recursal/Fanatic-Fandom huggingface dataset:
Blood Seal

## Abilities

* Berserk 1
* Berserk 2
* Insanity 1
* Insanity 2
* Pain Tolerance
1/5
* Berserk

When it is activated, anyone that is affected by this skill will have their stats boosted by a significant amount for a period of time.

* Insanity

At the price of using the skill, the user's and anyone's else mind will be completely destroyed permanently.

* Pain Tolerance

Anyone affected will not feal pain
Manza

Manza (/mɑn:zə/, mahn-zuh) is the Spirit of chaos and unpredictability in Stenfism. As one of the threadweavers, she presides over an aspect of time and probability, along with her counterparts Tsag and Ireedüi. He often directly opposes Ireedüi, and spins a red cord.

The threadweavers' history is rather short. Stenfism's disciples believe these three spirits were created simply as cogs in Stenf's machine. They have the sole duty to uphold the flow of the cosmos. After Tsag's birth from the heavens, and subsequent inability to control his aspect alone, his psyche erupted, creating Ireedüi and Manza as helpers. The three took charge of opposing conecpts, hoping that their individual conflicts would bring about balance to the world.

Manza's followers often use chaos to further their own goals, which usually involves gaining power for themselves or taking it from others. Each time one of her followers carries out an act of chaos, Manza's thread lengthens.

## Associations

### Sorcerous Origins

* Wild \*

\*primary association(s)
Ryu Saerin

## Relationships

* Jin Jeongdo
* Yoon Seoyoon
* SSS Guild: Saerin, as a representative of the Realizers, wanted to join the SSS Guild a while after two of its members became S Rank, but she could only join after the guild leader Jeongdo officiated it. The guild held the standard "celebration party" established by guild member Kang Haeshik for Saerin, a SS Rank dungeon clearance.
Clarent

## History

In the Alliterative Morte Arthure, a Middle English poem, **Clarent** is the royal sword of peace meant for knighting and ceremonies as opposed to battle, which Mordred stole and then used to kill Arthur at Camlann.

## Abilities

* Clarent 1
* Clarent 2
* Clarent 3
* Clarent 4
* Clarent 5
1/5
* Power Decreasing

The opponents of the user will have their skill level reduced by 10%.

* Clarent

The user will able to create a powerful energy from the sword that can annihilate a large amount of enemies. It takes some time to recharge.
Büteel

The Spirit of the forge, Büteel (/bju:til/, Byoo-teel) watches over blacksmiths, artisans, alchemists, and those in similar professions. He resides deep within the Dwarven mountains, though only a lucky few have ever found Büteel's forge itself. The journey there contains countless perils and quests to complete first, but doing so earns the Spirit's favor, and with it, craftsmanship of immortal quality. Büteel has forged weapons of legend, from Gurt's Greataxe to the Holy Avenger to the 10 Split Blades.

Büteel claims to be a member of the first Dwarves who settled around Gridfel. While his companions learned how to forage and survive off the land, Büteel specialized in crafting hunting weapons and cooking tools. As his friends neared their inevitable death, Büteel ventured deeper into the mountains, building a forge out of the raw earth. Nobody truly knows why he managed to escape death: perhaps Toolor admired his tenacity in her domain, or perhaps he forged Ayikitiruu's scythe in return for eternal life, or perhaps both.

Büteel's followers value innovation, craftsmanship, and creation. He admires individuals who can create beautiful, ornate objects from simple materials. He also provides his own services to people who prove their worth in seeking things like weapons, armor, shields, tools, vehicles, etc.

## Associations

### Artificer Specialties

* Alchemist
* Armorer\*
* Artillerist\*
* Battle Smith\*

### Wizard Schools

* Conjuration

\*Primary association(s)

\*\*Büteel does not directly forge pacts with warlocks, however, he can be the creator of a hexblade's signature weapon. For an example, see Kulmetav Pimedus.
Ho'okama

Though it was not originally the capital of Nauo, Ho'okama (/ho:o:ka:mɐ/, ho-oh-ka-mah) has grown rapidly in comparison with the other Elvish cities due to its beautiful landscape.

## History

Founded around 20 years after the Elves first landed on Austur, Ho'okama began as a small trading post. Its neighbor to the north, Haleonamo-o, presided as the political and economic capital of the elves' new nation. Ho'okama never really grew as a city, only remaining as a small port town for most of its history.

The city's status changed after the Second War of the High Elves. When a high elf flotilla emerged victorious against the wood elf king Thaias Greenblade, the city of Haleonamo-o came under siege for nearly 50 days. During the siege, King Greenblade and the elvish royal family led an unsuccessful charge against the high elf invaders, dying in the process. The sea elves put an end to the siege by, ironically enough, cutting off the enemy supply lines before surrounding the high elves and slaughtering them in droves. When the war concluded, the Sea Elf captain Kerowoe was voted in by the rest of the remaining government. He protested being named King, as he wanted to simply live a hearty and celebratory life in seclusion. In his act of protest, he moved the capital city to his favorite port, Haleonamo-o. The rest of the elves applauded this move, hoping that the new town would provide a safer bastion should war break out again.

The royal family has reigned from their seat of power here for hundreds of years. Their governance has proven relatively peaceful; most elf subraces have gotten along peacefully. Even the drow say they are pleased, as their legal rights and representations have expanded more than ever. However, while internal affairs remain in order, the problems of the everexpanding desert of Malo continue to threaten elvish survival. Moreover, the thermal activity underwater on Ho'okama's coastline has increased in vigor and frequency, leading the underwater district to slowly shrink in fear of the citizens' safety.

## Map

The city is divided into two parts: the land and the sea. The land district is neatly organized as a result from the Ker family's neat planning, with concentric circles of streets and matching architecture expanding out from the old port town. The land district contains a bustling marketplace, churches, and the other usual sundry buildings. Most notably, the city's embassies are built on land, while the rest of the government buildings were built underwater.

The underwater district is nearly as large as the land district. It contains a virtual labyrinth of houses, shops, taverns, and government buildings. The royal court is close to the shoreline, while most of the population lives further away.
Marreveshe

Marreveshe (/mɑɹ:ə:vɛʃ/, mar-uh-vesh), home of the Aasimar, while not the largest city on Mœri, is the most important for international trade. The town hosts the busiest port on the continent and connects the trade networks of Syhapur with that of The Conglomerate, Nauo, and Mlv'a'.

## History

Roughly one thousand years ago (depending on the calendar), a small troupe of Aasimar, led by their planar guides, fled The Conglomerate. The Aasimar sailed west from Imzadi until they reached land, whereupon they began the search for a suitable place to settle down. Legends say that the angels told one of the first Aasimar to look for a tree whose branches and leaves formed angelic wings. The tree still stands in the town center, though no other trees of a similar species are found anywhere in the world. The band of Aasimar built a small town around their Tree of Salvation, which, over the years grew into a bustling port city.

### Yuan-Ti Conflict

The Yuan-Ti often send raiding parties, diplomats, and the like to Marreveshe in attempts to assert their political dominance over the city. Their empire to the south seeks to grow in power, though they have yet to hold any power over the city. The occasional military conflict has broken out, though most end in stalemates and peace treaties.

## Map

   The old town still lies in the heart of the city, with the Tree of Salvation standing strong in the Central Church. The outer districts of the city were rebuilt after a deadly fire (that some attribute to the Yuan-Ti), which leads to their unusually structured and well-planned organization. Construction on a new gladitorial arena has begun in the northwest, with rumors spreading that the High Council has other motivations for excavating that site.
Mithja

Mithja (/miθ:ʝɑ/, meeth-hja), largest of the five continents, hosts a diverse array of biomes, creatures, natural events, landmarks, and people. It is the most habitable of the continents as well, as even its dryest deserts and coldest tundras serve as home to populous settlements.

## Civilization

Mithja is the home of The Conglomerate and all its inhabitants. A comprehensive list of cities and races may be found on the page for The Conglomerate.

## Mythology

Stenfism, the dominant religion on the continent, holds two opposing viewpoints on the creation of the continent. One contingent of devotees believes that Stenf himself created the continentas his first act. (It should be noted that at the time that Stenfism came into being, the people of Mithja only knew of this continent being the extent of the Material Plane. Modern interpretations differ on whether or not Stenf created the other continents of Tsra). Clergies have held famous rituals pouring lightwine over their chests and abdomens, symbolizing the story that Stenf peeled off his torso skin and laid it flat over the oceans to create Mithja.

The other major sect of Stenfism does not believe in an omnipotent diety like Stenf, rather their mythos includes the hatching of each animist spirit from a pod. As the spirits of the various biomes walked the cosmos, they left in their wake the landscape of Mithja. The borders of the continent formed when Dariya led his followers on a circular pilgrimage.
Ayikitiruu

Ayikitiruu (/aɪ:ji:ki:ti:ɹu/, eye-yee-kee-tee-roo), Harbinger of Death, is likely the most misunderstood of the Stenfism spirits. While most scripture and sermons regard this being as merely bringing death and decay upon the land, the more educated and spiritual of its followers believe that Ayikitiruu simply reflects each individual's own views on death. Those who fear dying might see the spirit as fearsome, terrifying, and evil. Those who accept death as part of the cycle of life view Ayikitiruu as a helping hand ready to guide the living soul through a peaceful transition to a restful afterlife.

In addition to representing the afterlife and the inhabitants thereof, Ayikitiruu is valued as a source of healing. Certain religious practitioners believe that Ayikitiruu's magic flows throughout every healing spell cast in Tsra, though the less fanatic simply attribute the ability to heal others, through medicine or magic, to Ayikitiruu's blessing upon all living creatures. Common monologues during *Prayers of Healing* may implore Ayikitiruu for guidance, and very few of these or similar rituals ever occur without at least a mention of this name.

Setnfist followers view undead creatures, such as skeletons, zombies, wraiths, shadows, spectres, mummies, and the like with a mixture of judgements. A select few only regard these creatures as abominations who escaped the spirit's gaze and deserve a true death like everyone else. Others watch the creatures with a more pragmatic eye; they are not abominations, rather, they are the price to pay for the ability to heal others. Another group of devotees revere the undead, hoping to gain Ayikitiruu's favor in life and in death.

Visions of Ayikitiruu often frighten people. Personal accounts of the spirit's presence on the material plane are often followed by grave injury, death, or rebirth of loved ones, close friends, family, and/or even the visionary. Scholars have been writing and collecting tales of encounters with Ayikitiruu, creating compendiums for further study.

### Symbol

A hooded face behind the blade of a sickle

## Known Servants

* Kulmetav Pimedus
* Jack Horner

## Associations

### Clerical Domains

* Death \*
* Grave \*

### Warlock Pacts

* Undead
* Undying \*

### Wizard Schools

* Necromancy

\*primary association(s)
Half-Elf

Almost everyone has heard of the Half-Elf, though few have actually met one in-person. Their rarity, like the Half-Orc's, leads to people gasping and gossiping upon introduction.

Note: the Half-Elves in this page and in DnD books refer to a hybrid between an Elf and a Human. Other breeding pairs can occur, though even more rarely due to greater biological incompatibility. That being said, a hybrid Elf/Vedalken , for example, is possible.

## History

Before Elves and Humans met as a result of Halvard's experiments, Half-Elves did not exist. After the two races met, there was a large boom of hybrid individuals before population levels evened out. As of today, there are maybe 1,000 Half-Elves across the world. As a consequence, many people have never met a Half-Elf, and Half-Elves may live their whole lifetime not meeting another of their kind. Half-Elves most commonly have a High Elf parent, due to the geological and cultural proximity between High Elf and Human cultures.

## Culture

Half-Elves have historically made excellent ambassadors, as they are good at defusing tense situations as a result of their upbringings. They may take up job offers as ambassadors for nearly any country or settlement. Other Half-Elves grow up to be nomads, wandering the lands searching for a place to truly call home. Half-Elves are welcome anywhere in Mithja and Nauo that humans and elves are welcome, and share the legal rights of both of their ancestries (should there be conflict between the two, Half-Elves are generally treated with great lenience).
Felsic Mehirson

Felsic Mehirson (/fɛl:sɪk meɪ:hɪr:sʌn/, fell-sick may-here-sun), servant of both Jer and Toolor, often appears to travelers seeking entry into mountains. He guards the mountainpasses throughout Tsra, often challenging the weary adventurer to "prove themselves" worthy of traversing the lands. He employs a neat trick of blending into the rocks, as those who come across him recall Felsic appearing out of a boulder. He is described as stubborn, or, as esteemed adventurer Misty Shoal puts it, "a piece of work."
Toolor

The sister of Jer, Toolor (/tu:lœr/, too-loer) oversees the mountains of the world. She keeps watch over the happenings in the various mountain ranges of Tsra, ensuring their survival and longevity in the face of both natural changes and artificial dangers.

Originally a stone giant, Toolor believed herself the last of her kind. Before Toolor, the world was flat, with the only elevated land being a small segment of rolling hills in the plains nearby Asher. While Jer's coming-of-age resulted in a pilgrimage across the lands, Toolor stayed at home, searching for her own true purpose. She at first sought enlightenment in the dirt, but this did not suit her. Lying on her back, covered in ceremonial mud, she sought true purpose in the heavens, and raised her arm at the stars. When she reached out for the cosmos, her arm grew in length, width, and hardness, until it became the first mountain of the world. As Toolor lied down, immobile, her essence seeped out across Mithja, transforming the once-flat landscape into a beautiful, elevated land.

Toolor's servants believe primarily in protection. They will give their lives before letting anything destroy the mountains they hold dear. Their staunch attitude extends not just to the landscape, but to their loved ones as well. They preach safety and strength, hoping to provide their listeners with the strength to protect what they hold dear.

## Associations

### Fighter Archetypes

* Echo Knight
* Rune Knight

### Monastic Traditions

* Four Elements

\*primary association(s)
Dariya

The Spirit of the Water, Dariya (/dɛəɹ:i:jʌ/, dare-ee-yuh) roams the rivers, lakes, oceans, ponds, streams, aquifiers, waterfalls, and any other body of water you can think of in Tsra.

Created along with the other Holy Tenors at the world's beginning, Dariya has been an omnipresent force in Tsra. He is the least personified Spirit within Stenfism, often seen as simply the water itself, rather than a physical embodiment of the element. Rarely does he take a true shape in the form of the gargantuan, water elemental-like creature some depict him as. As the water, Dariya can flow as gently as a stream or as roughly as a hurricane (Judging by the wave activity in Tsra's oceans, he seems to prefer the latter). Dariya also represents the rainfall, steam, and all other aspects of the water cycle; though his dominion over ice is contested with Muz.

Like many other Spirits, Dariya has taken his followers on pilgrimages throughout Mithja. His first grand walk created the continent's borders, while his second grand walk created the rivers, lakes, and other bodies of water internal to Mithja. Though he may not have had any ulterior motives other than stretching his "legs," the results of these walks have left a permanent mark on the land. His followers gained new powers and wisdom along with these continental traverses, and Dariya grew in strength as well through his growing number of followers.

Dariya's followers are as varied as the wildlife that call the water home. They range from stewards of nature who vow to protect the water from threats and the advancement of civilization to (sometimes selfish) beings who seek out a fraction of Dariya's power to call their own to lost children looking back in their bloodlines for their true progenitor.

## Associations

### Warlock Pacts

* Fathomless
* Genie -- Marid

\*primary association(s)
Shlyuz

Shlyuz (/ʃlʲʊz/, shlyooz), the spirit of movement and teleportation, is a relative newcomer compared to the other Stenfism spirits. Most of the others, esepcially the prominent, elemental spirits, have been around since the dawn of time. The first record of Shlyuz, however, dates back to the first *Teleportation Circle* opened on the continent of Mithja. Cedra, the sorceress who opened said *Circle*, claimed to see a powerful and unexpected magic eminate from her spell. It took the form of a smooth, calm face, smiled at her, and floated up to the Ethereal Plane.

Texts describe Shlyuz mainly as a watcher, rather than a spirit like Jalpak who often spends explicit time in physical form on the Material Plane. When she does appear, however, she takes a vague and incorporeal form, often surrounded by a magical lightshow. She never lingers in one place for too long, which for her, is at most 12 seconds. If you can continue a conversation with her for more than a minute, consider yourself lucky.

Shlyuz's story (after her origin) follows two main schools of thought. Some believe that her physical form resides in either the Astral Plane or the Feywild, and that she has always had access to the Material Plane. Those who follow that story might equate her to a powerful fey, rather than a traditional spirit. Others believe that she was originally a regular humanoid who, through a magical mishap, became one with the cosmos. They believe that her sparks cover up nonexistent body parts that were lost when her essence fused with the Astral Plane.

Shlyuz's servants have one of the toughest jobs out of all of Stenfism. She tasks her most devout followers with protecting Tsra from extraplanar threats, which, considering the lack of knowledge of other planes of existence, is quite a difficult job. Her servants also face far greater threats than elemental occurences (genies, elementals, mephits, and the like).

Due to the broad nature of her domain, people of various different professions may come across Shlyuz in their life. Nearly every character class has some subclass closely associated with her power.

## Associations

### Clerical Domains

* Arcana
* Trickery

### Paladin Oaths

* Vengeance
* Watchers

### Ranger Conclaves

* Fey Wanderer
* Horizon Walker

### Wizard Schools

* Conjuration
* Graviturgy
Jalpak

Jalpak (/jɑl:pɑk/, yall-pock) is the patron saint of Togloddeer the city, as well as the surrounding plateau and flatlands. He appears as a large, though not towering, firbolg man with soft features and a permanent smile. He wears traditional firbolg garments, which can be anything from common vestments to the uniform worn by Trailward rangers.

Jalpak often walks among the residents of his patron city. Firbolg scouts often attribute visions of a lone ranger wandering the grasslands near Togloddeer to Jalpak himself keeping the city safe from threats unseen. He also helps out along the city streets, even joining in parades. Though he spends his time in direct contact with the people of Togloddeer, he does not overwhelm anyone with his presence, nor does he ever take center stage. He leaves that to the people themselves; he gives them opportunity to shine themselves.

The Trailward elders, long ago, devised a ritual that allows them to summon Jalpak. Though it takes time, and a dozen or so people concentrating on the ritual, being able to contact at least an aspect of a Stenfism Spirit directly is a great power. The rangers use this power mainly to ask for the spirit's guidance.

Jalpak's story is shrouded in mystery. Some believe him to be the first firbolg to walk the Material Plane. Others say he was originally just a normal ranger, who got lost on a journey and slew a terrible beast. Jalpak himself, when asked, simply lets loose a hearty laugh and assures that he is only as cool as his followers make him out to be.

## Jalpak

### Symbol

A wooden staff above grass blowing in the wind.

## Associations

### Druid Circles

* Land -- Grassland
* Shepherd

### Ranger Conclaves

* Beast Master
* Gloom Stalker
* Horizon Walker
* Hunter
* Monster Slayer
Rrafsh

Rrafsh (/ʕaɸʂ/), servant of Shlyuz, gained notoriety for saving the princess Eldrid from an assassination plot. The assassins planned to trap the main teleportation circle in Halvard's Crossroads' center; a plan Rrafsh foiled. Shlyuz took notice of this feat, and tasked the bugbear with keeping the circles safe. His current whereabouts are unknown, as he is a quiet and job-oriented man involved with teleportation magic.

## Rrafsh

"If I had a gold piece for every time someone mispronounced my name..."
WN Chapter 51

**You're an Enemy** is the 51st chapter of the Web Novel written by Densuke, translated by Yoshi.

Turns out the surface of the cursed ice had Orichalcum fragments in it, nullifying Van's Energy Absorption and Zadiris' Arrow Evasion. Bone Man split his body to avoid impact, while Bone Monkey and Bone Bear had instinctively tried to stop the ice to no avail. Bone Bird is missing a leg, and Rita and Saria combine their armor pieces into a single suit of armor. Vigaro and Borkus hid behind their Orichalcum weapons as a shield, so Vigaro was unharmed, while the latter has now properly lost half his head. Van pours mana into the Bone monsters to preserve their damaged spirits, which had been gravely wounded by Orichalcum.

Eleanora speculates that the ice spear has gone amok, and will go on an indiscriminate rampage until it runs out of mana. As the spear moves towards the resurrection device, Van orders it to be stopped. Vigaro and Borkus, soon followed by Eleanora and the sisters, use crude Orichalcum weapons to chip away at the endless ice, if only to slow down its octopus-like legs. Meanwhile Van is maintaining six simultaneous spells now, stretching his Multi-Cast spell past its limits. To allow himself to manage more tasks at the same time, he seperates from his physical body, and uses Spirit Form to create more brains to think with. He created golems embedded with Orichalcum fragments. Borkus finally lands a hit, and the spear spins onto the floor and the ice instantly stopping.

Returning to his physical body, the Undead growls in protest at being returned to normal, as they've become burdens. Wanting to become stronger, they suggest being merged. The bones of a bear, a monkey, a wolf and a bird were combined into a Bone Chimera/ Nue. When Van picks up the spear, he notices it has a conscious intelligence with a clearer personality than expected. It was Ice Age who had sealed Zandia's hand, not Mikhail, and the artifact had intended to seal away the resurrection device that overturned this law. Confused as to what Ice Age had been doing the past 1-2 years, he runs to the Resurrection Device to find it already destroyed by icicles. Van double checks the sword's truly intends to be their enemy no matter what, before using Soul Break on the Yuepon spirit clone.

【The levels of the Golem Transmutation, Spirit Form, Multi-Cast, Soul Break and Long-distance Control skills have increased!】【You have acquired the unique skill, God Slayer!】
Jer

Strong and unyielding, Jer (/jɛr/, yehr) presides over the ground itself. His domain includes the dirt, dust, rock, and anything else that makes up the earth below. When tested, he can create ravines and hills.

Long ago, as Stenf made the world, Jer was the first Spirit to emerge from the heart of Tsra. He began working on shaping one, massive continent, hoping to cover as much of the world as possible in his protective cover from the heat and darkness below. As he worked, however, the cosmos birthed Dariya, who split Jer's masterpiece into pieces, creating the continents as we know them. Jer did not hold the water Spirit in contempt, rather he understood Daryia's actions, as he too merely wanted to protect himself and his future.

When Stenf's creation began to finally settle, Jer relaxed in the heartland of Mithja with his sister, and the two hoped the world would remain stable. When Jer set out to check on his creation, Toolor became the essence of the mountains. Jer returned with mixed emotions, proud that Toolor had found her purpose, yet blaming himself for her new immobility. Jer vowed he would not leave her side until she could move again.

When The Conglomerate formed, Jer awoke from his slumber to a ritual communion. The founders implored his aid in creating a network of walking paths between their cities. Jer agreed after a meeting with Tokoy, and set about on a pilgrimage across Mithja. His followers watched in awe as his footsteps turned the ground into a perfectly-walkable road, while Jer himself merely wanted to see how the world had changed in his perceived absence.

Jer's followers preach stability and strength, with an unyielding resolve. They both protect and nurture the earth, thanking him for the fact that the ground provides their own sustenance.

## Associations

### Warlock Pacts

* Genie -- Dao

\*primary association(s)
Aasimar

Aasimar (/æ:sɪ:mar/, Ay-sih-mar) share a link to the heavens and are aided in life by an angelic guide.

## History

Aasimar are rare and exotic, only seen wandering alone across the world, if at all. However, hundreds of thousands of years ago, Aasimar, hunted to persecution by other fearful races, banded together and fled to what is now Marreveshe. They set up a small village that grew into a small town, and is now an important port on the oceans between Mithja and Mœri. Their control over the shipping routes has led to increased, though begrudging, respect for them as a whole. They are a deeply religious race, and the actions of their angelic guides have heavily influenced historical events, from internal conflict, to government policies, to war, to social norms, etc.

### Conflict with the Yuan-Ti

The Yuan-Ti Purebloods, being the dominant race on Mœri and controlling the entire southern half of the continent, have often sought to expand their borders to encompass Marreveshe. This has led to conflicts between the two races, though the Yuan-Ti have never succeeded in bringing the city into their domain.

## Culture

Aasimar vary in their values, though are typically either good or evil, never in between. Protector and Scourge Aasimar are devoted to protecting the innocent from evil and to destroying the source of evil, respectively. Fallen are a bit more complicated, but typically serve their own self-interest, doing whatever it takes to complete their mission. Their missions can include conquering others, gaining power, or redeeming themselves, among others. Aasimar ultimately want some form of society. Those with a stronger connection to their angelic guides fight harder for a benevolent society.
All subraces of Aasimar are under a truce while in the city limits. All Fallen, Protector, and Scourge Aasimar, though normally differing greatly in alignment, work together, sometimes begrudgingly, to improve their society. Outside the borders, they rarely encounter one another, and when they do, unless working directly against one another, just smile and wave.

### Religion

Rarely do Aasimar leave the safe borders of their town. The town has historically been one of the most concentrated areas of magic on the Material Plane, which has led to interesting events. Dreams of manifestations of this anomaly has caused internal conflict in the city, though nowadays those who prove they can connect directly with this Gjallerm are held in high esteem by other Aasimar.
Golem Transmutation

**Golem Transformation** is a Death Magic spell that makes spirits possess inanimate objects to turn them into Golem-type monsters. The changing of their shapes comes from the **Golem Transmutation** skill though.

Vandalieu says he can also manipulate metals (copper, iron and Mythril), but it uses up more mana than making Golems from rocks. "I’ve never had a chance to try it with Mythril, but I think it should work." "Using【Golem Transmutation】like this, he couldn’t create small details. Even when constructing houses, he could only create pit dwellings; building complicated, tall buildings like houses on Earth would be impossible. (…) In order to become able to create smaller details, he would likely need skills like【Blacksmithing】and【Carpentry】in addition to the【Golem Transmutation】skills. In fact, he had already acquired the【Carpentry】skill by making pit dwellings using【Golem Transmutation.】That meant that he had gained the experience required to learn the techniques of【Carpentry】; in other words, he had actively used the【Carpentry】skill. (…) Using【Golem Transmutation】to purify copper as Vandalieu had shown Tarea didn’t consume much Mana. Perhaps it would be different for other mages, but for Vandalieu, who possessed a Mana pool of 100,000,000, it was a truly miniscule amount."

## Skills

"… Though Vandalieu had been surprised that the【Golem Transmutation】skill had never been used in this world before. How were Golems created in this world, then? (…) The【Golem Transmuter】Job had no analogous Jobs, so nothing was known about it. It would likely provide a bonus to the【Golem Transmutation】skill. Vandalieu didn’t know what bonuses it would provide to his Attribute Values. He did think that it would provide a bonus to his Intelligence, however."

Golem Creation (Awakened from Golem Transmutation!) "His creation-type skills had suddenly fused with the Golem Creation skill, which seemed to be a superior version of the Golem Transmutation skill. (…) Up until now, Vandalieu had been unable to create Golems with Golem Transmutation without using pre-existing matter as materials. Even when he built structures, stone and lumber had been necessary materials." However, the superior skill, Golem Creation, could create matter from nothing. It seemed that it used a large amount of Mana in return. Since Vandalieu needed over a hundred million Mana to create a single throwing kunai’s worth of Death Iron, how much would he need to create the usual material-transporting Golems or fighting Golems?

## Jobs

* Golem Transmuter
* Golem Creator

## Trivia

* Skill Requirement: Low
* Mana requirement: High

## References

1. ↑ WN Chapter A1
2. ↑ WN Chapter 33
3. ↑ WN Chapter 34
4. ↑ WN Chapter 128
Triton

Like many races originally from other planes, the Triton's (/tɹaɪ:tɪn/, try-tin) time on the Material Plane has forced them into a new home.

## History

The Tritons evolved in the Elemental Water Plane, forming a large empire that spanned a large section of the Endless Sea. The race engaged in occasional border skirmishes with elementals, but overall lived in a harmonious empire. However, hearing stories of other planes drove the populous to exploration, and they sent out adventurers to other planes. Most of these parties were wiped out due to the hostile and unique natures of the many planes. However, one party, originally sent to the Ethereal plane, were expelled to the Material Plane. The Triton's exploration to the Material Plane originally failed due to clashes with other inhabitants. However, the second expedition landed in a much safer area: along the southern coast of Mithja. The Triton expedition made a settlement, though were unable to contact their home plane, as their original magical devices only functioned on the Ethereal plane.

### Trident

The Triton settlement, aptly named Trident, was a small collection of huts along the coastline. The early days of the settlement were harsh, and many Tritons died just trying to help the colony survive. The Tritons did make it through the tough times, and when their village was large enough, they traded with other races via overseas shipping routes. They quickly made friends with the Sea Elves, though that was temporary due to the Elven Exodus. They had good relations with the icy Tieflings of the north, who prompted the Tritons to send delegates to the founding council of The Conglomerate. Now, Trident is a bustling trade hub, where most of the nation's business with Mlv'a' is conducted.

### Merfolk

The small size of the original party led to a new race: the Merfolk. Shunned in Triton society, the Merfolk perform most of the low-level jobs, such as loading ships, constructing docks, and cleaning up the roads. Merfolk do enjoy limited freedom under Conglomerate law, though they are de facto not treated equally. Merfolk stevedores do travel across the continent, and this seems to be the one profession where their unique abilities, coupled with the need for reliable dockhands, puts them in higher regard in the eyes of other races.

## Culture

Like Sea Elves, Tritons have a very relaxed attitude. Paradoxically, they value hard work and attunement with nature. The Triton's speech system, having evolved on a plane where verbal communication entailed long, drawn out, monosyllabic sounds, is extremely slow, which leads other races to view them as stupid. However, the Tritons are quite intelligent, and they will use other races' perceptions of them to easily subvert expectations.
Amuigh

Amuigh (/a:mjux/, ah:myoohh) is the name given to the mountain-island south of Austur. Originally a checkpoint for various trade routes and fleet movements, it has since become a tourist location waning in popularity.

## History

Originally inhabited only by wildlife, a Mlv'a'n raiding party led by General Duthak I of House Duthak claimed the island for himself. As House Duthak rose within the Mlv'a' government, they reinforced shipping routes to and from the island, bringing legends of a great power from within the mountain. Stories of a great, though transient, lightning cloud overtop the mountain made it a popular test of strength and survival among aspiring Orc warriors.

During the first Conglomerate-Mlv'a' war, Conglomerate scouts intercepted a Mlv'a'n galley en route to Nauo, hoping to bring in the Elvish forces into the war on their side. To prevent their joining of forces and a potentially unwinnable war, The Conglomerate sent out a small fleet led by Admiral Runevar. He set sail from the Derredt river delta, north past Eskineret, and around Austur all the way to Amuigh in order to take control of the island, which he successfully did in the Battle at Amuigh. After the war subsided, Amuigh remained in the hands of The Conglomerate.

In the current-day, it still remains Conglomerate territory, though Nauo still controls most of the waters around the mountain. After the strange happenings in Kmʕ, and the subsequent "no-travel edict," people tend to stay away from Amuigh due to its proximity to the valley. Some brave souls still do visit, usually Orcs looking to prove that the mountain is still a reliable test of strength; as well as cartographers and adventurers looking to learn about the mountain's unusal lightning properties.

A select few scallywags book ships from Nauo's various ports to Amuigh, claiming to take the "scenic route," though very few are ever documented actually entering the lone port on the island.

## Geography

Though it hasn't been accurately measured, Amuigh is likely in contention for the tallest mountain in Tsra. Amuigh is both an island and a mountain simultaneously; it is a mountain that rises from the depths up to the clouds. A small stretch of sandy beach lines the waterlevel, on which is a small port for ships to dock. The mountain itself is an extremely treacherous climb, comparable to Mount Totlich in the east of Skrimsli. No standardized trail exists up the mountain; only small bits and pieces of clean walkway marked by the occasional cairn. Random jolts of lightning from within the rock make the climb even more dangerous. Legends speak of a large cloud that used to cover the skies above Amuigh, shooting bolts of lightning across the sky and down into the island, though no cloud has been seen for hundreds of years.
Tokoy

A powerful druid in his past life, Tokoy (/toʊ:kɔɪ/, Toe-koy) now walks the planes as the embodiment of the trees. Though mainly associated with trees, he does technically speak for the rest of the plant life according to Stenfism. His movement across Mithja brings about the growth of the continent's vegetation, and his breath blows seeds into the winds.

Tokoy's story is one of great sadness. Originally a druid of an unknown race, he lived his days amongst the forest. He, along with the rest of his grove, learned druidic magic (at the time, this was a new form of magic, though by today's standards he may not even have been able to *Conjure Woodland Beings*) in order to better understand and commune with the natural world. However, when the forest spoke back to him, it was a message of evil and rejection. The trees rose from the ground and slaughtered Tokoy's friends, leaving him cowering; begging for nature's mercy. Clemency came in a rather cruel form, as Tokoy chose to sacrifice his life in exchange for purging the evil from the trees. With his last breath, magic burst from his body and flew through the forest, cleansing the trees. When the magic subsided, Tokoy's body lay lifeless on the grass.

Tokoy awoke three days later in the tent of a skilled healer, though he returned not as a physical humanoid, rather floating up off the medical bed, through the roof, and into the aether. His spirit scattered itself amongst Mithja's flora, and as the people of the continent passed the story of his sacrifice down through generations, he gained the power to retake a physical form, vowing to protect plantlife to his best ability.

His followers preach harmony with nature. As The Conglomerate began to form, they pushed back against the building of pathways across the continent, as their construction would decimate large areas of plant life. Eventually, his servant Gerontius came to an agreement with the various, unifying powers, that for each square cubit of land paved to form the footpaths, another square cubit of flora would be planted and cared for amongst other lands in the country's borders.

## Known Servants

* Gerontius Grassmuncher
* Nurv Fenrise

## Associations

### Druidic Circlese

* Land -- Forest \*
* Spores

### Paladin Oaths

* Ancients

\*primary association(s)
Kalena

Kalena (/ka:lɛ:na/, kah-lehn-nah), the Elven calendar is based around the four seasons of Nauo: Pokahu (Dry), Makani (Windy), Pulu (Wet), and Ula (Hot). It is used by all Elf subraces other than High Elves. Each season lasts roughly 40 days in the Western Greenlands. In Malo's desert to the northeast, the Dry season lasts nearly year-round, with the Wet season lasting a day if lucky. In Kmʕ, the Wet season predominates.

## Months:

Months:
 **Malo's Desert** | All Dry
 **Kmʕ** | 10 Hot, 8 Dry

## Days of the Week:

There are 9 days of the week, two weeks make up each month. Each month, naturally, has 18 days. This is a rare example of Elven culture valuing an arbitrary number system over direct connection to the elements.

Example Month: Nui
 10

## Years

Year 0 on the modern Elven calendar marks the date the first Elven crew landed on Nauo from their Exodus. The exact date of the first landing is a hotly debated subject, though scholars believe it was sometime in Ola, as the combined windy and wet seasons allowed for great sea travel.

The date 9 Maha, 1620, corresponds with the founding of The Conglomerate.
Vlaakith

A rumored archlich, Vlaakith (/vlæ:kɪθ/, vlah-kith or /dʒɛ:frɛi̯/, jef-frey) exists solely in an incorporeal body. She appears a being of magical energy; perhaps her physical one is long-gone or simply located somewhere hidden (like a demiplane). The only recollection of her existence comes from a handful of adventuring parties reported lost in the Astral Plane.

Not many return from the Astral Plane a direct follower of Vlaakith, but some do say that she imbues those who serve her a purpose with unique, and often frightening, psionic abilities.

For some unknown reason, she takes quite harshly to the Githzerai.

### Symbol

A golden crown in the shape of a dragon's head.
Official Conglomerate Calendar

The Official Conglomerate Calendar was one of the first orders of business at the meeting that founded The Conglomerate. Important holidays from religious, cultural, and political groups were taken into account, but were deemed "too complicated" to build around fairly. Instead, the creators went with a design that was not built around any of the above notions, but rather arbitrary numbering that is easy to keep track of.

## Organization

There are ten months of the year. Each month has a similar, two-syllable name by the creators; in order they are Pames, Ames, Bames, Kames, Rames, Yames, Sames, Zames, Lames, Eames. Each month has three 10-day weeks. The days are named after the numbers from the Dwarvish language: Zemanan, Numanan, Gemmanan, Ramekhmanan, Gamekhmanan, Gesmanan, Hadedmanan, Gimmonmanan, Tagermanan, and Sasekhmanan (in order). Each day contains one day-night cycle.

## Years

Year 1 marks the founding of The Conglomerate. When interacting with other political groups, merchants and soldiers often compare this year zero to a certain year on the other group's calendar.
Temsel

The Spirit of combat, Temsel (/tɛm:sɛl/, tem-sell) presides over conflict and struggle, granting his favor to those who can overcome their own obstacles.

Before battles, armies often pray or conduct rituals to earn Temsel's favor. Should he arrive on the Material Plane in physical form, military soldiers and generals alike drop to their knees and weep in pure elation, for their strategy has been blessed by the Spirits. In addition to the traditional arts of combat; such as hand-to-hand duels, war, military battles, and the like; Temsel oversees self-improvement through inner conflict. His followers believe everyone has certain struggles in their life that may be even tougher than a physical brawl, and those who find their inner strength to destroy their obstacles in a more mental battle are just as worthy as the most skilled swordsman.

In Temsel's previous life, he was but a simple human footsoldier. He earned the admiration of the Spirits when, during the Battle of Gerard's Pass during the War of the Black Flower, he held the treacherous mountainpass on his loneseome against hundreds of invading undead. Though he was eventually slain by a skeleton archer, his sacrifice bought meaningful time for the Human bulwark to regroup and turn on the offensive against the lich Kreven. Immortalized in death, his story passed on down through the ages, granting him a second life as a Spirit.

Temsel's followers preach strength, both physical and mental, and unrelenting willpower to overcome any obstacle in one's path.

## Associations

### Barbarian Paths

* Battlerager
* Berserker
* Zealot

### Monastic Traditions

* Kensei
* Open Hand

### Paladin Oaths

* Conquest
* Glory
Tsra Wiki

**Welcome to the Tsra Wiki!**
Welcome to my world (/t͡sɾa/). Hope you enjoy yourselves!

## Important Pages

Tsra World Map

Playable Races

Gods in Tsra

Patrons

Languages

Calendars

Locations

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Custom Lineage

Custom Lineage is an umbrella term for most homebrew and normally unplayable races that aren't subraces of other playable races. This can include the Custom Lineage option from Tasha's Cauldron of Everything, as well as other race options talked about with your DM.

## History

Many unknown races exist outside the borders of the Archipelago's seas, as well as in many normally uninhabitable sections of the world. From Amuigh Mountain to the continent of Authn to the islands of Isigkawu, normally unknown species fight for survival. Many custom lineages are found in Authn due to its geographical and biological history. When traveling across larger societies, custom lineages tend to be seen as an outcast and the subject of racial harrassment, causing some to hide their true selves, some to start fights, and some to become very politically involved. There is a sizeable minority of custom lineages in the government of The Conglomerate, which has led to the proposal of more inclusive laws regarding immigration, though the law does not necessarily always reflect the general population's viewpoints. Most of the custom lineages who do emigrate from Authn make their home in Marraveshe and Ymell due to the cities' open-minded population and the strength of the currents between Authn and the two cities.

## Culture

Custom Lineages vary wildly in their cultural, religious, and political practices, due the vast amount of subraces that make their home under the umbrella term. It's impossible to group all subraces together, so it's important to ask and make personal connections with them, as they are mostly refugees from harsh and/or far away landscapes. Though they can be quite tough and resilient, as not much life, not to mention intelligent creatures, can survive in the places they call home.