recursal/Fanatic-Fandom huggingface dataset:
Nadian

**Nadians *(Homo nadus)*** are one of the two main dominant sentient species on the planet Enadia, commonly referred to as Enadians. Nadians are apart of the Homo genus, shared with their cousins, the Homo threphus, better known as the Threphans. Nadians have adopted various cultural and religious beliefs, and most Nadians identify as a part of one of the four main Enadian houses..
Magicien

Introduction

Vie 6 (1d6 + défense + niveau + consti + Intel)

Utilisation de la magie avec des parchemins et incantations.

Le magicien aura accès à une liste de sortilège de base et pourra en découvrir de nouveau au cours des quêtes. Les sorts de magicien sont sur des écrits de parchemin unique ou dans le livre du magicien lorsqu’une annotation permet de le retranscrire. Le livre du magicien est donc là ou celui-ci à retranscrit toute la liste de ses sorts et également le moyen de les appliquer.

Certains sorts vont demander à réciter une longue phrase magique à voix haute pour réussir le sort comme d’autres pourraient être de crier un mot. Un mouvement précis, de baguette, d’épée ou autre peut également être nécessaire, bref, les spécificités sont dans les descriptions des sorts plus bas.

Également, lors de quêtes de nouveau sorts peuvent être trouvé dans des parchemins. Les sorts trouvés dans les parchemins peuvent être retranscrit seulement si le magicien a atteint le niveau nécessaire de maitriser la puissance du sort, autrement il ne peut le retranscrire dans son livre du magicien. Cependant, il peut tout de même utiliser le parchemin qui compte comme un sort en lui-même. Lorsque le parchemin est utilisé il faut le déchirer car il ne peut plus être utilisé.

### **Tableau du magicien**

 2 sorts mineur
 2 sorts niveau 1
 2 sort niveau 2

Ce tableau représente les connaissances de base du magicien, en évoluant il a accès à se choisir de nouveaux sortilèges dans le livre des sorts générale. Il pourra accéder à de nouveaux également en en trouvant d’autres au travers des quêtes.

Certains sorts ne pourront se préparer à l'infini, ils vont nécessiter des composantes qui sont parfois limités.

Détails section Sortilèges.
Saskia

*Compte $ : 76*

## **Voleur**

Vie 8 (1d8 + défense + consti + dex)

Choisir 4 spécialités dans les caractéristiques, et une d'entres elles une maitrise. Une nouvelle maîtrise par niveau.

### **Le livre du voleur**

*Le livre du voleur est un livre qui contient tous les renseignements utiles sur les codes secrets qui existes en ce monde. Son livre enchanté lui permet de repérer des indices dans des pièces sur des codes insoupçonnés, comment identifier les meilleurs potentiels cachette pour des clefs ou des codes de cadenas lorsqu’il se trouve dans des donjons.*

Le voleur est un agile combattant, il possède des facultés de combat pratique à son art spécialisé. Il se bat avec une épée courte et une dague à la main, ou deux dagues et plus. Le voleur peut lancer sa dague également.

#### ***Jambette***

Lorsqu’il a le temps en combat de faire un tour sur lui-même, sa prochaine attaque si elle touche, fait tomber son adversaire au sol (Les épaules au sol). Le combat reprend alors que la cible est couché sur le sol.

#### ***Armes improvisé***

Le Voleur possède une dextérité hors paire, lui permettant d'utiliser les armes de ses ennemis, de s'improviser des armes, et imaginer des armes les plus sournoises et puissante les une que les autres. Passant de la fronde, à la chaine et autres.

#### *Désarmé*

Le joueur doit utiliser une arme qui se lance pour cette manœuvre. Le joueur doit lancer en l'air son arme puis la rattraper alors que celle-ci à fait un tour sur elle même. L'arme se lance et si elle touche l'adversaire, celui-ci doit donner son arme au voleur pour que celui-ci la lance plus loin derrière. Les combattant reprennent leur positions et lorsque le combat est relancé le joueur désarmé doit soit se sortir une nouvelle arme, soit partir à courir chercher son arme. L'arme doit être lancé en direction continu du lancé : Voleur -> lancer sur cible 8 -> arme lancé plus loin derrière ->

### Trickster Arcanique

##### Trickster de base

Le Trickster Arcanique est le sournois des voleurs. Il utilise une magie rapide tout en se combattant avec une arme. Au niveau 1 il a accès à 2 sorts mineurs du magicien et du barde. De plus, contrairement au magicien et au barde, il n'est pas forcé d'utiliser les composante vocal du sort. Il doit cependant utiliser les composantes matériel et somatique du sort.

##### Super Trickster

Au niveau 2, le Trickster à développer sa magie et rajoute aux dégâts de sa magie ses caractéristiques de Dextérité. Il gagne le choix d'un sort mineur supplémentaire.

### Caractéristique de bases

#### Caractéristique détaillées

Spécialité : Ajout du niveau au total. \_\_\_\_ Maitrise : Ajout deux fois le niveau au total.

Force

* Athlétisme :

Dextérité

Constitution

* Endurance :

Intelligence

* Arcane
* Histoire
* Investigation
* Nature
* Religion

Sagesse

* Dressage
* Intuition
* Médecine
* Perception
* Survie

Charisme

* Déception
* Intimidation
* Performance
* Persuasion

### Classe et équipement

Liste des armes et équipements.

* .
* .
* .

Liste des Sorts

* .
* .
* .

Liste des capacités de classe

* .
* .
* .

Équipement autres

* .
* .
* .
Contact Glaciale

### ***Contact glacial***

Composante : Ouvrir et fermer la main 4 fois en direction de l’ennemi, prendre la balle et la lancer en criant : ***Gelidus Canis Tactus***

Une main squelettique fantomatique est lancée (une balle) et si elle touche l’adversaire elle inflige 3 dégâts nécrotiques. La cible ne peut pas être soigné de ses blessures durant 15 secondes. Lors de l’incantation vous avez 10 secondes pour réussir à toucher la cible sinon le sort prend fin.
Ines Kito

Ines est la mère de Frank. Elle semble beaucoup aimer son fils et être une femme respectable et polie. Bien que fortement sympathique, elle n'apparut que très peu dans le RP.

## Apparence

On a vu Ines dans le RP que de rares fois, elle ne possède donc qu'une seule apparence officielle qui est celle où elle est vieille.

Ines âgée
## Relations

### Frank Kito

Ines semble beaucoup aimer son fils qui ne répondait pourtant pas à ses appels. Elle a été très en colère quand elle le revit et qu'elle apprit qu'il a fait sa vie sans rien lui dire. Malgré tout elle prit soin de lui, de sa femme et de ses enfants comme il se doit. Elle est, sans aucun doute, une bonne mère.

### Léna Lapadite-Kito

Ines a rencontré sa belle fille très tard. Elle l'apprécie grandement et l'a aidé dans les tâches ménagère, lui apprenant même certaines choses. Les deux s'apprécient grandement même si elles ne se sont pas presque jamais vues. Ines était présente le jour où le monument aux morts sur lequel figure le nom de Léna a été érigé au cimetière de Story town.

### Emma Kito-Carane

Ines a rencontré sa petite fille alors qu'elle n'était encore qu'une enfant. Les deux s'apprécient énormément même si elles ne se sont pas beaucoup vues. Ines soutiendra Emma dans tous les moments difficiles qu'elle traversera.

### Karl Kito

Ines et Karl se sont rencontrés alors que Karl n'était qu'un enfant. Les deux s'apprécient grandement mais ne se voient pas souvent.

### Stéphanie Kito-Laverge

Ines et Stéphanie se sont rencontrés alors que Stéphanie n'était qu'un bébé. Elle ne se sont vues que rarement. La dernière fois qu'elles se sont vues était quand le monument aux morts sur lequel le nom de Léna figure a été érigé au cimetière de Story town, Stéphanie n'était qu'une enfant...

### Kazutora Hanemiya

Ines et Kazutora se sont rencontrés quand Ines a rendu visite à son fils à Story town. Elle connut Kazutora comme un ami de Frank et rien de plus.

### Henry et Lara Lapadite

Ines a rencontré Lara et Henry quand le monument aux morts sur lequel figure le nom de Léna a été érigé. Elle ne semble pas avoir d'avis sur eux mais semble être consciente qu'ils sont les parents de Léna.

### Ex-mari

On ne sait rien sur l'ex-mari de Ines, le père de Frank. On sait juste qu'elle semblait l'aimer et qu'il est mort quand Frank est né.

## Capacités

En plus de ne pas avoir de pouvoirs particuliers, Ines est plutôt âgée. Elle n'a donc aucune aptitude physique notable.

## Famille

Ines avait un mari qui portait le nom "Kito" avec lequel elle s'est mariée. Elle est aujourd'hui veuve et porte encore son nom, le nom de jeune fille d'Ines est encore inconnu. Elle est donc la mère de Frank et donc la belle-mère de Léna. Elle est la grand-mère paternelle de Emma, Karl et Stéphanie.
Julie Lietman-Laverge

- Sorcière suprême

Julie est une grande sorcière descendante de la grande famille de sorciers au sang pur Duval. Elle est la femme de François Laverge, le plus grand sorcier suprême que l'univers ai connu. Elle était première sorcière quand il était sorcier suprême puis pris le poste à sa mort. Elle est donc la mère de Liam Laverge, Cindy Laverge-Dicsi, Sophie Laverge-Migatte et Max Laverge. Son sang coule dans les veines des nombreux petits enfants qu'elle a eu. Elle a aussi deux frères, Philippe et Natt Lietman.

Bien qu'étant une simple serveuse au début du RP, Julie devint avec le temps une des sorcière des plus puissante et respectée dans le monde. Elle est l'incarnation même de l'idée que tout est possible dans le monde de Story town. Elle est morte une fois des mains du Diable mais a été ramenée à la vie par François, son mari. Elle est morte une deuxième fois des mains de Sephiroth, mais définitivement cette fois-ci, son successeur au poste de sorcier suprême étant donc son fils et son premier sorcier: Liam.

Julie est, contrairement à beaucoup de personnages du RP, née à Story town et y a toujours vécu. Elle est aussi un des rares personnage a être apparue au tout début du RP et à avoir traversé les époques jusqu'à sa mort qui arriva très tardivement. Bien qu'on l'ai suivi durant presque toute sa vie, Julie a aussi eu le droit à des flashback et à une histoire bien ficelée. Elle est sans contester, un des meilleur personnage du RP, que ce soit dans la diégèse par sa gentillesse et sa générosité, mais aussi dans le monde réel par son écriture et son importance.

Malgré tout, Julie n'a aucun réel combat notable dans le RP, même en étant sorcière suprême. On la retient essentiellement pour son rôle de mère et grand-mère attentive et compétente ainsi que son rôle de serveuse de café. On retient aussi sa maladie qui a été d'une grande importance dans son arc narratif mais aussi celui de François.

Elle a aussi été d'une grande importance dans l'histoire d'Ogrèste et de Réno qu'elle a hébergé pendant quelques temps, mais aussi dans l'histoire de ses petits enfants qui l'appréciaient tout particulièrement. Sa mort, n'a pas pour autant été très spectaculaire mais restera une mort marquante, autant pour les personnages que pour les Roleplayers.

## Apparence

On connaît presque toutes les apparences de Julie dans sa vie, sauf celle de son enfance.

Julie adolescenteJulie jeune adulteJulie adulteJulie en tenue de première sorcièreJulie en tenue de première sorcièreJulie en tenue de première sorcièreJulie en tenue de sorcière suprêmeJulie en tenue de sorcière suprêmeJulie en tenue de sorcière suprêmeJulie en tenue de sorcière suprêmeJulie durant la crise de SephirothJulie durant la crise de SephirothJulie durant la crise de SephirothJulie venant d'un univers alternatif (dotée du Byakugou)
Vishanti

Vishanti est un des 7 sorciers fondateurs que le tribunal des sorciers a accueilli. Avant que François devienne le chef des sorciers fondateurs après le tournoi des dieux, c'était lui qui présidait le conseil. Il a longtemps été considéré comme le plus grand sorcier que la Terre ai connu, ce qui n'est plus le cas aujourd'hui. Il en avait conscience et en jouait beaucoup, ce qui lui a donné cette réputation de sorcier vantard et fier qui se la pète un peu trop.

Étant un sorcier extrêmement puissant, il a créé la magie de Vishanti, renforçant les sortilèges et enchantements. Il est aussi le co-créateur de la magie cosmique avec Magnus. Il mourut, avec les autres sorciers fondateurs (hors mis François), face au Phénix.

## Apparence

On ne connaît qu'une seule apparence de Vishanti, celle qu'il arborera durant une grande partie de sa vie. C'est cette apparence qu'il conservera une fois ressuscité pour présider le conseil des sorciers fondateurs.

Vishanti
## Relations

### Beherut

Vishanti et Beherut semblent plutôt bien s'entendre en tant que collègues. Vishanti se repose parfois sur l'avis de Beherut en qui il semble avoir conscience et qui semble l'épauler dans la présidence du conseil. Bien qu'ils soient parfois en désaccord, ils se respectent mutuellement.

### Circé

Circé et Vishanti semblent plutôt bien s'entendre et se respecter, Circé étant la belle-fille de Vishanti bien que plus vieille que lui. Vishanti s'en remet souvent à l'expérience de Circé qui semble aussi très importante dans le conseil des sorciers fondateurs. Circé n'hésite pas, à l'instar de Beherut, à faire entendre sa voix quand elle n'est pas d'accord avec Vishanti.

### Magnus

On sait que Magnus et Vishanti se sont affrontés pour mettre fin à la guerre de 100 ans, Vishanti se battant pour la France et Magnus pour l'Angleterre. Vishanti gagna le combat et se laissa mourir à l'âge de 1018 ans. Les deux, bien qu'ayant co-créé la magie cosmique, se haïssaient naturellement. Après leurs retrouvailles suite à leur résurrection, ils se voient obligés de cohabiter dans une même dimension. Ils finirent par se tolérer, bien que montrant une nette tension entre eux.
Agnes

Agnes était la petite soeur malade de Sephiroth. Son décès a poussé son grand frère à tout faire pour la faire ressusciter, allant jusqu'à devenir un dieu.

## Apparence

On ne connaît qu'une seule apparence d'Agnes, celle où elle était enfant durant le flash back de Sephiroth, et avec laquelle elle décédera.

Agnes enfant
## Relations

### Sephiroth

Sephiroth aimait énormément Agnes et l'a beaucoup aidé après la mort de leurs parents. Cet amour fraternel est réciproque. La mort d'Agnes marqua tellement Sephiroth qu'elle le poussa à devenir un dieu parmi les hommes pour essayer de la ressusciter. Leur amour l'un envers l'autre est certains.

### Les parents

Agnes aimait beaucoup ses parents qui prenaient soin d'elle quand elle était malade. Son père la maintenait en vie avec sa magie et elle lui en était reconnaissante. Sa mère la protégea quand les marchands romains attaquèrent leur famille. Agnes pleura beaucoup à leur mort, prouvant l'amour qu'elle leur porte.

### Riches marchands

Agnes détestait naturellement les riches marchands qui ont tué ses parents et qui sont indirectement coupables de sa propre mort et de la misère dans laquelle elle finit sa vie.

## Capacités

Agnes n'a aucune capacité spécifique connue. Elle était plutôt faible car malade, bien qu'étant la fille d'un sorcier.

## Famille

Les parents d'Agnes n'ont pas de nom, on sait que son père est un sorcier et qu'ils sont pauvres. Elle a un grand frère nommé Sephiroth.

## Histoire

### Flash back de Sephiroth

On voit Agnes pour la première fois quand Sephiroth rentre chez lui après avoir volé 3 pommes au marché de Rome. On apprend qu'elle est gravement malade et qu'elle survit uniquement grâce aux efforts de la magie de son père qui reste constamment à ses côtés. Elle prit la pomme que son frère lui a ramené et la mangea alors que des marchands toquaient à la porte. Elle entendit les marchands accuser sa famille et vit son père se faire tuer sous ses yeux. Sa mère l'amena dans la pièce d'à côté avec son frère alors qu'elle pleurait. Agnes resta avec son frère sous le parquet comme sa mère lui ordonna, en pleurant, absolument horrifiée par ce qu'elle vient de voir. Elle réussit à fuir de la maison sur le dos de son frère, pleurant. Elle resta avec lui dans la forêt près de leur maison, entendant sa mère hurler de douleur et voyant sa maison brûler. Agnes ne dormi pas de la nuit.

Pendant 2 semaines, après la mort de ses parents, Agnes resta dans la forêt, nourrie et soignée par son frère qui continuait d'aller voler en ville. Cependant, ne bénéficiant plus de la magie de son père, Agnes décéda dans les bras de Sephiroth qui promit de la venger.
Thoia

*Not to be confused with Thia.*

**Thoia**, officially the **Principality of Thoia** is a nation in southern East Enadia, situated in the Choux Peninsula. Thoia borders Boisia, Charenia, and Egneia. Thoia has a land mass of about 38,000 sq km (14,672 sq mi), and a population of 12,800,000.

Thoia is known for it's natural beauty. Like it's neighbors in the Choux Peninsula, Thoian biomes are primarily those of colder nature, especially tundra, glacial, and taiga. Thoia literally means "End of Rivers," as the Freiditoria River ends near the border of the Lorvimia province, and the Ilgartel River ends near the border of the Sintrabia province.
Bollster

### Religion

70% Irreligious/state atheism * ~30% Word of Gorbachrin (unrecognized, underground practice)

### Houses

Banned* ~20% Noralis (unrecognized, underground practice)

### Government

Communist authoritarian state under a supreme assembly

### Area

178,709 square kilometers (69,000 square miles)

### Population

147,620,000* 7,381,000 Threphans
* 140,239,000 Nadians

**Bollster**, officially the **Union of the Bollsterian Socialist States** is a nation in Enadia. It has a population of 147,620,000, and a land area of 178,709 square kilometers (69,000 square miles). Bollster borders Feldia, Waldia, Enzklosbach, Onigsbachin, and Schallinhania.
Mysterious Nations of Enadia

The **Mysterious Nations of Enadia** or the **Three Mysterious Nations of Enadia** is a term that was applied by Calian philosophers to label the countries of Enzklosbach, Maecragge, and Horningtia. These countries are extremely less understood by foreigners to these nations, as compared to other, more open countries.

## History

#### Historical overview

Historically, the term was indigenous to West Enadia. Calians referred to their neighboring Enzklosbach as the 'Mysterious Nation,' as no Calian, at that point, knew greatly about the bordering country, including Enzklosbach's name itself. Over time, the name was solidified as Calian and other nations' armies dissapeared when they attempted to invade the nation. In time, after West and East Enadians made contact, Maecragge was included in this list due to it's secretive nature. It was not until 1455, 10 years after East Enadians discovered Horningtia, that the newly found nation was included in the Mysterious Nations of Enadia, due to its then-absence of religion or a national house.

#### Criteria

Though there is no 'official' criteria to be a 'mysterious nation,' it is generally agreed upon that nations of 'foreign' culture and/or characteristic are 'mysterious.' These outside cultures and/or characteristics include, but are not limited to: Irreligion, an absence of a housing system, a xenophobic or anti-immigration sentiment, or being behind in technologies.

#### Proposed inclusions

Throughout the centuries, several nations were proposed to be included in the Mysterious Nations of Enadia, but were not generally included, although the list of 'mysterious' nations varies from nation to nation and culture to culture.

##### Examples of proposed inclusions

The island-nation of modern day Gerdia was considered to be a part of the Mysterious Nations of Enadia from its discovery in 1490, to the founding of the official government of Gerdia in 1593 after breaking away from Arkadian colonization. Some nations and peoples still view Gerdia as a 'mysterious nation' due to the dark Solevileauan Cult, which has spread beyond the island. Elements of the cult include ritual sacrifice, worshipping of idols, and a strong hatred towards Nadians.

Upon landing in South Enadia, Tolterran colonizers assumed that the Native South Enadians were a part of a larger nation. Due to this, many southern West Enadian nations labeled these peoples as a part of a 'mysterious' nation. This application was abandoned after the continent was fully colonized by West Enadian countries.

Broccumia was briefly considered to be a part of the Mysterious Nations of Enadia in the early 20th century as Ischianians began to actively revolt against the nation. Shortly after this, however, the Broccumian government denounced the Ischianians, and outside 'mysterious' sentiment towards Broccumia gradually died off.
Gojo

Gojo est l'Otsutsuki à l'origine du kama d'Akaza. Il est l'antagoniste principal de l'event **Akaza (partie 1)** , ayant combattu les plus puissants héros et les ayant mis en difficulté. Il est d'ailleurs un des seul antagoniste que les héros n'ont pas vaincu, mais qui a été éliminé par un autre antagoniste. Il a en effet été tué par son supérieur hiérarchique, Ishiki.

Malgré ça, Gojo reste un antagoniste intéressant et puissant à l'origine d'un des combat des plus divertissant jamais vu.

## Apparence

On ne connaît qu'une seule apparence de Gojo, la seule apparue dans le RP.

GojoGojo
Lethea

The **Lethean System** is the solar system that contains Enadia, among other planets, which are in orbit around **Lethea**. All celestial bodies either orbit Lethea directly, or orbit an object that orbits Lethea. The Lethean System is the only known system in the universe which harbors life.

## Planets

In the Lethean System, there are 12 planets. Listed below are the planets in ascending order in terms of their relative distance from Lethea.

#### Nylius

Nylius is a molten-rocky planet, and the closest to Lethea.
Linhoesto Lake

The **Linhoesto Lake** *(Birlandish: Ka'ea'e Bir'la, literally: Lake of Birland)* is a lake in East Enadia. The body of water is technically a lake, as it is located within the Linhoeston basin, and is surrounded by water, with the exception of its rivers, including the Thatcke River, which spills into the Duncerid Ocean, though this does not remove the status of lake from the body of water. The Linhoesto's eastern barrier land is controlled entirely by Birland, and nations on the western banks of the lake are dependent of Birland to allow the exportation of sea-bound cargo through the Thatcke River.

## History

The Linhoesto basin was formed around 1,000,000,000 BECE when an asteroid collided with Enadia. Fragments of this asteroid are found in the soil of the areas that border the lake. Over time, the basin filled in with water, especially from the Thatcke River.

**Utilization of the Thatcke**

Around 800 BECE, the Thatcke River was modified to allow large ships to travel through into the Skalian Ocaen. In the modern era, this canal-building process continues, and sometimes the Thatcke is referred to as the 'Thatcke Canal.'

#### Expansion

From the beginning of the Enadian Industrial Age, carbon emissions and glacial melting caused the lake to expand heavily, shortening the Thatcke River, and expanding the Quareiras River, and other minor rivers and streams that use the lake as an inlet.

Over the years, Birland has become increasingly smaller as the lake continues to rise.

## Classification Dispute

For hundreds of years, many have claimed that the the lake is actually a sea. As defined by the Enadian International Library, a sea is: "a large expanse of saltwater, specifically ocean waters." As the Linhoesto is massive, and is entirely made of seawater from the Skalian Ocean, many scientists classify the Linhoesto as a sea.

If true, the Linhoesto would be the largest sea in Enadia, overtaking the Rorschach Sea in terms of size.
Houses of Enadia

An **Enadian House** is a sociopolitical entity within the Nadians and the Trephans of Enadia. Collectively known as the **Four Houses of Enadia** , the system is an extension of cultures, with each house holding different viewpoints on philosophical topics such as morality, legalism, authority, and reason, among others. The housing system has been adopted by countries, groups, ideologies, and individuals alike, and very few Enadians do not claim membership to the houses.

The Enadian housing system should not be confused with culture and/or religion, though certain houses hold similar values to certain cultural and religious groups, thus certain houses have been enshrined in some Enadian cultures and religions.

The housing system is decentralized, meaning that, unlike the religions on Enadia, there are no ‘heads’ of the Enadian houses, though some have claimed such a position over Enadia’s long history.

The historically dominant four main houses are **Noralis**, **Cloverfly**, **Alderdor**, and **Bravewick**. The housing system was founded many thousands of years ago, and house fighting has been the basis for many conflicts, including bloody wars. Several ‘subhouses’ have been created over the course of history, adopting different beliefs and standpoints about topics regarding an Enadian’s nature.

## History

The Enadian housing system has was likely founded sometime between 11000 and 14000 BECE. Most Enadian scholars attribute house differentiation to social disputes between Nadians and Trephans. Over time, certain groups of Enadians likely banded together under a common goal, dependent on the group, or ‘house.’

It is believed that the race-segregated system ended around 10000 BECE, as the races began intermingling.

#### Housing merges

The original houses, probably numbering around 15-30, consolidated into the four main houses of modern Enadia around 8000 BECE, and the housing system spread rapidly across Enadia, reaching even the most isolated of communities.

During this period, wars began to be fought between rivaling houses, especially between Bravewickians and Noralists, who held the most contrasting of views.

#### Enadian renaissance

During the Enadian renaissance, which occured in the 6000s, BECE, the housing system modernized, adopting most of the principles that are present to this day.

During this time, a philosophical ‘rebirth’ sparked the development of different art, such as music, theatre, and literature, their style dependent on their creator’s house.

Shortly after this period, the last of the Enadian world was colonized, and Enadian settlers brought their systems with them, spreading them among the indigenous population.

#### Early modern period

In between 6000 BECE and the Enadian Common Era, the houses continued to develop, and further polarized away from each other.
The mountains of wisdom. Wiki

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Dating System of Enadia

The **Dating System of Enadia (DSE)** is the officially agreed upon international dating system for Enadia. The dating system includes a calendar, and the units for which time is measured.

The DSE was adopted several thousand years after the Enadian Common Era. By 1700, most of the world used this dating system.

## Dating

### The day

Throughout the Enadian day, there are 60 seconds in a minute, 60 minutes in an hour, and 24 hours in a day. This process was used as it takes 24 hours for Enadia to revolve on it's axis.

The day also encompasses the night, and should not be confused for 'daytime.'

### The month

There are 12 months in an Enadian year. Each months has a set amount of days that make up the month.

The months are as follows: Sadduaary, with 31 days, Tresdenuary, with 28 days, Starnch, with 31 days, Magapril, with 30 days, Mahgar, with 31 days, Jadax, with 30 days, Whaoli, with 31 days, Astaon, with 31 days, Sharpetah, with 30 days, Acktaob, with 31 days, Novski, with 30 days, and Decembulius, with 31 days.

Every four years, Tresdenuary will have 29 days, as opposed to 28 days.

### The year

Each year consists of 12 months. Each year consists of 365 days. it takes 365 days for Enadia to orbit around Lethea.
Bravewick

**Bravewick** is one of the four Houses of Enadia. Bravewick has the third most members by size, and the most Threphan membership than any other house in Enadia. Bravewickians follow the basic principle of morality, sanctity, justice, and inclusion.

Bravewickians, unlike the other houses, define a positive life (and success therin), as one that centers around an individual's decisions regarding others and themselves. Bravewickians are instructed to closely follow and have a strong awareness of their emotions, and to maintain an equal opinion on all others, even individuals from other houses.

Bravewick was consolidated many thousands of years ago in Terganoli, Colleferratia.
Alderdor

**Alderdor** is one of the four Houses of Enadia. The smallest house by population, there are about 1,000,000,000 Alderdorians in Enadia, dominated mostly by the Nadians, but there is a sizable population of Threphans.

Followers of Alderdor believe that emotions are an issue in the progression of life, and that Enadians are too focused on their toils on Enadia, and that Enadians should focus on the ways in which they go about their daily life, doing effectively the easiest or fastest possible solutions for life's difficulties.
Gorbogia

**Gorbogia** (*Gorbogian: Gorbogiaěěgb*), officially the **Kingdom of Gorbogia** (*Gorbogian:* *Beek Zheek bǒv Gorbogiaěěgb*, *literally: "King Land of Gorbogia"*) is a nation in southern West Enadia. Its ceremonial capital is Morvitermo, but most government and financial activity occurs in Laviglia. Gornbogia has a population of around 179,600,000. Gorbogia is the thirteenth-largest nation in Enadia, and the second-largest in West Enadia, with an approximate land area of 106,000 sq km (40,927 sq mi). Gorbogia borders Orken, Schallinhania, Onigsbachin, Enzklosbach, and Colia. Gorbogia claims a border with Helsburymia via the Laviglia Bridge, though this is generally not recognized in the international community.

Gorbogia has a long and rich history, being among the first non-native Enadians to set foot on South Enadia. Gorbogia had one of the largest empires in recorded history, having, at one point, control over all modern Gorbogian-speaking countries, and it's former overseas territories.
Monia

Monia (*Monian:* *Nyamonia*), officially the **Monian Union** (*Monian: Nyamonianzu Unionnga*), is a country in East Enadia. Monia borders Zandovia, Bouvillecoq, Oresia, Trinet, Chatilliers, and Angesia. Monia has a population of approximately 200 million, and is about 138,000 square kilometers (53,282 sq mi) in area. Monia is the largest countries in East Enadia, and the fourth-largest country in Enadia.
Solevileauan Cult

The **Solevileauan Cult** is a religion originating from Gerdia. The cult is considered to be the furthest from standard Enadian societal norms, actively practicing Enadian ritual sacrifice. Additionally, the cult is well-known for its hatred and active hostilities towards Nadians. Due to these characteristics, Solevileauanism is banned in several countries. Despite this, Solevileauan missionaries have spread Solevileauanism beyond the island of its origination. The Solevileauan Cult is not headed by a single figure, instead delegating power to local cult leaders.

Solevileauan is the national religion of Gerdia, as well as an unrecognized majority in Cheia. In Sergisia and Darania, nearly every Threphan, the majority species of Enadians in these countries, are a part of the cult, making Solevileauanism the *de facto* national religion of the two countries. Notable religious minorities are present in Dunlan, Witonzania, Coinia, Aulesia, Fouch, and Sugia, though other minorities are present throughout Enadia.
Horus Wall

The **Horus Wall** is a large wall that defines the borders of Maecragge. The Horus Wall was constructed several millenia ago, and has been modernized over the centuries. The Horus Wall has protected the Maecraggians for thousands of years, and has also prevented the immigration of external aliens, and the emigration of Maecraggian citizens.
Thia

*Not to be confused with Thoia.*

**Thia**, officially the **Holy See of Thia**, is a nation in southwestern East Enadia. Thia is is sometimes considered to be a part of the Choux Peninsula, though it geographically is not a part of the peninsula. Thia borders Great Arkadia, Mstia, Charenia, and Boisia. Thia is apart of the 9 countries that bay the Rorshach Sea. Thia has a land area of 152,809 sq km (59,000 sq mi), and a population of 44,800,000.

Thia has historically housed the first Church of Luarism at it's capital, Vaveaux, which is considered to be the most holy place of Luarism. However, the majority of the country has since converted to Boistomeill. Therefore, large amounts of tensions exist between the northern Boistomeillis, and southern Luarists. A secessionist movement to join a Boistomeill country has emerged for hundreds of years, and the lands of majority Boistomeill belief exist *de facto* as its own nation.
Noralis

**Noralis** is one of the four Houses of Enadia. It is also the most populous house within Enadia. Followers of Noralism, the Noralisans, are split almost evenly between Threphans and Nadians, though the latter contains slightly more members.

Noralisans generally accept that being productive within society is a core factor towards one's success within their life. Other beliefs include the pursuit of non-interventionism, and that violence should be avoided in all possible circumstances, favoring activism and non-violent means to enact change.

Noralisans adopt the Trans-Enadian Elk within their crest, symbolizing the necessity for one to control their emotions, especially violence, and to work hard throughout one's life. Noralisans also use the colors red and yellow as a contrast between tribulation and prosperity.

## Branches

#### Noralisan Interventionism

Noralisan interventionism generally teaches similar principles to traditional Noralism, except its members believe that aggressive action should be taken for ensuring the progression of Enadians. This branch of Noralis began during the Enadian Industrial Revolution.

#### Traditional Noralis

Traditional Noralis teaches a strict interpretation of the codes set forth by various Noralisian authors and philosophers. As opposed to standard Noralis, which is teaches a loose interpretation of the three core principles of Noralis, traditional Noralis teaches several other principles written by Noralis philosophers over the history of Enadia, such as creativity, adventure, and wealth.

Most traditional Noralisans believe that life should be taken advantage of, and that the majority of life should be spent in enjoyment. Historical traditional Noralisans include artists, explorers, businessmen, and colonizers.

#### Radical Noralis

Radical Noralisans believe that it is of the utmost importance to spread standard Noralis across Enadia. Usually, these methods involve direct action, sometimes even forced 'assimilation' into Noralis.

Historically, radical Noralis has been adopted during times of conflict, but becomes less popular during times of peace.
Cloverfly

**Cloverfly** is one of the four Houses of Enadia. Cloverflies follow the basic principles of radical progressivism, aggressive expansionism, and courage.

Adopted by many people throughout the planet, followers of Cloverfly generally are extremely passionate in their lives, believing that success is only possible through radical procedure that grants immediate rewards, unlike followers of Noralis who believe that success is possible through long work through non-interactive means. Cloverfly is popular especially among the modern youth, but historically has been the favourite of aspiring military figures, leaders, and philosophers. Most followers of Cloverfly believe that what is theirs for taking must be taken.
List of nations

The **nations of the Enadia** are defined as any "generally recognized entity" that either has physical territory, exists *de jure*, or exists as a government in exile (GoE). Below is a full list of the recognized nations of Enadia.

The below chart is organized by land area, but can be alphabetized with the arrow keys displayed next to the 'Name' and 'Full name' chart topics.
Kozelia

**Kozelia**, officially the **Duchy of Kozelia**, is a nation located in East Enadia. The country has a population of 128,400,000, and a land area of 300,439 square kilometers (116,000 square miles). Kozelia borders Charenia, Mstia, Maecragge, Rybchia, Chadonia, and Mar. Kozelia is famous for its natural beauty, containing the Mereya Lake which feeds into the Merensk River, the longest in the world. Other rivers include the Vyatlitsk River, Degobuch River, Mereya River, Poresk River, and Zhinorolo River. Kozelia also has rights to part of the Vulkan Lake, which lays on the northeastern border of the country.

Kozelia was formerly known as the **Union of Communist Kozelian States** (**UCKS**), before it's collapse in 2028.
Trans-Enadian Elk

The **Trans-Enadian Elk** (*Cervus enadius*) is a large animal native to the deer family. The Trans-Enadian Elk is found throughout Enadia and share similar traits across the entire planet, but have adopted small adaptations based on climate and other environmental factors. The Trans-Enadian Elk is one of the few species that can shed it's fur entirely to adapt to warmer climates, and rapidly regrow it's fur for colder climates.

The Trans-Enadian Elk goes by many names, such as the **Three-toed elk**, the **Medyün** (in Tolterran speaking countries), the **Great Deer**, and the **Brown Deer**. The Trans-Enadian Elk is featured on the crest of the house of Noralis.
Zandovian Space Agency

The **Zandovian Space Agency** (ZSA) is an organization related to space exploration, warfare, and cyber security, among other tasks, in Zandovia. The ZSA was founded in 1969 while planning for the first successful Zandovian trip to Triphia. The ZSA is headquartered in Pauvilles, and conducts most of it's launches in the Zandovian Mountain Range. The ZSA is one of the most prestigious space organizations in Enadia, and is well revered among scientists, explorations, and fellow agencies worldwide.

The ZSA has one of the largest space fleets in Enadia, and has one of the largest mining fleets on the planet.
Enzklosbach

### Religion

Probaby 100% Tallian, though some maps recognize a small minority of followers of Word of Gorbachrin

### Houses

Likely a form of Bravewick, though some records report minorities of Noralis.

### Population

Around 90,400,000, no data exists for the split between Threphans and Nadians

**Enzklosbach**, officially the **Bishopric of Enzklosbach**, is a nation in south-central West Enadia. Enzklosbach is considered to be one of the three Mysterious Nations of Enadia, as it is highly secretive in nature. Enzklosbach, like it's neighboring country of Onigsbachin, does not have an official written language. Instead, "Enzklosbachain," a name assigned to the verbal language of the country, is passed down from generation to generation. Enzklosbach does not have an official flag, but the international community has assigned the flag of the Church of Enzklosbach for organizational and encyclopedic purposes. Enzklosbach does not have an official census on it's population, but it is estimated to be around 90,400,000 Enadians. Satellite data estimates the land area of Enzklosbach to be around 89,000 sq km (34,363 sq mi). Enzklosbach borders Onigsbachin, Gorbogia, Colia, Gasecia, Calia, Kirchweuenia, Waldia, and Bollster.
Serviania

**Serviania** *(Broccumian: Erviana*), officially the **Republic of Serviania** (*Broccumian: Kara kpaz Serviania*) nation in northern West Enadia. Serviania is home to approximately 31,800,000 Servianians. Serviania is approximately 29,730 sq km (77,000 sq mi). Serviania borders Broccumia, Mintia, Belcia, Montia, and Nevania. The capital of Serviania is Serviano.

Serviania is known for its many rivers, and it's natural beauty. Much of the country is covered in thick forests, which thrive in the nations tundra.

Serviania is partially under occupation of the Ischianian State. The Servianian military is fighting an active war in the Ischianian Crusade.
Thian Seccessionists

**Thian Secessionists** have existed in northern Thia since the dawn of the Enadian Common Era, after Boistomeill rapidly grew during the few hundred years prior.

## History

#### Background

The lands controlled by modern-day Thia have been similar for thousands of years. However, prior to the Enadian Common Era, Thia was controlled by several foreign empires, all of which followed Old Luari Pantheon.

Traditionally, southern Thians were radically different in their belief system from the traditional followers of Old Luari Pantheon, while the northern regions of the country were much more traditional. Boistomeill was created around 200 BECE, and quickly divided the countries that follow Old Luari Pantheon into 2 regions. Now disconnected from northern Old Luari Pantheon countries, southern Thians broke away from the Church of Old Luari Pantheon to form the Church of Luarism in Vaveuax, such, forming the modern-day country of Thia. The new nation quickly conquered it's modern-day territories.

#### Early Modern Day

Throughout the first few centuries, many *de facto* nations broke away, still confining to the practices of Old Luari Pantheon. Most rebellions were put down quickly, usually with heavy violence. It is unknown when northern Thians began actively practicing Boistomeill as opposed to Old Luari Pantheon, but most historians believe that northern Thians were attracted to Boistomeills rejection of violence, of which, the northern Thians were experiencing.

In 1662, Migny was founded as a sanctuary city for northern Thian refugees.

#### Modern Day

In the 20th century, a *de facto* state was created, known as **Northern Thia**, an intended 'rump state' that would serve as a transitional nation until the north could unite with either Great Arkadia, or Mstia; countries that are dominated by Boistomeill. Thia has openly denied the existence of this state, backed by the support of other Luarist countries. Thia has gone as far as threatening war with any country that unites with Northern Thia. As a result, Northern Thia has been unable to unite with any northern country. Should a unification occur, it is likely that a large war may break out in between Boistomeil and Luarist countries.
Char

**Char**, officially known as the **Democratic Union of Char** (**DUCH)** (*Tolterran*: Hob vaz lop Chhar) is a nation in South Enadia. Char borders Craftnes and Tuthambe. Char borders the Bretrelis Sea, as well as the Duncerid Ocean. Char is home to about 12,054,210 Charians. Char is one of the few democratic unions in Enadia; Charian citizens elect provincal leaders, and those leaders form an oligarchy, making decisions to be voted on by a direct democracy.

Char is generally considered to be the last colony of Tolterra, breaking away in 1815. Char is characterized by its diversity due to a combination of its ease of immigration, high human development, and overall xenophilia. Char is considered to be the most advanced in South Enadia, and is the only country that is totally powered by renewable resources.

Char is a major exporter of energy, food and agricultural products, and automobiles. Char is home to the Char Mobile Works company, the largest electric-powered automobile manufacturer in Enadia.
Enadia

###### *For the map of Enadia, click here*

**Enadia** is a planet located within the Lethean solar system. It is the only known planet within the observable universe that houses life. Most of Enadia is covered in water, at roughly 70%. The remaining 30% is covered in a land, which is largely vegetated. Below the surface of Enadia lays several layers, most of which are molten. Above Enadia lays a blanketed atmosphere which protects against dangerous solar rays.

Enadia is rounded into an ellipsoid with a circumference of about 40,000 km. Enadia's moon, Triphia, causes tidal shifts throughout the course of an Enadian day, which lasts about 24 hours.

Enadia is inhabited by two dominant sentient species, the Homo nadus, and Homo threphus, who inhabit various nations across the world.
Colonies of Tolterra

Throughout the late 15th century to the early 17th century, Tolterra, like other southern West Enadian countries, colonized most of South Enadia. Bringing with them their culture, ideas, language, religion, and diseases, Tolterran explorers colonized the modern day countries of Char and Tuthambe. This period in Tolterran history is known as "**Chu Zanfùwa Dar**" (**The Great Movement**).

The colonization of South Enadia by Tolterra was particularly brutal towards Native South Enadians, wiping out 95% of South Enadia's originial inhabitants within the lands that Tolterra colonized.
Mountains.

Theres two types of mountains.

"Natural Mountains." and "Universe Mountains" Theres not really much to tell about Natural mountains so.... Go see ones in irl man,

Universe Mountains is the mountains binding universes togheter. Example: MARVEL universe and DEMON SLAYER is bound together by these mountains. Theres a very few people called "Mountains Jumpers" who is able to jump trough universes via these mountains. Just be good at climbing mountains ig?

Thats the way Piko jumps trough universes.

The Universe Mountains is described as cold and well just ordinary snowy mountains.