recursal/Fanatic-Fandom huggingface dataset:
Ethir

· ***Unattainable*** since 16/11/2022 per the disbandment of The Nix as a faction in the game. **[Archived]**

A rare lead-like material, Ethir was first discovered by Khollic miners under Solus mountain, it was a material in which they perfected into jewelry, and other luxury materials. It was after they had made contact with Arcenix, in which they sent Ethir jewelry as a gift, that it’s anti-vitor nature had been revealed.

If the material pierced the skin **or** around an armor that allows vitor flow, it is said to drain the user of their vitor if given enough time, up to a maximum of 24 hours. While Ethir is pierced into the skin or armor, if the user casts any vitor, it will be drained into the metal. However, if the metal is broken, the vitor is restored. The material is said to be dense, but light. Thus making it somewhat easy to break if enough force is placed onto it.

Due to the vitor-draining nature of Ethir, it is known to be able to also drain the vitor of mancer golems as these are fueled by this, making the golems slowly die until they are depleted from their vitor reserves, just like with a vitor-user. Therefore, summoning beasts are not affected by it as they are not fueled by vitor.

It is due to this, that the **Nixian Variant** of Ethir is a secret only known to them, and the Kholl. Nixian Ethir is currently used by both the Order of Eamon, and military for dealing with rogue mancers, which Arcenix has always been known to hold a disdain for. Usage of it has been seen by the Khollic rangers as well, and finally Ethir has been stolen by the Wardens of Hrok through raids on Arcenix.

Ethir has been seen on Mancatchers, bolt tips, barbed flails, and slings and crossbow slings used to incapacitate the opponent.

If Ethir is targeted by a material of vitor (I.e lightning) after enough pressure it can overload with vitor, and break that way.

* ***Nixian Ethir cannot be used outside of Arcenix-related factions.***

*(Still obtainable) v*

### **Kinoro Ethir**

As the Nixians and Kholl are only able to make their variant of Ethir, a more common version titled **“Kinoro Ethir”**, rumored to be discovered by **The Academy** has become more public. Kinoro Ethir is less effective than Nixian Ethir, however it still works effectively against foes. It is a highly valued mineral among mages, predominantly those involved within **The Academy**, and only the wealthy mancers may think of acquiring this expensive alloy.

* **Kinoro Ethir needs to be approved by a Moderator before usage.**
Spirit Isles

The Spirit Isles are a set of remote islands located deep within the Barren Sea, and are home to unkown mystical beings. The islands contain very little vegetation due to the extremely rocky and acidic soil. As a matter of fact, most of the islands' surfaces are made of pure volcanic rock. The waters in the region are extremely violent and are usually avoided by ships, very few have lived to see what truly lies in the center of the island cluster.
Silvic Dragonapple Tree

Growing exclusively in the vitor-rich soil of the Silvic jungle-forest, the Silvic Dragonapple Tree is a critically endangered tree that is seldom seen growing naturally in nature. It’s a tall tree with smooth off-white bark and deep red leaves that is known for its bulbous, glistening, bright red fruit that is about the size of a human hand. Due to the competitive nature of trees within the cramped Silvic jungle-forest, the Silvic Dragonapple Tree has gone practically extinct in the wild, and is instead grown privately and cultivated by the Silvawyn royal family.

The fruit it bears, the eponymously named Silvic Dragonapple, is thought to be the most delicious fruit in existence. This is due to the fruit’s inherent ability to significantly intensify the user’s sense of taste, which makes the otherwise firm, juicy, and incredibly sweet fruit an addictive delicacy of divine taste. The rarity of the fruit as well as its odd ability makes it extremely expensive. Dried shavings of Dragonapple are sometimes seen made into tea, a slightly more affordable derivative of the fruit.

Apart from its fruit, the tree’s wood, although seldom collected, is a light cream color marbled with reddish tint. Silvic Dragonapple lumber, when properly furnished, is greatly comfortable in the hand and beautiful in woodworking.

***Silvic Dragonapples are faction-locked to the Kingdom of Silvadomus.***
Reito Kotai

**Reito Kotai** (固体 零音(れいと こたい), *Kotai Reitō*), better known as **Siege** (シージ, *Shīji*), and formerly known as **Frozin** (フロジン, *Furojin*), is the original main protagonist of *Evershade;Gaiden*.

He was a former Tsumetai Yurei assassin turned specter/wraith. Suffering a crippling accident, Reito embarked on a journey that led to self-discovery and healing.

After this he was selected by the Tsumetai Yurei to compete in "The One's" Delta Battle but he was killed the by the undead spectre of Shotaro Himi. Following confirmation of his death, the code name of Frozin was taken up by the assassin's cousin, Rin Kogami.

Afterward, his soul traveled to America and was drawn into a battle with Maximillion Rood.

Killing Shotaro Himi, Reito began traveling to other universes and killing his counterparts, leading him into direct conflict with Shotaro's counterpart Kyotaro. His obsession with murdering him eventually led to his defeat at the hands of Kyotaro, who sealed him in Hell once again.

## History

### **Early Life (1999-2016)**

Reito was born the son of the legendary warrior Neos, who disappeared shortly after Reito's birth. In life, Reito trained hard and was known as Frozin, becoming a high-ranking member of his clan and was credited as the most cunning thief and assassin. One day, he left his home to explore the outside world, however, he returned to the sight of half of his clan being tortured and killed by the forces of Shotaro Himi, a high-ranking member of a rival clan.

Angered and seeking retribution, Reito/Frozin's mutant gene was triggered and he was given the Meta Ability later dubbed Sub-Zero and became a cyromancer. Some time later, he and his clan were hired by a sorcerer to retrieve an ancient scroll in a Shaolin temple. However, unknown to Reito, the sorcerer also hired Shotaro Himi for the same task in case Reito failed. Reito fought past the Shaolin monks and obstacles guarding the temple where the scroll was held. Upon arriving at the chamber where the scroll was contained, he encountered Shotaro. A violent battle for the map ensued with Reito as the victor but Shotaro was able to escape before he could be killed.

Following this, his clan received advanced technology from the sorcerer as compensation for Reito's success.

### ***Delta Episode* (2019)**

At some point in 2019, Reito and his clan built a vehicle named after Reito's Meta Ability for high-tech missions if needed. After completing it, the clan was approached by "The One," who announced his new death game known as the Delta Battle and Reito was selected to represent their universe in the Delta Battle.

His mastered skills in martial arts, as well as his sheer power and mastery over cold via his Meta Ability, made Reito one of the top contenders for the Delta Battle.

### **After Death (2019-2026)**

True to what The One had predicted prior to the death game, Reito's soul descended deep into Hell, where he would become a demonic form of what he used to be. He would be given the name of Siege, abandoning his given name and code name.
Southern Keleva

Southern Keleva is part of the Kelevian continent and is located in eastern Azura. It is currently home to orcs. With an extremely dry and hot climate, sand dunes are a common sight deeper inland. This, however, does not mean S. Keleva is one huge desert, as there are known locations of savannas and shrublands near the coast - mainly near the south of the continent. Agriculture is extremely rare, as the locals would rather resort ot being hunters/gatherers.

Southern Keleva is surrounded by rather tall mountain chains, which prevents rain from forming deeper inland. The inside of the continent consists mostly of plains and hills, which are usually made out of sand.
Dormia

The Dormian Empire was situated all across the continent of Trepheon, with the capital city of Dormia centered in the Great Plains, now referred to as the Great Desert. All historians agree it was a Utopia in comparison to any current existing Kingdom, but most of its internal workings have been lost to time or vanished in The Fall.

## *Lore*

When the continent of Trepheon was formed, humanity was given its own realm on the Peninsula to grow and prosper, away from the other races. Within a few centuries, the massive city of Dormia had been created. As their power grew, Dormia's people spread, forming peaceful alliances with the other races. The Dormian Empire soon formed, the result of all sentient races coexisting peacefully. Soon, both the Spirits and Demons took notice of Dormia, opening portals allowing free access between their realms and the Trepheon. Through the Spirits and Demons, Mancies and Magic were learned and distributed, and all seemed well. Despite the technological and magical discoveries made, a portion of the city's human population began to grow disillusioned with the Empire and it's way of life.

One fateful day, the uprising launched an attack on the Capital City. The battle was nothing short of a bloodbath both within and on the outskirts of the city, but as the tides seemed to turn with the city's gates opening, and seemingly without cause, strange beams of light descended from the sky and obliterated the city. In an instant, the Great Plains became the Great Desert, the shining capital of the Empire sunk into the sand, and all living creatures within its limits perished. Survivors of the attack who had been outside the city limits would go on to form the new Kingdoms, and many of their descendants still attempt to scour the ruins of the Dormian Empire, but most know the risk of death involved.

## Military

Having no formal opposition for a majority of its history, Dormia divided the security roles into three groups. The most populous were The Constructs, mancer created golems and automatons that varied in both size and purpose. Sentient races could volunteer as City Guards, serving as the commanders of The Constructs. Veteran and trusted members of the City Guard could join the Temple Honor Guard, who were tasked with patrolling the buildings portals had been placed inside of, and held seniority over the other security forces.

## *Government and Society*

As a direct democracy, all citizens had a vote if they chose to do so. With technology and systems now since lost, votes could occur quickly and efficiently.
Oliver Storm

**Oliver Storm** (オリバー・ストーム, *Oribā Sutōmu*) was a member of the Chaos Agency and a minor antagonist in *Evershade Endings* and *Evangelion Evolution*.

Originally a down-on-his-luck mailman, Oliver joined the Chaos Agency and was turned into a superhuman weapon sent to battle Keiichi Haven's group. After being defeated, he was taken by Division X and later by the Evolutionary, held captive until 2033.

Now brainwashed, Oliver was tasked with eliminating Sam's group, now going by the name of **Skull Master** (スカルマスター, *Sukaru Masutā*), but was electrocuted to death by Kyoko Hendrixon.
Minerals & Flora

Throughout the world of*Far Lands*, there are various peculiar plants and ores beyond the real world ones - which are used in many applications.

## ***Flora***

Flora *are shown in **the region they're most common in.** They can be found in regions outside of their biome if the environment is habitable for that specific plant or fungus. (for example, Red Kurtsprig can't grow in the tundra)*

### **Plains**

* Burdock Root
* Reem Berries
* Red Kurtsprig

### **Forest**

* Vitarelyum
* Dragon Citron
* Slant Herb
* Silvic Dragonapple Tree
* Hirpar Root
* Magmareed (Volcano)

### **Desert**

* Aridian Apple
* Firecap
* Keink Seed

### **Jungle**

* Kofloran Orchid
* Ludwagian Funnel Cap
* Tentoma Sap
* Asero
* Zap-Cap
* Stranglevine

### **Swamp**

* Northern Stinkmoss
* Azarian Moss
* Broese Sticks
* Dewbloom Flower
* Freshwater Cascara
* Great Ludwagian Seringua Tree
* Shroomhide
* Brightbloom
* Springstool

### **Taiga**

* Gelida Tree
* Gork
* Gravevine

### **Mountain**

* Ludwagian Lichen
* Skrus

### **Kahursa Island**

* Arcane Mushroom *[Event Only]*
* Tahtemara
* Heuuhe

## ***Minerals***

**+ = unobtainable / unusable through normal means (needs Moderator approval)**

* Vitor In Matter +
* Kinoro +
* Stratstone (Chiltic Steel) +
* Cysteel +
* Ethir ***(Unattainable)***
* Izthmara
* Lunar Glass (Nahuanl)
* Schakalite
* Waridium
* Arionyx
* Potirimetal
* Elafry
* Solarium
* Evelikti
* Ignium
* Chromium
* Flectrum
* Amberite

## ***Drugs (Vices)***

* Desert Spice
* Vitarelyum
* Smokeleaf
* Spirit Essence
* Skaggle
* Boiled Hirpar
* Redleaf
* Nevars Essence
* Droom Bells
* Orcish Brine
* Xyladew
Springstool

While wandering across the lowlands of the Ludwagian swamp one may happen across a very curious mushroom. The Springstool is quite an unassuming fungus though its practical use cannot be understated. It serves both as a form of physical locomotion as well as a series of resources for Alchemists and men of the woods alike. Historically it has been used by both Lizardmen and Meridian merchants to transport goods across the marshland- only recently extending its field of influence out of the region. Their popularity has made the breeding of Springstool an extremely profitable venture as vast portions of the swamp have been curtailed to its upbringing. Through sentient races transporting it the Springstool now has at least some foothold across most of North Ludwag- only impeded by its aversion to the cold.

Springstool are truly bizarre in terms of morphology, they sport three ‘struts’ which extend past the stipe before pettering off as they reach toward the skies. At the end of each strut is a specialized gland which produces a gelatinous substance. This substance -spring gel- connects the three struts to form a translucent pink cap which adorns the top of the Springstool. Spring Gel is a very versatile substance as it is both extremely flexible as well as elastically energized. This cap of Spring Gel serves two primary purposes, reproduction and consumption. The Springstools spores form on the cap itself and are intentionally too heavy to be cast into the air by the wind- this is no issue for the Springstool. Due to its elastic-like cap when something heavy impacts with it the spring gel repels it into the air taking the spores with it. This allows certain organisms (Those up to or less than that of a human in typical stature) to use Springstools to launch themselves several yards into the air whilst directing the force into any desired direction. This enticing ride is not without its dangers for those vertically challenged as anything that cannot bend the Springstool’s cap will find themselves stuck in the gel and promptly digested by the Fungi.

While Springstools are versatile they do suffer from the hardship of environmental effects. Their gel will remain active in warmer climates (e.g the Swamp onward) but a Springstools gel becomes useless in freezing temperatures (The Taiga and the Mountains). Without their gel a Springstool will most certainly starve to death and be unable to spread further.

*Travelers beware! While the Springstool can help you get up to high places it does not help you down! Be mindful of what is below as it may spell your doom!*
Corrupted Rune-Casting

## ***(No longer available)***

The ultimate form of ancient runecasting, harvesting the potent darkness that spawned from the source. The Corruptor had access to the dark arts of the corruption, although tailored runes that wield it with her own runesets. With the influx of new beings who willingly submit themselves to her malicious will, she has opened their minds with her immense knowledge with her own specialized runes. **These runesets exclusively function on ground tainted by the Corruption.**

* **Novice Runes**
	+ **Harvest**: Absorb the corruption off of nearby sources, including corrupted beings, to heal small wounds. This can only heal minor wounds, and the runeset must be carved into your body, permanently deforming you.
	+ **Taint**: You carve the runic words onto an object, and liquidated corruption is transported to the location and molds itself onto the object, thereby spreading the corruptions material onto it. This does not corrupt a person; this is only possible within Corruption territory.
	+ **Rend**: A rune that is placed onto the flesh of another, it does not mend wounds, but opens them, and causes an infection.

* **Expert Runes**
	+ **Carve**: Manipulate your corrupted structure, forming a blade out of the very bones in your arm. The rune manipulates the structure of your body, permanently mutilating you as you grow a natural blade. Those pierced by the blade may become infected with corrupted essence.
	+ **Darkness**: The runeset expels your corrupted essence, forming a cloud of darkness that even magical light cannot dispel. The cloud is 20ft wide and 10ft high. The runeset itself lasts for 10 seconds before the darkness returns to you.
	+ **Astral Eye**: A runeset inscribed into a solid object, the caster becomes one with the object, creating a floating, luminescent eye out of the object, dripping corruption, the eye can be used to observe people or objects. The eye will close if it is seen, becoming stationary and unresponsive. The runeset requires constant vitor, and is finished after 10 seconds.

* **Master Runes**
	+ **Infuse**: You carve the rune “Corrupted” onto a captured subject, immediately teleporting them to a source. They undergo a process of corruption, and become a Neo-Corrupted when complete.
	+ **Consume**: You are able to absorb the bodies of the deceased or willing, increasing your corrupted mass and regenerating your wounds completely. By absorbing certain individuals, you gain parts of their personality, and their memories. Thereby effectively absorbing the soul.
	+ **Pact**: You carve a rune deep into your flesh, linking yourself to the corruptor, so that when your body is destroyed, you may be reborn from the source pits. This otherworldly pact leaves parts of your soul and memories behind in the source each time it is activated. Eventually, the runecaster becomes nothing more than a mindless Neo Corrupted.
Dryslyn

**God of Reflection**

**“My very own Mirror”**

**“The Philosopher’s Query”**

Dryslyn is a God with no form of their own and speaks in such a voice that is indistinguishable from either gender. It is one of the rarest Gods to be preached upon in all of Azura, with much misinformation for being evil and spiteful. It is a God that poses questions far beyond the scope of intellect. Dryslyn has earned the name “God of Reflection'' from its deepest followers due to the questions that have to do with the imperfection of mortals.

There is a certain trinity to be seen within Cherog, Eran and Dryslyn. A trinity of morality, Menthava abandoned Dryslyn, because it posed the idea of Ethics, and due to his ambiguous nature instead of the simplicity of Cherog and Eran, of how they distribute their aspects.

The followers of Dryslyn are often posed with questions during their prayers, meditation, and sleep. It is a God that addresses their followers own problems and poses questions of reflectance. Some are driven mad, and some are guided to a new level of self-awareness, finally achieving inner-peace with themselves.

To become closer to Dryslyn, as a thaumaturge or follower, is to become closer to enlightenment, by answering Dryslyn’s questions and successfully passing through each one. These questions are about the follower, themselves, of the type of life they have paved along their path, Dryslyn asks questions that will greatly impact and shake what the follower believes. To change them, for either the better or worse.

### **Pandemonia**

A realm, to which his followers name it Pandemonia, is an ash-storm ridden that constantly falls to the Hermits who find themselves within here. The ash-storm is caused through Dryslyn, itself, although the reason is not clear as to why. The realm is filled with unfinished statues of mortals made of marble. The tools used to create them litter the ground.

If one were to be transported into this realm, they would be met by the “Hermit”. They are said to have lost their lives trying to answer the questions that Dryslyn presented them. These are creatures who wear silky black robes to hide themselves, some using staffs to help them walk, and some using lanterns that lack any source of flame.

* **Insight of Dryslyn:** For followers who have committed actions against Dryslyn’s favor (such as outright ignoring posed questions or coming to acceptance of the unknown), a curse can be established. With this curse, the affected person becomes infinitely curious in the world around them. While this may seem favorable, their unsatiated need for knowledge delves well beyond the healthy median and enters the realm of madness. The deep abyssal ocean, something unable to be fully explored or seen, can beguile them into a trance, hypnotizing them to walk into the waves. The night’s sky fills their thoughts with ceaseless questions of their place within the universe. So much passion for concepts that are impossible to completely understand drives them to insanity. Their curiosity overrides their instinct, their fear and their ignorance.
Aridian Apple

Aridian Apples are annual viny plants native to the Aridian Desert in west Ludwag. Resembling the familiar watermelon vine, the most notable part of the plant is the small, tough fruits which are borne from it. These fruits have a very bitter taste, but increase resistance  to physical fatigue and grant a feeling of rejuvenation when consumed. However, eating the raw fruit- especially in larger amounts- can result in negative effects ranging from stomach irritation, to nausea, to bloody diarrhea and delirium.
Pez’Vicio

Among the waterways of the eastern side of North Ludwag, dangers await. In Silvic folklore, ill-prepared adventurers are often bewitched and transmogrified by witches and fae of the woods. In the case of the Pez’Vicio, it was believed that a merry band of bard and artist ventured too deep into the jungle to seek the audience of a Shadow Shikari to perform. Alas, the group was unprepared for the jungle's dangers and did not care for the paths carved by those who came before. Enraged, a witch of the woods cursed the band to exist as part of the jungle- allegedly transforming them into the Pez’Vicio seen today.

#### Physiology and Anatomy

Pez’Vicio are freshwater fish adapted for unclean waters. They often gulp air as many bottom feeders do from the surface to supplement their gills in particularly dirty water, making them largely unaffected by sapient race pollution. Oddly, Pez’Vicio have an intricate mammal-like larynx and flexible tongue. Though they lack fleshy lips, they’re able to produce a variety of sounds both above and below water. Pez’Vicio emit these sounds as a form of luring and echolocation, allowing them to detect the movement of prey in water without a clear visual. Above water, these vocalizations are often compared to song, most closely analogous to opera.

When it comes to food, only flesh will do. Pez’Vicio are drawn to movement and blood in the water to feed. Alongside a series of sharp teeth, they have a secondary set of chitinous barbs which are ahead of their teeth for added grip. Once they’ve gripped something, only they can release it. Usually, Pez’Vicio twist their bodies to rip chunks off of flesh before swallowing it whole. Blood in abundance seems to cause a frenzied state in Pez’Vicio, expressed with them gorging themselves well beyond what would be necessary levels of consumption.

Pez’Vicio spawn in the wet season when the pools they normally reside in are full. Their eggs are often coveted as an elite delicacy, worth their weight in coin should one be brave enough to collect them. Juvenile Pez’Vicio are born with gold-orange scales to mimic the fallen fruit on the water's surface, slowly developing their green coat as they become more active predators.

#### Psychology

Social swarmers, Pez’Vicio will form schools of up to fifteen adult individuals. These swarms aren’t so much lead as they are directed toward food. They will work as a mass to envelop and eviscerate large food sources regardless of whether they're alive or not. Larger animals like horses may attract multiple schools who will collectively feed, otherwise, schools will directly compete and fight for control over smaller prizes. Pez’Vicio will bite, chase, and even kill rival schools to ensure they get all the bounty. They’re not above cannibalism, with many juveniles dying to the jaws of their parent’s rivals. Pez’Vicio schools will protect their eggs and early brood through the beginning of their incubation period, attacking anything that dares get close. Because of their worth, sapient race egg-invaders are common. A heightened level of aggression is common during the wet season, particularly against known fishermen.
Heuuhe

The Heuuhe is an endemic species of treefern which resides across the entirety of the Kahursan Island, oftentimes making up the bulk of the understory. Their monic name of ‘Razor Fern’ is a little more telling of their appearance. Their leaves possess a sharpened end which can slice gingerly into exposed skin. This is intended to impede herbivore predation, with typical livestock like cows and sheep being unable to ingest it on account of its sharp edge. Given its deterrent nature, it’s often grown around Kahursan Lizardmen and Myconid settlements to dissuade predators and enemies from entering. Like most tree ferns, Heuuhe grow almost perfectly straight which allows their lumber to be fashioned into walls- though they make for poor firewood as their fibrous bark retains water.
Northern Stinkmoss

Northern stinkmoss, or just stinkmoss, is a type of moss, dark-green in coloration, most commonly found in the swampy biome of North Ludwag, and sparsely in its forest. The moss has a tendency to grow in clumps at the base of tree trunks, or around other vegetation. Its name is derived from the rotten smell it emits when touched or stepped on. Should one be courageous (or foolish) enough to ingest it raw, it is found to be a potent numbing agent. However, ingestion also results in feelings of physical and mental lethargy. Other side effects include dizziness, nausea, and potentially permanent damage to vision.
Keink Seed

Keink Seed is harvested from the Keink Plant which can be found in the desert region. This seed neutralizes most bacteria in potions, and is used by civilians to kill rodents or poison birds. The Keink plant is a rather large, dry woody bush that grows in a rounded triangle. The seeds hang from the inner part of the triangle, and spread via strong winds.

Keink Seed is identified by its rough, nutty texture and its soft innards. The few people that have made the mistake of ingesting the food shortly die to a poison that bloats the stomach.
Faiths of Hallmond

Hallmond is a continent that doesn't participate in worship of the Pantheon nor the Spirits, and instead form religions around literature that give important life lessons, philosophies, or truths in life.

## **Religions of Hallmond**

### **Kalvely**

Kalvely is a peculiar school of philosophy found in a collection of folktales and epic poems rooted in ancient Azuran mythology. These tales were compiled together centuries ago by an individual known as Grigor Lyra. While not much is known about Lyra himself, old rumors and legends renown him as an ascetic mystic who rejected all worldly desires. While the philosophy didn’t obtain universal renown and acclaim, it garnered an obscure cult following among isolated human and dwarven communities in Hallmond.
Potirimetal

This strange metal isn’t found in nature, rather it is an alloy of two other existing metals, those being Waridium and Silver in a 4:1 kilogram ratio. A blacksmith that wishes to create this alloy must be rather skilled, however not legendary by any means. It requires a very patient man to forge Potirimetal for two main reasons, the first is that the metal looks like glass, as its completely transparent, and the other reason is its melting point, which is rather high. It has a melting point of 1700°C / 3092°F and a density of 9000 kg/m³.

Blacksmiths themselves are the ones with the most use for this metal, as it obscures light coming from a certain way into the metal, which they can use in order to look at what they’re doing during a weld with Pyromancy, but other people such as astronomers also have use for this metal, for with that they can spy on the sun itself without burning their retinas out.

This metal could in theory be used for weapons and armor, given its slightly stronger than Waridium, however it is quite brittle, meaning a well placed blow could completely shatter something made out of Potirimetal.
Фудзита

**Фудзита** (藤田) — маг, один из членов Семьи Эна и бывший напарник Мацумуры.

По мере развития событий манги и аниме Фудзита стал шестёркой Эна и даже занял место рядом с самыми важными членами Семьи (на самом деле он не был так уж важен, скорее, никому не было до него дела) и стал напарником Эбису (без заключения договора).

## Внешность

В отличие от большинства других персонажей, у Фудзиты средние рост и телосложение. У него чёрные с белыми полосками волосы, короткие всклокоченные, делающие его похожим на енота. Его маска, напоминающая Тэнгу, непохожа на маски остальных подчинённых Эна, и закрывает только половину лица. Фудзита носит шапку-ушанку, чёрную футболку с рисунком и шорты. В память об умершем напарнике Мацумуре он также обут в похоронные тапки.

## Характер

Фудзите как магу недостаёт уверенности в себе, в основном из-за его посредственных способностей к магии.

Фудзите иногда поручают опасные задания, несмотря на то, что он слабак. По мере продвижения сюжета он проникается взаимной, судя по всему, симпатией к Эбису и очень скучает по своему предыдущему напарнику Мацумуре, пытаясь воскресить его несколько раз.

Фудзиту часто игнорируют и недооценивают, он склонен к подавленному и настроению и пессимизму из-за того, что не может быть таким же полезным, как и остальные члены семьи Эна. Однако Фудзите всё же удаётся преуспеть в том, что ему небезразлично или в том, что ему поручено. Он всегда старается добиться признания и действует во благо Семьи.

Он также безмерно уважает остальных членов Семьи, например, он хочет быть таким же сильным, как Шин и Ной, даже если те не видят в нём способного мага и иногда воспринимают как помеху.

## История

Фудзита — один из самых первых персонажей, представленных в аниме и манге. Во время тренировки в Дыре на него и Мацумуру напали Никайдо и Кайман.

После того как Мацумуре ценой своей жизни еле удалось спасти его, Фудзита поклялся отомстить за погибшего напарника и лично попросил Эна помочь ему найти и уничтожить убийц. Эн вручил Фудзите содержащее данные о всех магах устройство, которое тот использовал, чтобы найти мага, с наибольшей вероятностью ответственного за голову Каймана — Эбису. Фудзита снова отправился в Дыру, чтобы найти её, и по счастливому стечению обстоятельств спас её от Каймана, однако Эбису вследствие этой стычки получила серьёзные травмы и повредилась рассудком.

Фудзита всячески заботился об Эбису после того как она была травмирована, вплоть до того, что ему пришлось самому одевать её (в чём он, собственно, не особо преуспел). После они отправились в ресторан, где Фудзита встретил Шина и Ной. За ужином Эн рассказал им о Каймане и Никайдо, убийство которых он поручил чистильщикам; Фудзиту это очень обрадовало.

Когда все четверо снова отправились в Дыру в Ночь живых мертвецов, Эбису укусил зомби и Фудзите пришлось убегать от неё, пока чистильщики разбирались с Никайдо и Кайманом.
Fractiamancy

*Fractiamancy* is exclusive to ***expert+*** luxomancers.

A subechelon of Luxomancy - the most esoteric of all submancy's in the Schools of Mystic Arts - *Fractiamancy* is the manipulation of both light and hardlight to imbue **thermal heat**. This intensified caliber of luxomancy is exclusive to **experts** and above, although once attained, can serve as an instrument of potent lethality to the otherwise passive nature of luxomancy.

### Example Spells

* **Blade:** The fractiamancer tailors an armament to their desire through hardlight, imbuing portions of it with thermal energy. This ‘blade’ reserves the ability to cut, puncture or sunder organic alloys similar to **wood** at expert and **rock** at master, and manmade alloys such as **gambeson and leather** at expert, and potentially plate and chainmail at master level; wounds vary between second to third degree burns.
* **Mirage**: Light is augmented with scalding heat, rendered able to incur burns similar to a pyromancer. An oftentimes inaccurate and imprecise utilization of fractiamancy, prolonged exposure may afflict an adversary with second degree burns.
Jemmekini

Jemmekini (Nixian for Stab-bugs) are an indigenous insect to the taiga region. They are six-legged, volant, and aggressive creatures that typically range from 3-6 inches in size. Jemmekini after hatching depart from their adult counterparts, and hunt individually. Their prey often consists of other insects and smaller rodents, though they will act in aggression towards any animal that contains blood. Anatomically, the Jemmekina is a hematophagous and carnivorous insect, that utilises a curved, sharpened proboscis to inject venom and extract lymph and blood. The venom causes an onset paralysis of the nerves in that local region, which fades in about five minutes. However, this insect carries a disease known as Pertogati, which simply depletes a subject of a large portion of bodily resources, leading to symptoms of exhaustion and occasional nausea for up to three weeks. Pertogati is not fatal, though Nixians have developed a relative immunity to the disease.
Ludwagian Lichen

Found originally in the mountains of Ludwag, this lichen is something that stands out and is an invasive species. This lichen is commonly the color of a Juniper however has been seen to take a darker pink shade in certain areas higher in the mountains. They are almost seen as an infestation as it can grow on virtually anything in the mountains or anywhere when able to reach it. This lichen has a flat leaf-like structure to it that spreads on the surface it grows from. The lichen is edible however, not very ideal to eat raw. Eating it raw causes both tactile and auditory hallucinations and rarely stomach pains. The tactile hallucinations are commonly described as many insects all over your body at once, the auditory are said to be faint whispers and orders given to you. Eating it raw also leaves a taste of rotten flesh. When the Ludwagian Lichen is boiled and cooked however, it is enjoyed easily as a spice. It is described to taste like salt, pepper and a hint of paprika all in one. It also is easily used as a preservative for a week at most in raw form over foods. If used as a preservative it has the possibility of rubbing off its hallucinogenic properties onto the food.
Terramancy

Terramancy is the manipulation of the stereotypical earth elements, such as dirt, sand, clay, stone, and ores. Refined metals cannot be manipulated by terramancers. Their art often revolves around the direct manipulation of earthly materials in ways such as to form items such as spears, or terramancers are often found in mines where they dig up large amounts very quickly compared to anyone just using tools.

## Example Spells

* **Wall:** The terramancer may use the dirt and stone below them to form a blockade around themselves, protecting whoever they choose, casting this spell drains a mediocre amount of vitor.
* **Pebble:** What it says on the tin, the Pebble spell allows the mancer to throw a stone the size of a pebble from any direction at their target.
* **Quake:** Quake will make the ground shake anywhere in a twenty foot radius, draining most of the mancers vitae and rendering him dazed for around five minutes.

* **Seismic Sense (Master+):** An ability where the terramancer senses the vibrations in the earth, *generated by movement*, to locate nearby entities within a radius of 100 meters or 320 feet around themselves. *Archmancers radius expands to 800 feet or 240 meters*
- This ability lets the mancer sense both over and underground, giving a very vague intuition of the entities’ size.
- They can’t specifically know who/what is generating said vibrations.
- Terramancers can’t tell the difference between the size or race of an entity underground.
Spatiomancy

**Spatiomancy is an unplayable mancy, and is restricted to event-only use by staff**

Spatiomancy is the manipulation of the threads that compose reality itself. Spatiomancy is just about as rare as chronomancy is, with most of its mages keeping it as a closely guarded secret, even putting death before revealing, to prevent its abuse.

## Example Spells

* **Disassembly:** A common spell used in Spatiomancy however hard to master. This spell is often confused for teleportation, while different in how they operate they are still quite similar. Disassembly, as the name implies, involves disassembling the atoms of an object, and reassembling it elsewhere. This process is extremely dangerous, and could result in the permanent dismantlement of any object, organic or not.
* **Transmutation:** A very in-depth section of Spatiomancy, it involves transforming objects into something else. An example would be transmuting flour, eggs and milk into a cake. It allows for the user to skip menial tasks such as baking, smithing, or refining, by transmuting the raw ingredients that make up an item into the finished item. Transmutation is a very advanced form of Spatiomancy to learn.
* **Matter Manipulation:** A common feat performed by Spatiomancers, matter manipulation, as the name suggests, is the temporary manipulation of matter, such as stretching an object, or pushing an object. This is an extremely useful spell, as it allows for easy movement over obstacles that would be difficult to a non-Spatiomancer. However, the object manipulated still follows the conventions of reality that would come with the manipulation. If you were to flatten a wooden board to make it very long, the structural integrity of the board would weaken the more flat it becomes, making it virtually useless.
Faunamancy

Faunamancy is a recently discovered submancy of psychomancy. It focuses entirely on **the communication and manipulation of the minds of animals and beasts, and can only be used on non-sapient creatures**. (IE cannot be used on any of the *sentient* *playable races, ents, trolls, giants, faeries, pixies, or banshees*). The most notable use of faunamancy is the domestication and raising of animals or beasts to become companions, which serve as major assets to their mancer. Faunamancy can be learned on a basic level at Expert, and grows to be more powerful as the mancer increases in level.

## Example Spells

* **Companionship:** The pinnacle of faunamancy, by raising an animal, even one that is typically wild or even hostile, it can become the companion of the faunamancer, fighting alongside them (so long as they are actively casting on their companion). An Expert can only have one companion that is small (such as a quassivine or a cat), a Master can have one medium sized companion (such as a wolf or a rocker) or up to two small animals, and a Archmancer can have one large sized companion (such as a bear or a gnangleork) or two medium companions. To not lose control of an animal, it must be within 50 feet for an Expert, 100 feet for an Master, 300 feet for an Archmancer.

* **Communicate:** By reaching out to a non hostile animal, a faunamancer is able to communicate their intentions, along with other basic ideas to them, as well as understand the creature’s intentions and emotions. This is not done through words, but rather through the imparting of emotions and images
Recital of the Three Orclings

There are many spiels uttered by all whom ignorant to actuality about the 3 orclings, yet none array to be verisimilitude. So I am to share the anecdote with all, for it was I who quelled at their “serenity”. They conned against their populace, carnaging innocents. But they designated me unimpeachable, a patriotic acolyte.

It inaugurated a century ago when brothers of rime and sisters of conflagration amalgamated as one. He who arose as a convener to be denominated as God. Brothers of three contented to trudge, yet they persevered but were belligerent. No scion they were, but contestants they became. They shortly reorientated course and streeled towards emptiness. It was then when  I cognized of their competence albeit it was my grail to be ascertained about faculty. So it is and it becomes, they procured power through ferocity. They wished to eschew me and delouse all who apprehended of the veracity. ***“They live equitably, yet are so asined.”*** it was what they enunciated yet I opposed. ***“I shall unimpede my people, trepidation induced from you’s shall dissipate.”*** and so I uttered but for the quarrel was yet to commence. The confrontation began and enmity arose. For I was to banish I instead ostracized their rule and law.

The primeval dominion deteriorated and became glacier and sleet. For all of past precipitated now only to verglas. It was when I waned the veiled ***Fade*** for now which is truant. And I am acutely desolated, absolve me and my immorality.
Kurtsprig Salve

Made with juice extracted from Red Kurtsprig flowers with a thickener- egg yolk or starch is considered optimal. It can be rubbed onto open cuts or scrapes with bandages in order to hasten the closing of wounds. It will typically take about one to two weeks for a wound to close with the salve consistently applied. This potion had a red coloration after it is completed correctly.
Sciences of Ludwag

## *Overview*

Across Ludwag countless academic fields have been formed. These shouldn't be considered in-universe literature but rather a benchmark for what is understood about a certain topic. Players are welcome to practice in these fields, as well as add new ones- provided they're approved by staff.

### **Major Fields**

- Draconology

- WIP

**Minor Fields**
Desert Bitters

Made with powder of crushed Aridian Apples and a sugar, mixed with bread dough, honey or grease and formed into a small ball or capsule to be swallowed. Desert bitters, when swallowed, will relieve physical fatigue and heighten muscular endurance- for a time. Well-made Desert Bitters will have effects that last up to seven hours. After the effects of Desert Bitters have worn off, the user will often feel extremely tired, depending on how much physical stress they endured under the influence. Has a shiny purple coloration once completed correctly.
Dewbloom Flower

The Dewbloom is a rather common plant found in the swamps of Northern Ludwag. It is a viny, tangled bush about 3 feet in height and width adorned with large indigo flowers which are often oily to the touch. The bush is only found growing in very wet soil, as the plant and its flowers have a tremendous ability for water absorption, even severed.

The plant’s notability as an absorbent makes it sought after by common folk and alchemists alike. The plant’s flowers are sometimes worn as an accessory to protect the user from getting soaked by rain, with the flower being able to survive for several days after being severed provided it is watered. The flower is also used alchemically by extracting its oil, which can be used as a means to temporarily water-proof a surface it’s applied to.

None of the parts of the plant are edible due to their strong dehydrating effect. While eating a Dewbloom flower or its vines won’t normally kill a person, even eating a single flower will cause severe dehydration.
Evelikti

Another alloy, this time between Elafry and Steel, which is usually done in a 1:20 KG ratio. This alloy takes the form of a silvery red bar when transformed into an ingot, and properly cared for, its main property being its great flexibility and durability, a straight bar of this metal, with enough strength could be made into a circle, and then let go to return into its natural straight bar form. It has a density of 7900kg/m3 and a melting point of 1300C / 2372F.

Most of the time this metal is seen in arbalests or other weapons in need of great flexibility without risking a bend or a break.
Alchemist Soap

## **Usage**

Alchemist soap is a simple mixture of Red Kurtsprig and Azarian Moss combined with the common soap recipe of Oil and Seaweed. The soap is an advanced form of normal boring soap, being made to fight infections and help close small wounds. The aroma of the soap is also naturally relaxing, helping anyone ease up and lose any stress they have.

## **Downsides**

* Just because the soap uses flora with healing properties like Red Kurtsprig and Azarian Moss, doesn’t make it the miracle soap bar that can cure all wounds, it only helps seal very small cuts and eases any bruising one might have.
* Another thing to note is that the Azarian Moss doesn’t immediately kill infections, but it certainly helps contain them.

## **Ingredients**

* Oil
* Seaweed
* Red Kurtsprig
* Azarian Moss

## **Synthesis**

* Making the soap is incredibly easy.
* Begin by diluting Azarian moss with water
* After finishing that, add all the ingredients to a bowl at an equal ratio.
* Heat up this bowl until the ingredients mix and turn into a melted cheese looking texture.
* Keep the heat steady for the soap and wait two hours.
* Pour the soap liquid into molds and leave outside to cool down, this will take a whole day.
Aquamancy

**This submancy is only available to hydromancers of master level and above.**

A hydromancy submancy developed by John Godfree (99rexx). Aquamancy, being considered one of the more taboo submancy due to its nature and cost, is used by the most dedicated of hydromancers, as it is a high risk and high reward for using such a mancy. With this submancy, *hydromancers may be able to manipulate liquids that possess any level of water in it*, as long as it has some element of water within. This amount of concentration within for a submancy, makes it extremely difficult to learn, and could prove dangerous to cast, if cast too often.

As such concentration is required to manipulate the liquids, far more vitor is used during the process, with being able to control far less than you usually would. Along with this, that concentration may easily be broken with a simple distraction such as a shove. And if the mancer is daring, may end up injuring himself whilst attempting onto a toxic liquid. This submancy may not create these unique liquids, merely manipulating them.

### **Example Spells**

**[Master] Basic Manipulation -** Liquids most similar to water or involving water even in the slightest may be manipulated in a basic way, costing almost twice as much vitor to cast than normal water would be. Examples being alcohol, acid and alchemy.

**[Archmage] Advanced Manipulation -** The largest difference between basic and advanced manipulation of liquids is both quantity of amount able to be manipulated and cost required to cast onto other liquids, being far less than before, however still costly on vitor. However, one could possibly harm himself if handling toxic liquids and concentration is lost.