recursal/Fanatic-Fandom huggingface dataset:
Armorders

A common and dangerous category of Beasts that are marked by their heavy natural armor and large size, these powerful brutes serve as living siege engines and battering rams, devastating manmade defenses and vehicles. They are most often seen in large, open areas, and frequently resemble powerful herbivores such as rhinoceroses, elephants, bison, boars, and aurochs, though smaller versions often resemble insects, particularly beetles. They are known for their powerful charges and generally lack of maneuverability while doing so.
Pathfinder 1st Edition

A cooperative tabletop roleplaying game developed by Paizo following their break from Wizards of the Coast and parent company Hasbro, Pathfinder 1st Edition is the core game mechanism that this setting assumes is used to design characters and play games with. It was chosen for its many options for players and gamemasters, ready availability without the need to pay for it, compatibility with a wide range of 3rd Party content, and the setting creator's familiarity and likely intuitive manner in which most Dungeons & Dragons players can approach the system.

The 1st Edition of the Pathfinder can be understood as a continuation of Dungeons & Dragons' 3rd edition and it's 3.5 update, with which it is largely compatible. A relatively complex system notable for its wide range of player options and 3rd Party contributions, as well as its availability in the form of a very comprehensive system reference document (making it broadly accessible to anyone with an internet connection, regardless of their financial situation). As with its predecessor game it is a system that has seen extensive modification by the official publisher and the fanbase, giving rise to a variety of alternate rules, systems, subsystems, and genre-based mechanics. It is also known for being much more difficult to grasp than later editions of Dungeons & Dragons and other, simpler systems, and for suffering from what's known as an "Ivory Tower" problem, in which some character options and combinations thereof are simply less effective or otherwise undesirable than others, potentially resulting in characters that have difficulty contributing towards the groups goals and current activities. The base game is also notable for having relatively few "roleplaying" mechanisms; elements of character creation or play that encourage good characterization.
Festrek

These loathsome Beasts are unfortunately not entirely uncommon, and they tend to be fairly powerful despite their relatively small size. Festreks are rarely larger than a horse, and are often as small as a cat, but normally lie between. Unfortunately, avian versions (usually resembling carrion birds or bats) are fairly common, though most resemble canids, rodents, and monkeys. These Beasts normally avoid direct confrontation unless they can target lone individuals or small, weak-looking groups. Instead, they rely on indirect attacks; Festreks cover themselves with gore and refuse, and frequently possess open sores and injuries rife with infection. They then smear this virulent concoction on others, on buildings, on food, in order to spread the disease. These creatures normally feed on the dead and use the plagues they incite to keep that food supply steady.
Golemite

A dangerous category of Beasts thought to be related to the Elementick and Magitick, the Golemite are small creatures that are capable of inflicting tremendous damage. These small, insect-like creatures operate in swarms and animate (or *re*animate) non-living matter through the use of a unique aura. They then move this matter as a vehicle and weapon. Often resembling crudely-made Golems of old, from which they get their name, these creatures are highly resistant to most spells and deeply territorial. Unlike most Beasts, Golemites will not often pursue victims for great distances, instead lairing near sources of magical energy on which they can feed and targeting those that come near in search of the same resources. They often appear in areas where ruins of a magical nature exist, and can sometimes pick up unusual properties both from the magic that they dwell near... and the more fleshy prey that they kill and consume.

Golemites are considered a major threat to delving Adventurers and others who explore ancient ruins; the creatures are common in 3rd Age and later constructions with any sort of magical signature and degree of abandonment. It's sometimes thought that their presence is an indicator that there may be ruins nearby, even if none are immediately obvious, leading some scholars to believe that such locations are the sites of former 3rd, 2nd, or even 1st Age ruins that are so utterly destroyed or consumed by the environment as to be indistinguishable from the natural world.

Golemites are generally best handled with brute force; unlike actual Golems, they're living creatures operating in and on an artificial shell. They can be killed through brute force and precision damage, and like conventional Golems the materials that make up their "bodies" can be affected with magic that may be unusually effective. For example, heating the metal of a Golemite swarm that happens to be inhabiting a suit of armor...
Tiefling (Race of Man)

A Race of Man descended from Fiends in antiquity, and more recently from parents who are Tainted but not transformed, Tieflings are not a true-breeding race, though a pair of Tiefling parents are more likely to conceive a Tiefling child than either of their own parent species. As beings with a direct connection to Monsters, and especially to creatures such as Demons, Devils, Qlippoths, and Oni, Tieflings were historically seen as ill-omened and a sign that its parents had committed some sort of grave sin. Tieflings were themselves often considered to be Monsters, though not so much that they became such creatures as Orcs did. Like Aasimar, Tieflings tend to face hard lives, but for fundamentally different reasons. Whereas Aasimar are viewed as fortuitous, Tieflings are seen as misfortune incarnate by many of their parents, leading them to be unwanted and mistreated. They are often abandoned by their parents, and historically were often killed at birth or in the cradle, hidden away from the eyes of society. Those that were allowed to live were most often burdened by an undeserved reputation, even *expectation,* that they would be more prone to sin, depravity, and criminality than others. This made it difficult to inherit wealth or status, to find honest work, or to form healthy relationships, causing their reputation to become something of a self-fulfilling prophecy.

As Monsters have become more human-like and more socially acceptable, Tieflings have begun to enjoy greater acceptance. As Taint has become more common, so too have the Tieflings themselves, who are increasingly likely to enjoy something resembling a normal life. However, those born in conservative societies are often subjected to the same sorts of discrimination that plagued their forebears, leading many to pursue unorthodox lifestyles.
Beast Cults

A recent cultural phenomenon that has begun to crop up in human and Monster communities, Beast Cults are reminiscent of the ancient Monster Cults that once proliferated among the most desperate and downtrodden of Men during previous eras and the animistic Monster Worship that occur in places such as Zipangu. Most often operating in secret and consisting of members who are suffering from Beast Syndrome, these dangerous groups revere Beasts and seek to undermine their host communities by introducing Beasts into them. Many learn techniques that allow them to corrupt natural animals into Beasts or conjure Beasts through Magic, and some even develop the ability to create Lairs. As the vast majority of their members have some degree of Beast Syndrome, Beasts themselves are usually not hostile to them, and may even defend these groups.

Beast Cults are an insidious threat to all of civilization, often born from those who have themselves stood against these horrors, only to become corrupted by the affliction their blood and flesh can spread. Others join from resentment towards society, from the desire for power, or out of fear of Beasts and the hope of gaining a measure of protection against their ire.
Quickforging

A common crafting practice found throughout Gaea, Quickforging is a special, more expensive service offered by a wide range of craftsmen and artisans, but is most strongly associated with Artificers. By combining their knowledge of various crafting processes or manuals as foci, magically-capable craftsmen utilize their Mana to produce the results of their labors in a fraction of the time required to actually accomplish the work and with far less manual labor. The speed of the process makes it highly desirable for Adventurers, but as the Mana cost is determined largely by the difficulty of the work and Skills (or rather, the lack thereof) of the practitioner, it is not practical for common projects and is instead normally reserved for priority work or higher-paying customers.

The vast majority of craftsmen offer Quickforging services for a set fee *per item.*

Quickforging may result in unusual properties of items... usually if the Skills of the practitioner are lacking.
Mage

A catchall term used for individuals who have a devoted practice of one or more forms of spellcasting, it is most commonly used to refer to Arcane Magic practitioners but can also be applied to those who use Divine, Primal, or Occult Magic. It should not be confused with the term Magus or Magi, which refer to a specific Class tradition. The plural form of Mage is Mages, further distinguishing the term. The term should not be applied to manifesters of Psionic Powers but still is. These individuals are more rightly called Psionicists. While most people on Gaea know how to use a minor Spell or two, only someone who has actively studied or developed their magical abilities beyond a layman's rudimentary aptitude qualify for the term "Mage."
Human (Race of Man)

The most common form of Man, created at the dawn of the 4th Age by the principal deities of the Church of the Twelve and One and their kin, primarily Athena and Prometheus, Humans have granted their name as the collective term for all other Races of Man. Among the most prolific breeders, fastest growing, and most adaptable of the Races of Man, Humans have spread far and wide across the planet of Gaea and can be found in some capacity on every continent. They are the only Race of Man with a counterpart on Earth, where they are the dominant species. Gaean Humans are marked by their highly mutable Mana, allowing them to quickly adapt to the ambient magical energies of an area, giving rise to new ethnic groups with distinct features and properties with a generation or two.

Human culture's wide distribution and great influence have impacted cultures and societies of all other Races of Man and most Monsters as well, due in no small part to the method by which the other primary Races of Man were produced in the current Age; reincarnation through the offspring of the first Humans. This means that Elves, Dwarves, and Halflings, as well as later forms of Man such as Aasimar, Tieflings, Dhampir, Genasi, Half-Orcs, Elflings, Alaveela, Half-Elves, Hagspawn, Turnskins, Galateans, and the like are all ultimately descended from Humans through Deucalion and Pyrrha.

The language normally known as Common, Koine, is a Human language rooted in the speech of the Olympian Gods and serves as the planet's most widely-used trade language.
Demiplane

Small alternate realities, usually artificial in origin, are commonly known as Demiplanes. Most commonly created by powerful magic-users, psychonauts, or psionicists, Monsters, and Divinities, Demiplanes are "pocket worlds" that can be utterly miniscule or vast enough to rival a universe itself. The exact mechanics by which these realms come into existence vary, as do their internal conditions and properties, and how they interact with the world around them. Some individuals possess distinct internal Demiplanes linked with their Mindscapes from which they can deploy a range of effects, for example. Others possess localized ones they can use, such as a Kikimora's *Hidey Hole* ability. Still more learn to create and shape realities through the use of Arcane, Occult, or Divine Magic, and at least one individual in Gaea's history, a Wayfarer known as the Grand Summoner, was able to conjure vast territories such as mountains, islands, forests, plains, and swamps, using only cards he'd brought from Earth with him.

Demiplanes defy the normal laws of physics and nature, effectively being "*something*" created from "*nothing.*" While all consume some degree of Mana to create or sustain, the amount consumed is *dramatically* less than the actual cost needed to produce such a thing, even within Gaea. Not to mention that many have vast reserves of Mana and natural resources in their own right, often with no concern for the natural processes needed to generate these things. Furthermore, they are only partially connected to conventional reality; they in no way impact the topography of the world itself, its mass, or the like unless wielded like some sort of blunt instrument against those things. They do not impact the gravity or behavior of the planet, in other words. Most can only be entered through specific gates or portals that must be approached under particular conditions or from specific directions, which can itself be extremely disorienting. One may, for example, be striding through a dense forest, only to see a vast lake with islands dotting it and mountains in the distance in a gap between the trees... only to step around that gap and find more forest. However, should one walk between that gap, the path might readily lead to that lake and those distant mountains, all of which are very real.

Demiplanes are inherently magical phenomena, but they generally cannot be banished, dispelled, or destroyed; once created, they permanently exist. Likewise their internal conditions, which are often set by their creators and have little or no connection to the behavior of conventional reality. However, while Demiplanes generally cannot be destroyed, they *can* be sealed off by closing the entryways to them through various means. Such portals *are* subject to magical disruption, making it one of the most effective means of contending with a wielder of a weaponized Demiplane.
Lair (Beast)

The Bestial equivalent of a Dungeon to Monsters, Beast Lairs are distortions in space-time known as Demiplanes; pocket realities that partially overlap with the material world. These serve as the homes for powerful Beasts, commonly known as Beast Kings, allowing them to operate more freely in their territories. Lairs are often filled with a variety of different Beasts and natural life, as well as magical plants, animals, Manatite of various sorts, and valuable minerals and materials referred to as Lairyield.
Manatite

A pseudo-mineral created when contrasting currents of high-purity Mana contact one another, Manatite is crystallized magical energy in its purest form. Most commonly found manufactured in laboratory settings or occurring naturally near the nexus points of intersecting Ley Lines, Manatite is an incredibly valuable resource that can be used to imbue objects and creatures with magical energy without consuming the Mana of the user. It can be refined into high-quality Mana Potions and dramatically empower the performance of a wide range of other consumable magical items, such as Scrolls and Potions, as well as recharge other items like Wands, Rods, and Staves. Raw Manatite possesses an extraordinarily wide range of uses as it can effectively be transformed into any form of Elementite or Occultite with the proper processing techniques.
Colwyn ap Caradoc

A young, pyrokinetically-gifted Human Magus and Savant native to Cymry and the protagonist of the work Moonsight Underground.

## Appearances

### Appears in

Moonsight Underground, World's Away, Hearts in Stone

## Early Life

Colwyn was born in the agricultural town of Dolydd in south-central Cymry, a location famed for its vineyards, brewers, and especially meaderies. The son of a farmhand and an alchemist who worked for a successful vintner and brewer and lived on-site at his facility, Colwyn learned a range of manual labor skills at an early age, as well as the basic principles of alchemy. A bookish boy by nature, he preferred to immerse himself in tales of adventure, travel, and heroism rather than spend time outdoors... in part due to an intense dislike of the constant drone and presence of the many bees on the property. Despite this, Colwyn was expected to help with the labor in order to earn his keep once he was physically developed enough, and so spent a significant amount of time away from his treasured books.

As with most children native to Gaea with an ounce of mental faculty, Colwyn dabbled in magic at an early age, but his approach to the process was unorthodox, as was his grasp of nearly everything. He showed a natural talent for mimicry, but often had difficulties retaining knowledge for extended periods of time. This hampered his early efforts, but through perseverance and adaptation he was able to overcome this limitation. However, his reputation remained and his own tendency towards introversion coupled with that hindered his early relationships with others.
Authorities

The capacity to influence and control natural laws, the environment, and concepts (such a category of creatures, a political territory, or school of magic) merely by existing. Most associated with Divinities and powerful Monsters, there are rare instances of Men acquiring such powers.

Authorities among mortal creatures are most commonly held by Lord-Class Monsters, such as Demon Lords, Monster Lords, Demon Kings, and the like, and are used to control the qualities of their Domains or Vassals. These creatures are able to infuse some of their Mana throughout their territories or Vassals, allowing them to control the environment as if it were an extension of their own bodies and affect the appearance and behavior of the creatures beholden to them.
Lizardfolk

A category of Monster notable for being one of the few who possessed a culture of their own, even in antiquity, Lizardfolk are an animistic people who revere nature and place great importance on skills relating to survival, hunting, and combat. A proud warrior people, though not always keen on direct confrontation depending on the individual tribe, they are known for honing their martial skills and using them as a means of mate selection; duels are commonly used as courtship rituals, with those who do not acquit themselves well and are deemed too weak rejected as breeding partners. Though a militant people, they normally reserve these attitudes for the protection of their own territories and are not usually aggressive unless provoked. However, when pushed by an entitled Monster, they can be a powerful force. However, they are not known for great strategies or military tactics and are instead best known for their individual strength; their internally competitive society means that they do not often train cooperative exercises.

Lizardfolk tend to have the features of a specific, local lizard species, though they sometimes have mingled characteristics as a result of intertribal breeding or tribal mergers.
Aura

The outer layers of the Soul, created by the Mana of an individual, an Aura is a magical manifestation of an entity's being. Auras reflect the mental, physical, and spiritual condition of their source and possess a number of distinct properties that can make them something of a double-edged sword. All things possess an Aura, whether conventionally understood to be alive (such as a person or animal), or not (such as a stone, a bolt of lightning, a forest clearing, a spoken word, a philosophical idea, or an intrusive thought). Auras constantly overlap and interact, with few beings capable of fully perceiving them and their movements. Most who are capable of sensing anything more than the most potent of such energies are only capable of perceiving *some,* and usually only in specific ways and belonging to specific categories of entities.
Consumites

A very common and weak category of Beasts, these creatures generally resemble herbivores or detritivores and primarily serve to damage manmade structures and deplete or despoil food supplies and other consumable resources. They are often sturdy, fast, and stealthy, but usually lack significant offense. They also aren't usually very large.
Moldead

A slightly uncommon category of Beasts rooted in fungus and slime molds, they resemble certain types of Undead Monsters and normally propagate by infecting Men, Monsters, and animals, and sometimes even *other Beasts.* They are known for disliking light and favoring warm, moist environments, and are curiously susceptible to Channel Energy abilities. The infected can sometimes be saved with such abilities, powerful antifungal agents and medical treatment, or magic that cures diseases.

Moldead are thought to have originally arisen from fungus or slime molds that had infected Undead creatures and gained an ability to subsist on Necrotic energy; it slowly kills its hosts by starving them, or in the case of the living, by turning them into generators of Necrotic energy, which slowly kills them. This type of Beast seems to have no goal other than reproducing itself; self-preservation is unheard of, but at least infections can be slowed, stopped, and reversed through some of the same methods that work on true Undead.

Beasts infected with Moldead often form a symbiotic relationship with the contagion rather than a parasitic one; they host it, thus gaining a powerful weapon and the ability to infect other creatures... who then often become protectors of the infecting creature.
Primal Magic

A form of magic derived from the worship and reverence of the Titans who embody the forces of nature, the Fey, nature and animal spirits, and Elementals, and of nature itself. It emphasizes the entreaty or these forces and the manipulation of the natural world and innate characteristics of living things with a particular focus on bringing or maintaining healthy ecosystems and environmental conditions. Practitioners often operate as stewards and defenders of the environment, calling upon and directing the power of nature with their own judgment. While Druids and Shamans are most commonly associated with the practice, many others engage in it, such as Wardens, Hunters, Seekers, certain Barbarians and Skalds, Shifters and Skin-Changers, some Kineticists, many Rangers, and others practice forms of Primal Magic.

Primal Magic is strongly associated with "Old" religions, in part due to impressions by Elves in dawn of the 4th Age that it was a practice that they'd seen before or remembered in dreams of a bygone era. Its most common practitioners are Elves besides Dawn Elves, who tend to prefer Divine and Arcane Magic, Turnskins, and Humans. The only known major Elfling kingdom was associated with it as well, though this kingdom is itself thought to be mythical in the modern era.
Carrioff

An annoying but relatively uncommon category of Beasts, Carrioffs derive their name from their preference for feeding on carrion and weak, injured, sick, elderly, or very young prey... and for being attracted to human food and possessions, especially magical ones. These weak but swift Beasts undermine humans through theft of equipment and money and the destruction of resources. Particularly food, drink, Potions, medical supplies, and the like.

Other Beasts often follow Carrioffs to prey, knowing that the stealthy creatures are prone to finding, and distracting, food.
Magic

A catchall term used to refer to the practice and methodologies developed by Gaean natives and individuals in Earth's antiquity to manipulate Mana in order to enact changes in themselves and the world around them. Debate persists on whether simply channeling Mana through the body to improve its performance constitutes Magic.
Vaeln'shyrrha

An alien deity of the Dark Tapestry Pantheon, Vaeln'shyrrha is a relatively obscure Intermediate Deity and God residing on Nibiru. As part of the Divine Composition, Vaeln'shyrrha is a notable deity with limited autonomy, being largely incapable of directly interacting with Gaea, save through individuals who fall into its Portfolio or who reside at sites sacred to it... mostly being locations that it once had direct contact with during the 3rd Age. Vaeln'shyrrha is relatively benign for a Dark Tapestry deity, being mostly concerned with observation and the accumulation of knowledge and experience. As the Eye of Nibiru, Vaeln'shyrrha is a deity of Sight, Divination, Illusion, Learning, Knowledge, Insight, Light, Secrets, and Perception. As a member of the Divine Composition, he also has access to Madness, Flesh, Life, Mind, Psionics, and Moon. He has a particular association with abnormal forms of sight or perception, particularly in regard to forms of ESP and Psychokinetic abilities that operate through perception.

## Boons and Blessings

### Boons

#### Attack

* Blindside
* Staring Daggers
* Laser Surgery:

#### Maneuver

* Staredown
* Visions of Madness
* Laser Pointer:

#### Magic

* Lunatic Fringe
* Laser Focus

#### Movement

* Double Vision: When you Shift, you may leave behind an illusory copy of yourself at your point of origin that can confuse attackers.
* Sight Unseen: When you Shift, you become temporarily Invisible for the duration of the movement.
* Laser Tag: When you Shift in a straight line, you become Incorporeal for the duration of the movement.

#### Defense

* Mind's Eye
* Lazy Eye
Peaceward

A form of magical ward created by modifying the properties of a Dungeon using the Dungeon Master's Authority, Peacewards were originally devised and spread by Monsters and are used to allow Adventurers to "Run" a Dungeon, challenging the inhabitants and their defenses for mutual benefit. Peacewards have become increasingly popular since the rise of Beasts, as they and the Dungeon Runs they allow serve as a way for Monsters to test and shore up their communities' defenses against serious threats and to potentially find desirable new mates for their populations from among the Adventurers. The Adventurers, meanwhile, gain access to the riches produced by the Hoardgild phenomenon, the acclaim that comes from performing well in these attempts, and in more than a few cases the sexual pleasure that comes from defeat... and victory, if they so arranged it.

Peacewards are generated through a magical contract created by the Dungeon Master and agreed to by the Adventurers seeking to Run their Dungeon, placing the latter under a limited form of the former's Authority and allowing them to bestow special properties and protections on all parties for the duration of the Run through the mingling of their Mana.
Mistwalker

A Human ethnicity originating in Fusang, it is the dominant ethnicity of that continent in terms of distribution and influence. A complex people with a multitude of different subcultures based largely on region, Mistwalkers have a tendency to be their own worst enemies. War and strife are common among this people, as is a powerful drive to leave behind legacies. Mistwalkers are builders, innovators, researchers, and conquerors... but clash with one another as often as with outsiders.
Congregation of Holy Process

A faction within the Church of the Twelve and One, the Congregation of the Holy Process is better known as the Inquisition. Its primary function is to serve as a form of "morality police," at least when concerning ordinary citizens of the Holy Reman Empire. It seeks to curtail what it sees as excessive, dangerous, or overly indulgent behavior on the part of the common folk through the use of warnings, fines, and even imprisonment. It becomes *far* more dangerous when dealing with Tainted individuals, as those who are deemed by its members to be excessively tainted, Sineaters, or are likely to transform into Monsters, are liable to be arrested, imprisoned, and forcibly purified... or simply executed. Communities deemed to have fallen irredeemably to the Corruption of Taint have been purged in their entirety by overzealous Inquisitors in the past, often with little reprisal or reprimand. This is particularly common in dealing with Inquisitor troupes granted significant autonomy, as they are often corrupt in more traditional ways than magical perversion.

The Congregation is also a serious threat to Wayfarers as the Church offers significant bounties to members who bring such individuals to Church's membership and the office granted to Inquisitors grants them significant leeway in investigating suspicious persons.
Iron Age of Man

One of the four Ages of Man and the current era of Gaean history, the Iron Age of Man immediately followed the Deluge that ended the Third Age and destroyed Bronze Age Man. It saw the creation of the Human race, the reincarnation of the previous iterations of Man, the recession of the Deluge's waters, and the creation of the Everwar in its modern form. It is the second-longest Age of Man, following the Golden Age, and is marked by the rise and fall of numerous civilizations, most famously the collapse of Atlantis and Ultima Thule, the dramatic expansion in complexity of Monster society, hierarchy, and the diversification of their species. It saw a resurgence in cultures associated with the distinct pantheons of gods as the gods themselves restructured their own hierarchies and established the Lottery of Dominion, the apotheosis of the Aesir and Vanir, the formation of the Church of the Twelve and One. The Age is marked by many, many conflicts waged between Men and Monsters, and amongst themselves. The Divinities have historically been highly active in this Age, both in the form of Aspects and through the granting of Blessings to champions.
Occultite

A form of Manatite similar to Elementite, Occultite carries the properties of magical schools, traditions, or even specific Spells, Powers, and techniques. Considered valuable but more difficult to work with than other forms of crystallized Mana, Occultite's individualized properties make it useless to those not seeking those of the particular piece in their possession. Occultite is often a byproduct of magical experimentation and crafting, and may also be found in places where magical effects have contacted one another or Spells have been cast in regions of dense ambient Mana. Occultite found in the wild can be a hazard as it often radiates its specific magical properties. However, it is sometimes cultivated for this reason; by imbuing it with a desired property, it will continuously generate the effect. As such, intentionally manufactured Occultite has its uses.
Elf (Race of Man)

A Race of Man that are the reincarnations of the first Race of Man, they are noted for their tendency towards androgyny, strong magical capabilities, extreme longevity, and long-term outlook on life and the world. Often seen as wise due to their longevity and beautiful by other Races of Man, likely due to their demeanor and spiritual proximity to Divinities such as the Titans and Gods and nature spirits like the Fey, Elves tend to possess tremendous social, economic, and political power in disproportion to their relatively small percentage of the world's human population. Elves have a strongly-defined natural Mana that makes them slow to adapt to the world around them and can hamper their ability to adapt to unusual environmental changes, as well as making it difficult to learn new trades. They tend to be spiritually, socially, and mentally rigid, stubborn, and conservative. As an example of this, most of their subraces are the products not of any modern adaptation, but rather, of changes forced upon their souls by the Divines following the Titanomachy during the First Age based upon who and how they chose to serve during the conflict.

Elves are often proud, seeing other Races as eternal children in need of their guidance and pitiable for their short lifespans. They tend to place great importance on tradition, honor, the wisdom of age and experience, precision, and the pursuit of perfection in performance and execution. They highly value art, knowledge, music, sensual and emotional experiences, and harmony with nature and the Divines. This rigidity can be stifling to younger Elves and outliers within the community, leading many to pursue other lifestyles beyond the borders of their native communities.
Macrovore

A common category of Beasts that resembles oversized, often primeval variants of existing wildlife in a region. They are sometimes known as Dire Animals, Giant Vermin, and Dinosaurs. Macrovores are notable for their massive size and primeval appearance in comparison to ordinary creatures. They possess abnormally dense, often jagged or twisted armor, spikes, spurs, horns, claws, and teeth, in freakish quantities, and on frames that are often impossibly large for the natural organism. Imagine, for example, a spider the size of a draft horse, a mantis as large as a pine tree, a monkey large enough to bite a man in half, a boar the size of a dump truck, or a mosquito as large as a harpy eagle. These creatures always look *off* in some capacity, usually appearing brutish, grotesquely muscular or otherwise deformed or mutated. Even though dinosaurs exist as natural animals to an extent in Gaea, Macrovores among their kind are larger than normal and freakishly powerful.

Despite these changes, Macrovores still behave similar to their common, natural kin. The greatest distinction is that they carry the animosity of a Beast towards sentient life.
Ys (City)

The capital of the Armorican District of the same name, Ys is the largest, wealthiest, and most populous city in the nation, and formerly a country in its own right. It is currently viewed as the black sheep of Gallia, despite that title briefly being held by a certain city in Nuestria. Ys is sometimes known as the Sunken City, the City of Fountains, the City of Fish and Frogs, and the Sinner's Lighthouse. Significant parts of the city are Domains, being the most Man-Monster integrated community in Gallia. It has repeatedly been subjected to sieges and crusades by the mainland, with varying degrees of success, with its current status as an Armorican District speaking to a previous, successful, conquest. Despite this, the region boasts much higher autonomy than any other District in the nation, with the influence of the Crown being nominal, and the descendants of the old Ysian royal family ruling as de facto Kings and Queens despite their nominal status as Dukes and Duchesses.
Feraliminal

An extremely dangerous but well-documented category of Beasts, Feraliminals are thankfully uncommon. However, they can be *contagious*, and as such are often considered a top priority for extermination. Feraliminals resemble common domestic animals, though often with a particularly large, yet ragged aspect. They are capable of infecting other creatures with Beast Syndrome, particularly other domestic animals, but also *people,* using their bites. Unless treated, this can result a therianthrope-like transformation in the afflicted, turning common animals and household pets into unusual Vermidons and people into horrific analgams of Man and Beast. Even Monsters aren't immune, and while these transformations can be stopped with the proper, reversing them takes skilled magic. Worse, those afflicted can spread the condition through their bites as well.

These Beasts most commonly occur in areas where domestic animals are allowed to go feral or abuse and neglect of animals is common. The precise link between this type of behavior or condition and Feraliminal Beasts is not understood.
Snowreaver

An artificial Human ethnicity created by the Svartalfar, Snowreavers were intended to be the mighty shock-troopers of their growing army. First bred from the wombs of Broodkeeper mothers in pits beneath the earth, the Snowreavers were instilled with an intense desire to fight and destroy, a resistance to the wintry climes that surrounded the Svartalfar's hidden otherworld, and a robust physique capable of granting them dominance in battle. Bloodthirsty and aggressive, the Snowreavers could not be fully contained, and those who escaped from the Svartalfar's pens are what ultimately drew the attention of the Aesir and Vanir, and through them, the other pantheons.

Snowreavers appear to be muscular, stout-bodied Humans with a faint grayish-blue hue to their otherwise pale skin, pale eyes that are usually a shade of blue or green, and pale hair that is often white, gray, or has a pale bluish color. Their robust physiques make them stand out among other Humans; even without significant exercise, they tend to thick with muscle and brutish-looking. Those who do condition themselves, which is many, sometimes border on the grotesque in terms of muscle mass.

Snowreavers were instilled with a sort of instinctive will to fight that is hard to express; the call to battle is almost like a rage that overtakes them. They feel it in a manner not unlike others feel lust. This they seek to temper with military discipline, but it often falters. Snowreavers are violent. To their enemies. To bystanders. To their allies. To each other. Even to themselves. The culture has a tradition of ritual scarification, counting kills and counting defeats in lines across the arms, legs, and chest. Even their mating tends towards violence; rough and rowdy, loud and competitive. This tends to make any kind of normal life a challenge, and so most Snowreavers survive through raiding and banditry. This is where their name arises from. Snowreavers that can tame their inner bloodlust tend to live remotely and actively seek out Beasts and the like to sate their need for conflict. Such individuals rarely form communities larger than a few families... However, their tendency to be territorial about their living space, viewing it as their property, means that they often know of other settlements in the area. Including those of other Snowreavers. Many make livings selling lumber and furs in more peaceful settlements, while others give in to their impulses and seek work as soldiers and mercenaries.

Snowreavers played a major role in the rebellion that helped topple the Svartalfar; their violent nature turned readily upon their creators at the urging of the Broodkeepers, leading to tremendous bloodshed within the ranks of the Black Elves' armies. In the days since the fall, most have settled in Hyperborea and the northern portions of Eastern and Western Thule, where the cold temperatures keep away interlopers without bringing them significant discomfort.
Holy Reman Empire

A continent-spanning Empire with its capital in the city of Remus in Víteliú. A theocratic empire, the nation spans the whole of Meropis and Hispania and portions of Kogaionon, Šamû, and Mezzoramia, with colonies and enclaves found throughout the new world and former holdings in many portions of the old. It is the most powerful single nation on Gaea proper, though it is in decline due to shifting attitudes towards Monsters and the new presence of Beasts, as well as internal political disputes, resulting in greater autonomy of its former and current provinces.

The Holy Reman Empire is the seat of the Church of the Twelve and One, with its Emperors being coronated by the sitting Pope or Popess and serving to an extent as a secular and military extension of the Church's authority.
Wayfarers

An individual native to Earth or Earth's reality rather than Gaea's, but who has nonetheless found themselves in Gaea's reality. Such individuals normally pass through the Void for an infinitesimally small fraction of time during the passage between worlds, becoming minor Demigods due to their exposure to that fundamental reality and the Demiurge. This, coupled with a rapid adaptation process that they undergo upon entering the High-Mana world of Gaea from the No-Mana world of Earth results in most Wayfarers becoming exceptionally powerful by Gaean (and Earth) standards. This subsequently makes them highly coveted by a range of different organizations and interests in Gaea, from religious institutions to guilds to governments to individuals just looking for a powerful mate. These factors, and a range of unusual abilities they commonly receive, have led to many Wayfarers becoming important to Gaea's culture, history, and institutions. They are frequently responsible for a range of anachronisms, odd slang and terminology, aesthetic decisions, and the structure of various organizations. They are also responsible for importing forms of various religions not normally native to Gaea, including different interpretations of Christianity, Islam, Buddhism, Sikhism, Satanism, Wicca, and other faiths that otherwise would not have existed there.

Wayfarers are known for having a much more diverse range of capabilities than is normal for Gaeans, due in part to different norms between the two worlds; while Gaeans normally advance through specific "Classes" with many common features, Earthlings commonly advance through a single, hyper-versatile Class that's almost never seen naturally on Gaea; the Freelancer. This, coupled with the vastly different perspectives they commonly have on the nature of the world and reality, culture, society, norms, and their own distinct experiences, education, training, and personal knowledge make them natural innovators and agents of change within Gaea. Though it is not well known, there are generally two types of Wayfarers in Gaea; those who bodily enter the world (the Summoned), and those who spiritually enter it through reincarnation. While Wayfarers are sometimes intentionally brought to Gaea by exceptionally powerful mortal magic or divine action, they are most commonly brought to Gaea through magical confluences that happen to drag people with some form of unwitting spiritual connection to the world into it. Unfortunately, due to the nature of the Outer Powers and the Demiurge, it is unclear if this is intentional meddling by the powers that be or simple happenstance.
Eric

**Eric the Viking** is a major character in the *Future Shock* series. He is the tetartagonist of the second film, and the deuteragonist of the third film. He is Father Time and Mother Nature's son and Oroni's boyfriend. He is constantly laughed at for his thinning hairline, and he is the reason Josh and his team went to the Sands of Time.
Archurls

A common category of Beasts that employs rapidly-growing, detachable quills, spikes, barbs, or other solid objects and some sort of internal mechanism or physical action to attack at long distance. While many elite Beasts can do this to an extent, Archurls specialize in hunting through this method and often employ natural poisons or elemental abilities to wreak havoc in conjunction with their ranged assaults.
Undead

A creature type comprised entirely of Monsters, the Undead are organisms that draw sustenance from death and decay itself, feeding on the living by tearing them down and siphoning away their life-force. The exact origins of these creatures are unknown, though some theorize that their existence may in some way be tied to either the Titan Nyx or her brother Erebus. Not alive, and yet not truly dead, the Undead are the enemies of life itself. Or at least *were* prior to Lilith's ascent. Their status as Monsters has caused a dramatic shift in their behavior and warped their already unnatural existence into something stranger still.
Manacysts

A term used to describe Elementite and Occultite calculi that form inside a Beast or other organism, granting them unusual magical properties. The formation of Manacysts is theorized by some to be the source of many Gifts, the powers of certain Seals, and the capabilities of Kineticists, as well as a variety of mutations found in Monsters and Beasts. Manacysts are often *extremely* compatible with organic materials used in the construction of magic items, making them highly desirable when Beastcrafting.
Hurchin

A common Category of Beasts that are *relatively* benign, these creatures can be thought of as filling a "despoiler" role with elements of the Sabotect's hazard-creation. Unlike that type of Beast, however, *Hurchins themselves* are the traps. These nasty creatures are covered in various potent defensive mechanisms, such as spiked shells, poisonous spurs, volatile pustules, caustic mucus, reflexive spines, projectile quills, reactive glands that squirt acids, grasping tentacles or natural adhesives, and even puffball fungus infections. Rather than actively pursuing Men and Monsters as most Beasts do, Hurchins lie in wait, feeding on detritus, plant matter, lichens and mosses, and rotting meat. They instinctively try to position themselves in areas that are inconvenient for Men or Monsters, blocking areas frequently traveled through or manipulated by both such as roads, trails, passageways, doorways, windows, levers, switches, and the like. They rely on this inconvenience and their remarkable ability to cling to objects and the ground to interfere with travel and block escape routes for such beings in the presence of other, more powerful Beasts. This allows them to scavenge what remains of unfortunate victims who couldn't escape from these greater threats due to the Hurchin's living barriers. Hurchins are most commonly seen in ruins and Lairs, where they serve as living obstacles and cleaning crews. However, they sometimes appear in outlying settlements, crawling their way into farmers' fields, down wells, onto bridges, into silos, storehouses, barns, outhouses, sheds, and abandoned structures. Their capacities to consume large quantities of food over time and rapidly reproduce make them a quiet disaster when left unchecked. They're usually fairly resistant to injury, too, boasting remarkable defenses to help compensate for their slow movement and poor offensive capabilities. Many are susceptible to fire, but this can often be a highly dangerous tactic to employ due to where they cling, and direct attacks against them may trigger their natural defenses.
Harrowight

A dangerous category of Beasts that specialize in targeted killing and are known for their power, ferocity, and tenacity, Harrowights are known for their murderous sprees and capacity to spontaneously vanish afterwards... only to return for another round of slaughter at a later date. They are particularly hard to kill, in some ways resembling a Cursed Lord.