Fauna

#### Ashland

* Cinderspawn
* Twilight Guardian [X]
* Zakril

#### Grassland

* Aurillian Mink
* Great Gieron
* Letini

#### Snowy Mountains

* Merroh'ki Ram
* Rimenita
* Rohr'rak
* Yahn'ivic

#### Swamp

* Reclusa
* Rhisdrake
* Symbygoul
* Laravgor

#### Taiga

* Arahakian Elk
* Glacial Spider
* Terakite

## Creatures

##### Natural Creatures

* Yaki
* Drell
* Gravewalker

##### Unnatural / Artificial Creatures

* Pseudos
* Draconids
* The Impure

##### Blight Creatures

* WIP

##### Abnormal Creatures

1. Geists
2. Ghuls
Zesmite

A lighter metal than most, Zesmite is commonly found within the land of Zhan and is extremely easy to find due to its bright yellowish glow. The melting point of Zesmite sits around 1650°C/3002°F, giving it a melting point slightly higher than iron. This metal is commonly used for lighter weaponry, and not so much so as armor due to not being as durable as the other metals.
Laravgor

The Laravgor is an amphibian creature found in the swamplands, mountains, and rarely, the grasslands. They are often hunted for their skin and their meat and are currently known for their large population in the swamplands. These lizards can go as fast as 20 mph. The Larvagor has an anatomy very similar to an in real life komodo dragon, the size increased. One of the main differences is the head, and the tail. The head has a hard, bone plating, making it ideal for the Larvagor to ram prey or enemies. The tail has a scorpion-like tail, which is often used to burrow into the ground. It has sharp fangs and teeth. It also has a sail-like structure on its back for faster movement. It burrows underground, and jumps up when it senses prey above it.

These snake-like creatures are tamable, and often the choice of many beast tamers due to their versatility.
Liothier Dandelions

Liothier Dandelions, this distance cousin of the dandelion is a small orb-like flower that radiates a blue glow, being found primarily in the deeper regions of the swamps. Liothier Dandelions absorb small amounts of natural Ethir, using it to create a sort of hardened orb at the top of the flower. Once the orb is broken, small “peddles” that store Ethir are spread out. Rejuvenating the Ethir of nearby living creatures by a small amount. 7-8 peddles can grow on one single plant, and up to two orbs can as well
Phredil

Phredil, a common weed found among the banks of swamps, widely known to be a hallucant. When grinded up and inhaled, it causes those who intake it to have extremely wild hallucinations, often terrifying ones, though there are few cases where users have experienced enjoyable hallucinations. The weed bears a bright red colour, the stem of the weed having a blue streak running up it. On the stem are very fine, small thorns which, upon pricking a being, can cause hallucinations similar to those after being inhaled.
Voscium

Voscium is a very strange type of metal that was created post-cataclysm. This peculiar mineral is a byproduct of a powerful alchemist who dabbled into the estranged nature of Rittic. His studies created a stone that is volatile when unrefined, as one wrong move while handling it could lead to it draining away from your life force. Although when it’s refined Voscium is capable of weakening users of Rittic and Ethir. Doing so by tapping directly into the source of their magic and draining it. However, to those who have no magic, they are completely unaffected. Due to the effects of this refined metal, it has become vital for containing powerful mages. Taking a pale blue coloration. With the new civilizations of Aurilia using it to take care of their magic-related problems. Though, as the metal has only existed for less than a hundred years, it’s not nearly refined enough to be used widespread. The metal itself is not very durable and can be broken easily. Its melting point is 916°C.
Merroh'ki Ram

The merroh’ki ram is an unusual herbivore found broadly across the snowy mountain region in herds of 10-20. Theorized to be beavers that were inextricably mutated during the cataclysm, these creatures feast on any type of vegetation they find, including roots, shrubbery, tree bark, etc. Standing at roughly five feet tall at the top of their front shoulders, merroh’ki rams are capable of colliding into objects or predators with an enormous amount of energy and is also the method by which they compete for mates. Merroh’ki rams are notoriously stubborn and difficult to train as mounts, however, a handful of villages in the snowy mountains have mastered such an art successfully since the events following the cataclysm. Despite this, such villages generally do not share this knowledge with outsiders.
Chonor

This metal is rare and seen as ‘naturally sharp.’ It is found most commonly within the snowy mountains and is difficult to spot in the dark due to its natural relation to the color of the stone around it. The ore deposits containing Chonor bear sharp chunks of this metal poking out from the surface, making it dangerous to touch with your bare hands. Once refined and smelted down, this metal is best used for blades when shaped due to its sharpness and bears a more devastating cut than most metals available to man. However, even though this may be the truth, Chonor only has an easier time piercing metal of a lower grade. Such as low-mid quality steel, or Iron plate. When it comes to more refined materials it may help but requires more effort. The melting point of Chonor is 2150C/3902F. It's only about as Durable as steel however, maybe even a little weaker.

As an example, if a steel sword takes five stabs to pierce an iron Chest plate, then a chonor sword would only take two.
Creatures

This section will detail the various types of creatures that exist in Aurilia. Varying from monsters to abnormal sentient races. These beasts and other are often side effects of Ethir or Rittic. Though some are mysteries of nature.

## Types of creatures

### Natural Creatures

* Yaki
* Drell
* Gravewalker

### Unnatural / Artificial Creatures

* Pseudos
* Draconids
* The Impure

### Blight Creatures

* +++
* +++

### Abnormal Creatures

1. Geists
2. Ghuls
Grappleroot

Grappleroot is a type of plant with a similar appearance to tree roots, however, it’s attached to no actual organism. These roots move as they grow and in size and are most identifiable by their pores. Which is a vague green color, Grappleroot can only thrive in climates with high humidity and large bodies of water. Thus, it's grown the most within the swamp. What makes this root so interesting, and dangerous, is the fact if something touches it with enough pressure the plant will start to creep up their bodies. Upon doing this Grappleroot will attempt to fully envelop its target whether it be an animal or person, and drag it down into the muddy terrain it usually resides in. Assuming it isn’t stopped the acidic substance that comes from its pores will kill the prey before suffocation or other.
Kamil

Rafadan Tayfa'nın uykucu üyesi olan **Kamil,** aynı zamanda mahallenin tek bakkalı olan *Nuri Bakkal*ın sorumlusudur. Bu nedenle sık sık yardımcı olmaktadır. Uykuyu çok sever ve sürekli uyumak ister. Ayrıca çok kitap ve ansiklopedi okur ve yeri geldiğinde ilginç bilgiler paylaşır. Hayri ile çok yakındırlar; sürekli tartışsalar da aslında birbirlerini çok severler. Hatta Hayri onun en iyi arkadaşıdır.

Kamil bir bölümde ailesine ait olan bakkalı kapanmaktan kurtarmıştır. Tabii ki Tayfa'nın bunda pek yararı olmuş hep beraber çalışmışlardır.