recursal/Fanatic-Fandom huggingface dataset:
Numb Chucks

* Numb Chucks
* Looptijd: 22 min
* 2014 - 2016 (Beëindigd)
* Genres: Animatie
* Netwerk: YTV
* Numb Chucks is een Canadese animatieserie van de zender YTV. De serie ging in première op 7 januari 2014.
* Voordat een nacht hun leven veranderde, zagen de woodchuck-broers Dilweed en Fungus zichzelf nooit als helden. Maar tijdens een late-night-tv-infomercial bestelden ze een Woodchuck Morris kung-fu-video. Nu hebben ze er hun missie van gemaakt om net zo geweldig te worden als hun kung-fu mentor. Misleid maar met goede bedoelingen raken de broers geobsedeerd door het gebruik van hun nieuwe vaardigheden om de burgers in hun stad Ding-a-Ling Springs te beschermen. Dilweed en Fungus gaan een eindeloze zoektocht aan om gevaar te bestrijden met Morris' begeleiding.
Looped

* Looped
* Looptijd: 22 min
* 2016 (Beëindigd)
* Genres: Animatie
* Netwerk: TeleToon
* Looped is een Canadese animatieserie van de zender TeleToon. De serie ging in première op 2 maart 2016.
* De serie draait om het leven en de avonturen van Luc en Theo, twee jongens uit de stad Port Doover die naar de Port Doover Elementary School gaan. Door een ongeluk in de garage van Theo met een uitvinding die hij heeft gemaakt, zitten de twee jongens vast in een tijdlus waarbij elke dag dezelfde maandag 12 oktober is. Omdat de gebeurtenissen van die dag altijd hetzelfde zijn, weten de twee precies wat er waar en wanneer zal gebeuren. Ze gebruiken deze kennis als een kans om te doen wat ze willen op school en in hun stad, meestal problemen veroorzakend wanneer hun acties fouten en andere ongewone gebeurtenissen veroorzaken in de tijdlus.
Ilumius

## The Keinae Religion

Ilumius is a female-centric religion held by the Keinae Queendom. At the core of the religion is the belief that women are to be held as sacred, while men are to be considered their ordained servants, and incapable of leadership.

The position of Religious head of the Keinae is the Airemus. Despite the Ilu-Emel being held as a Goddess amongst her people, the Airemus still holds an influential role in performing rituals and ceremonies on behalf of Ithil-Aenil [The Goddess that commands the Pantheon] the Goddess of the Moon.
Ezion's Pillars

Ezion’s Pillars have, like their namesake, stood against the test of time. These ancient mountains are unique to the interior of the Great Vale. They spire towards the sky, towering over the undergrowth below. While the Great Vale itself is host to numerous beasts, such as the Great Ape, the Pillars themselves bring serenity to the region, such that the most ardent of monks seek meditation upon their heights.
Gwai'Non

The most scattered of the Greyfolk peoples are known as the Gwai’Non, or “Mana Kin”  to the Grey tongues. Gwai’Non are Greyfolk that have an unnaturally high affinity to primal magics and elemental sorcery. They are a pale skinned people with more fleshy tones in complexion with grey hair and colorful eyes. Some would even swear they have a glowing aura about them. They are viewed as not so much outcasts to the Greyfolk as they are wanderers of the woods. They are not comfortable in towns and villages for long and find it better to live in the wild. While they do congregate from time to time, Gwai’Non are truly a free people.

By this what is meant is that no governing body of Greyfolk claims dominion, rule, or authority over Gwai’Non in or near their lands. They forage, hunt, fish, and on occasion trade with just about anyone and carry a cheerful often childlike demeanor. Due to their magical affinity to nature based and elemental magics, Gwai’Non tend to live in the wild among nature and are said to be skilled in herbal medicine and survival in the wilderness. This has led to them being often employed as pathfinders by wandering traders, settlers, and hunting specialists by local towns. Gwai’Non are omnivorous and will eat just about any food given to them, though it is common knowledge that they really like cake, pies, and other such sweets. Naturalists as they are, they show a reverence for Nature, and it is assumed that they worship the Val’Maer Gods of the natural world. Gwai’Non praying to such beings are normally seen sitting beneath large trees, in secluded groves, and laying in wildflower fields.

It is hard to tell whether they are either sleeping or meditating whilst “praying” but either way they behave in a truly natural fashion, at one with their surroundings. It is not in the nature of a Gwai’Non to fight, hence in warfare they tend to flee more than stand and face an opponent. With this in mind, they know the wilderness like no other, and make for excellent scouts. If they must fight however, it is only because they’d have nowhere else to run. Under extreme stress and danger Gwai’Non are said to tap into the primal magic of nature and call upon allies in the wild to fight for them. Elsewise there are tales of Gwai’Non going feral in battle and mauling opponents with flurries of blows and slashes from makeshift knives.

The Gwai’Non are so passive however that more often than not it is seen as a crime to harm or threaten one in most regions where they dwell. They don’t value the money of the realms but understand that the little shiny coins equal food from others so often you may see them as trading by the roadside with simple goods just hoping to make enough to get by. Greyfolk are, on the whole, so peaceful with them that over the centuries it became folklore that helping the Gwai’Non was considered a good deed and an omen of fortune. Like the other Greyfolk, Gwai’Non live for very long periods of time, but it is unclear as to when one is considered an adult by Greyfolk standards which is normally around 30 to 50, given that they behave as children more often than not.
The Setting

Several years following the end of the Dark Ages; the scars of calamity still bear their horrible toll upon the land of Eyumel. While the people of Alyria begin their own technological revolutions, far across the sea, Eyumel has found the light of civilization once again. The disparate peoples of the continents, from the Argnal of the Horndall, to the Felkata and the Human tribes, new light has once again found itself into the heart of Eyumel, the realm of Aldria.

New Knave, so called after its namesake that fell nearly a thousand years ago at the beginning of the age of calamities, has become the new center of civilization. New advances and innovations in magic have blossomed forth and yielded a new rennaissance. Magical tools; in the form of magitech guns, and spell-crafting implements have advanced not only humankind but the whole of Eyumel forth. Those lost and abandoned have deigned to welcome the call of civilization once more, and spread forth from the new city of light towards the rest of the continent, to reclaim it from the darkness and the welling forth of magical beasts and phenomena.
MijnSerie TV Wiki

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Mana Source

Sources of mana from different elements. Most people in this world know of the seven basic sources of mana Earth, Water, Fire, Wind, Ice, Lighting and Metal. Also Light and Dark which is less well known. Elemental Beasts can create mana sources for their of spring. Beasts in the second realm can create impore mana sources and beasts in the third realm can create pour mana sources. Mages collect these mana sources for their students.
Yora'Ye

## Beliefs

Yora’Ye is a belief based heavily on the concept of ancestral veneration and worship for the Tong’Fei Greyfolk. It is a faith that ties them to their past and binds them together in the present. The memories and exploits of the ancestors form the basis of their worship and serve as a reminder to the Tong’Fei of who they were and how it impacts who they are in the here and now. To some it also serves as a means of legitimizing authority in clan disputes, as it allows them to focus on clan history.

## Myths/Stories

Yora’Ye stories are based on the past deeds of long dead ancestors in a tribe and clan.

## Sacred Texts

Sacred texts on Yora’Ye are more or less the same thing to each clan in a tribe, in that they are the written records of a clan’s lineage.

## Ethics and Morality

Ethics and morality don’t play a part in Tong’Fei mindset. Emotions to them are weaknesses to be exploited in battle and ethics are only useful to those indecisive enough to not act in time of need.

What is important in this regard is how closely to the clan’s name sake you act. If your clan are hunters, be the best hunter you can be, likewise with warriors, craftsmen, and so on.

## Rituals

Hun’Jar: The practice of clan meditation on the memories of the ancestors. The clan members sit in a circle facing away from each other while the clan leader reads the names and titles of the ancestors from the clan scrolls. The meditating clan members chant the clan’s motto each name and then the clan name itself.

Fa’Shu’Ko: Marriage ritual where a clan member bonds with another. The one joining the new clan forfeits the name of the old clan for the one they are joining. A dowry is discussed between clan leaders before the marriage as one is losing a member and gaining tribal allies in return.

Ken’Ke: Ritual combat used to test the might of a clan member coming of age. The new blood must best the strongest of the clan in single combat to prove their worth. If they fail, they must wait for another chance to prove themselves, which is determined by the clan leader.

Kor’Roh’Ka: The ritual of death and burial of the Tong’Fei. When a clan member dies the clan gets together to mourn and burn the body while the clan leader reads the name and titles of the fallen one, and adds them to the scrolls of the clan. After the body is burned on a pyre the ashes are taken and passed around the clan for members to mark themselves with them, this is a way they stay one with the clan member that died.

## Social Structures

Clan leaders are the de facto spiritual figures in a tribe. They know the ancient names, rites, and histories of the clans. Thus they lead religious rites.

## Religious Experience

Tong’Fei practice Yora’Ye together as a clan or tribe. They do so in full view of other clans and tribes or sometimes in clan dwellings if weather is not favorable outside. If alone a Tong’Fei can just meditate and chant the names of the immediate clan and the clan motto.
Garbanies

## The Garbanies

The Garbanies are the shortest of the human races, averaging at about a 162cm. They roam the jungles on both sides of the Rykujin sea. They are defined by their characteristically naturally squinting black or purplish eyes, and fair skin. Their hair color tends to be a deep black, unlike the browns and lighter blonds of both the Siconians and Vargash respectively.

## History

A relatively newer culture on the continent, the Garbanies culture largely finds its origins in the 4th Era. Following the Eruption of the Isles, the subsequent refugee crisis that overtook the continent, and the eventual downfall of the established civilizations; the entirety of the races and cultures of Eyumel were thrust into great turmoil. As the Yong'Yao of the Isles fled to the coastal regions throughout the Rykujin sea, their cultures came to a head against that of the established Kingdoms and peoples within those areas. While the Yong'Yao themselves eventually descended into a state of decay and near extinction, their culture and beliefs persist to this day amongst their revered converts, the Garbanies.

The Garbanies formed from disparate groups of Human races, and eventually came to form their own. Whether from the Eastern Rykujin sea where dwell those of a slightly darker complexion, or those to the Western coasts near Rhathar's towers that possess a fairer demeanor; the people of the Garbanies are united through culture and religion.

## Culture

The Garbanies take after the Yong'Yao, and Rykujin Monsastary of the early 4th era in culture. Their architectural leanings as well as many of their customs are derived from those that the Yong'Yao had possessed. As such, the Garbanies hold deep regard for the Yong'Yao and their benevolent teachings. While the Garbanies, over the centuries that have followed since the initial beginning of the calamities, have diverged from the teachings of the Yong'Yao and Mu'Tai, their core tenents remain the same and are carried on through the Garbanies believe in the Taima religion and traditions.
The Sunkenlands

The Sunkenlands (Sunk-n-lins) is an area of swamplands in the Eastern portions of the old Ostendian Heartland and forms a stopgap against any river-going vessels that want to voyage further into the interior from the Western Shores. This area is known for its putrid smells and more wily wildlife. They prey on the unsuspecting, and even diseases run rampant in these parts.
The Scaly Isles

The Scaly Isles. Once host to the ancient Rykujin Monastery, the Islands were the source of the great upheaval that decorated the Dark Ages and led to the collapse of many of the centers of civilization across the whole of Eyumel. This region has seen drastic levels of change in the past millennia. With a new supervolcano rising from the depths of the ocean, and the islands themselves slowly sinking into the sea. The monasteries that once gave prestige to these isles have sunk. Despite monks that still follow the old path of the Rykujin monks, and returning to these islands, the isles are no longer what they had once been.
Battlemages

During the 3rd Era, Battlemages were purported to have harnessed raw elemental power via the use of arcane magics and sorcery in ages prior. They claimed this arcana is the right and just path given to them by the Val’Maer Gods of Magic while others shutter in fear of what they were supposedly capable of. While more often than not said magics were more used in things like elaborate architecture and fortifications to towns and hamlets, some bore darker overtones.

Not all magic is good magic and not all battlemages stayed noble. Some turned to darker practices and profane rites to elevate their magical might over those of others. This would lead to conflicts that in legend “shook the earth and made towers sway”. Ultimately this led to the isolation of those that came to be known as the Greyfolk. After what many in their circles called the Great Schism, a war between factions of Battlemages in ages before, the residual magical sources and essences used greatly affected the land and waters of the surrounding areas in the straits and northeastern regions of Aldria.

The corruption of the Battlemages eventually culminated in the establishment of "The Wastes" an area of Eyumel that largely divided passage between the East and West throughout the Fourth Era. The corruption of the Wastes only continued to worsen, until the environment itself took on an alien appearance. Trees made of flesh and bones, baring the sigil of the corrupted darker magic of the Battlemages gave rise to the Morire forest. A place even worse than The Wastes had ever been. To this day the forest burns its sigil into the fragile minds of the mortals that set their eyes on this unholy place.
Duke Whirlwind

* King Storm

## About

A Major Supporting Character in *Sword God in a World Of Magic*.

## Summary

Duke Jerald Whirlwind is a highly influential noble in the Skythunder Kingdom. He is in possesion of several territories inside the Kingdom, including Green Wind County. An honest visionary who invests in people's futures like the warrior's he nurtures in Warrior's Paradise situated in the Storm Eagle Zone.

Later in the novel Duke Jerald Whirlwind starts a war against the current council of the Skythunder Kingdom. After losing most of his lands as well as losing his son Mattheo and his long term friend George, he and Shang end up winning against the council. True to his dream, Jerald becomes the king of the Skythunder kingdom and changes its name to the Storm Kingdom, crowning himself as King Storm. After debating with the supervisor of area 23 and becoming an employee of Lighting Manor, he unites the Spirit Spring Kingdom as well as the Blackshadow Kingdom and rules for 75 years. During Shang's underground training, Jerald and Sylvia Eternalfrost have multiple childern, one of the childrens name being George.

After the end of the civil war, Agon Skythunder had told Jerald about the Child of Calamity unbeknownst to Shang. When Shang comes out of training and visits Jerald's castle, Jerald tries to appear weak but is ready to fight his best friend to the death, his mana shield already activated. After Jerald reveals his rampant fear and hostility towards his destructive status, Shang manages to convince Jerald to let him live with the help of the Mage God's letter. But in a cruel twist, Shang decides to sacrifice his right eye to his power of entropy, fully aware that he can not trust him anymore. In chapter 549, Jerald dies to Shang.

## Personality

 An honest and logical visionary who invests in other people with the end goal of them paying him back for the resources spent on them. At the beginning parts of the novel, he is shown to be a down-to-earth open-minded Mage who are kind to warrior's. His show of support for the warrior's is a very rare thing to do because almost all Mages have a superiority complex over other Paths of Power. He has helped Shang countless of times and even risked his life for both him, and George, who is his long time warrior friend that reached the True Path Stage because of his help. Later on in the novel, his dark side becomes more apparent, showing his more schemeful and cynical side under the façade of his wholesome side.

## Appearance

#### Chapter 29

"Behind Alex stood a middle-aged man in green robes. These robes reminded Alex of several dramas playing in the middle-ages. These were the robes that a dignitary would wear. They radiated splendor and respect.

 He had green hair and a black beard, making him appear a bit mismatched."
3 Amigonauts

* 3 Amigonauts
* Looptijd: 22 min
* 2017 (Beëindigd)
* Genres: Actie, Sciencefiction, Avontuur, Animatie
* Netwerk: YTV
* 3 Amigonauts is een Canadese animatieserie van de zender YTV. De serie ging in première op 5 augustus 2017.
* De serie volgt drie 13-jarige stuntelende antropomorfe dinosaurussen, Herby, Kirbie en Burt, die de aarde redden van totale vernietiging en helden worden genoemd. De serie speelt zich af in de verre toekomst van de aarde.
The Aldrian Forest

The Aldrian Forest. This ancient forest of Eyumel has only become increasingly older. This forest has always made itself weary to travelers who dare brave its depths, and some of those dangers have only increased as time has gone forth. However, it still remains one of the only viable paths to the old Ostendian heartland lest one deigns to brave the marshes just south of the Aldrian river.

For those who have the courage or foolishness to enter the forest, the ill-prepared may find their fate entwined with the ferocity of the beasts that dwell within. From the ancient magic-arisen Treeants, to the terrifying mounds of the Monstrous Ants, there is no shortage of dangers one may encounter inside.
Ostendian

A human of the Ostendian culture.

By far one of the largest groups of the Human populations in the West, the Ostendians are the larger culture of the aptly named Ostendia region of the map. They hail from the old villagers of the ancient Ostendi tribes that warred with the Endi in ages now gone. Agrarian in most cases, Ostendians are mostly a farming group that raises crop and livestock for subsistence and textile works.

They are a family group and communal people that rely on a sense of community to organize their efforts. Turning often to elders and communal leaders to guide them, the sense of order and propriety run deep in the Ostendian folk. The idea that each pulls their weight in the community ensures resources seldom stretch thin. “You don’t work, you don’t eat.” tends to be a common dictum of these people. Farmers and craftsmen mostly are accustomed to working hard for what they have. While some are literate a larger portion of them is not, due in part to it normally not being deemed a crucial skill. They are nevertheless able to learn and adapt, at various paces of course.

The main religion of these folk tends to be that of the Val’Maer. Hence most of the Ostendian people tend to worship reverently toward the Gods of the natural world for things like good harvest and successful trades. They give offerings to sacred places and shrines both in the home and in their lands and hold festivals at various times of the year. Not being the warlike ancestors they hail from, Ostendians tend to value diplomacy over force if able. However, this is not to say they can fight.

There is something to be said about strength in numbers when talking about these people. If rallied and properly prepped, the Ostendians will fight tooth and nail for what is their’s and what they believe, hence their dominance of the Endi in their history. Ostendian military tactics tend to favor a strong footman presence backed by a decent mounted cavalry. On occasion, bowmen tend to serve as a buffering guard in defensive strategies and siege normally from behind footman guard. “The history of our people lay bare in the soil beneath us, but the ink it is written in is blood.”- Ostendian Elder to a footman soldier.
Yalla

## Beliefs

In this faith common to the T’laxine, followers invoke spirits of their ancestors and local spirits and conduct rites to bring about changes in their fortunes or hexes on their foes

Is a form of witchcraft to some while to the T’laxine is is both faith and witchcraft

Ancestors are able to be contacted and help with magic spells

Local spirits are able to be called upon for spell work and hexing

Reincarnation

View the Moon as a powerful and holy spirit to work magic and rituals by

## Myths/Stories

Yalla is a faith that is adaptive and forged from centuries of nomadic lifestyle

It adopts and augments itself as the practitioner sees fit

The faithful will often work local beliefs into the spell work and ritual casting of the religion

Thought to have been taught by the Moon Spirit to the T’laxine

## Sacred Texts

The only sacred texts of the religion are the personal grimoires of the practitioners themselves. These detail the spells and rituals of the user, as well as potions and herbal knowledge they hold

Grimoires often hold knowledge of the Moon’s phases by which certain spells and rituals are done

Grimoires vary from one to another

## Ethics and Morality

The practitioners of Yalla tend to be civil and law abiding folk however, many tred a morally grey line

Good and bad are matters of perspective

Hexing is just if the caster felt rightly wronged

Spells to increase wealth, fame, and gain land and even love are permitted

Spells and rituals to kill are rare, often taboo to some, but do exist

Killing curses and other such spells often come with a blood toll to be paid either by a sacrifice of animal, the blood of the caster, or another person (willing or not)

## Rituals

All rituals are done under the light of a phase of the Moon

Talsa: A ritual or spell casting for just about any purpose

Fooma: A ritual to gain wealth

Casao: Marriage ritual

Denda: Funeral ritual where the body is burned on a pyre

Enga: Healing ritual

Semo: Cursing or hexing ritual

Amasun: Ritual to exorcise evil or bounce back a negative spell

Woada: Divinatory ritual for fortune telling

## Social Structures

Practitioners of Yalla tend to worship and cast outside in private or with a coven of fellow “witches”

No clergy

Teacher and apprentice set up is the normal method of spreading the faith

## Religious Experience

Practitioners are known to dance and celebrate around ritual fires at night

Feasts and festivals are common depending on what beliefs are adopted

Practice tends to be secretive but can be open to some trusted few

Emotions range from solemn to joyous depending on the ritual

Described as liberating to those that convert to it
Zal'ati

## Beliefs

Pantheon of 5 Spirits

Sena, Spirit of Growth (farming and family)

Ama, Spirit of Wisdom (learning and guidance)

Yurshi, Spirit of the Wheel (seasons, life and death, and renewal)

Thaedo, Spirit of Protection (warriors and strength)

Feisa, Spirit of Artistry (crafts and expressive arts)

The spirits are responsible for the continued survival and good fortunes of the tribe

Native faith of the Vanasa Felkata people

Honor the spirits and show loyalty to the tribe and peace and bounty will follow

Death takes the spirit to Kalito, the Golden Fields, the Zal’ati afterlife where the spirit never goes hungry and the body never tires

If a deceased was immoral or villainous in life, they are left to drift forever in Xobala, the Void of the Forgotten

## Myths/Stories.

It is said that the 5 spirits saw the Vanasa people long ago and entered into a covenant with them and in exchange for worship and reverence they in turn would always protect and watch out for them and their interests. When the just and honorable among them die the spirits guide them to Kalito. If the dead were however, of ill deeds and tainted soul, they left them to fall into Xobala.

The spirits gave the knowledge of settlement and survival to the Vanasa

The spirits are viewed as both active and passive in day to day life.

## Sacred Texts.

Oral tradition is the only way this faith is taught and passed down to others

## Ethics and Morality.

Loyalty to tribe above all else

Live a just and honest life that one might be worthy of Kalito

Obey the law of the land but act in the best interests of the tribe

Fight only when needed

Hunt, farm, and gather what you need but do need the glean the land of its due

## Rituals.

Rituals are lead by the tribal shamans and the tribal leaders

Yoma: Ritual for good farming and safety of home and family

Reta: Ritual for scouts to find good land to settle when traveling to a new settlement site

Henao: Death and funeral ritual where the body of the deceased is burned and the ashes scattered to the winds

Jinto: Marriage ritual

Runsi: War ritual for before battles

Fleesia: Ritual of thanks when new settlement is made or trade is brokerd

## Social Structures.

Shamans and tribal elders lead religious ceremony

Most rituals are done in group around the tribal fire

Mobile shrines are common for private worship in the home or otherwise away from the tribal camps

## Religious Experience.

Worship of the spirits is done by means of ritual dances and tribal celebrations

Religious observance is important to the Vanasa as it bonds the tribe as a whole

Normally a dance is held around the feasting fires after a hunt or a good harvest and thus prayer and honoring the spirits becomes common place

Reverence of the spirits in ritual and celebration varies on the reason, but tends to be positive and joyous

Festivals and celebrations are able to last all day and into the night
Captain America

### Relatives

Joseph Rogers (father, deceased), Sarah Rogers (mother, deceased), Gail Richards (ex-fiancée, deceased), Sinthea Schmidt (wife), Steven Richards (son, deceased), and James Rogers (son)

### Affiliation

United States Army (formerly), SHIELD (formerly), Avengers, and The Illuminati

### Occupation

Soldier (formerly) and SHIELD Agent (formerly)
Baltoris

Senani of Baltoris descent are most often those who have fled or moved to the outskirts of the deserts. During the violent proclamations of the Mazhdi, they moved and set up towns near the Alyrian mountains, on the edge of the desert, where they were able to farm and sustain manageably. Due to their location, they are still able to connect trade routes, and are seen as the last facet of ‘True Senani Passion’. They are fairer and tend to have a more vibrant civilized culture than either of their two counterparts.
Hulk

### Relatives

Brian Banner (father, deceased), Rebecca Banner (mother, deceased), Elaine Banner-Walters (older sister), Betty Ross (ex-wife), Caiera (wife), Carmilla Rappaccini (daughter), Hiro-Kala (twin son), Skaar (twin son), and Jennifer Walters (neice)

### Affiliation

California Institute of Technology (formerly), United States Army (formerly), SHIELD (formerly), Avengers (formerly), The Illuminati (formerly), and Sakaar

### Occupation

Gamma Researcher (formerly), Fugitive (formerly), and King of Sakaar

## Biographical information

### Marital status

Divorced (first marriage) and Married (second marriage)

## Physical description

### Height

5'9" (176 cm as Bruce) 8'1" (247 cm as Hulk)
Mo'Log'Ath

Flee and run in terror of these hulking behemoths. That is the only thing to rightly say of them. The Mo’Log’Ath are monsters, flat out and foremost. Raw instinct and primal aggression given massive form and the thinnest of tempers. The Mo’Log’Ath are huge variants of the Horndall that dwarf all others in stature and power. Living siege engines, these demons of the Horndall are giants and are often used in Horndall warbands as a means to break down walls and crush enemy lines. They have such a basic instinct to kill that even Horndall view them as dangers to be avoided.

Hence they are isolated to the island in the Treacherous Strait off the western coast of Utesbken. A warband with one of these creatures is nothing to be taken lightly, as they are by and large the most fearsome of the Horndall in war and to have one in the warband speaks volume for the warchief in charge. They feast on blood and flesh and nothing else, they are a blight on the land and often deemed unholy abominations to others. They don’t use weapons or follow tactics as they are living weapons and know only destruction. It is not likely they hold any semblance of culture but it is rumored that out on their island one can sometimes hear what sound like massive voices.

This suggests that they have some cognitive thought to allow for basic speech, albeit Horndall gibberish to most, but some level of communication nonetheless. Not much is known at length about these things outside of warfare, as study of them is suicidal at best. What we can assume and infer however is they have a very small population, possibly the smallest of the Horndall, they are likely to not live long due to extreme violent tendencies, and they are not able to learn from what has been seen of them. Primitive, instinctual, and driven but bloodlust and rage these monsters of Utesbken are to never be contacted without intent to kill.
Argnal

## The Argnal

The Argnal have a history of savagery, one that still tends to scorn their reputation amongst the races to this day. Though, for those who mingle with the Argnal, they may be quick to discover those rumors to be untrue. The Argnal have developed from their previously barbaric roots to a more honor-bound society. While they can still bear some of the most gruesome feats attained in combat, the Argnal have become deeply devoted to a system of honor. They have tended to show mercy where other expect none and have as such gained the respect of those who have made enemies of the Argnal.

Argnals quite territorial, and if provoked still have a tendency to resort to aggressive retribution. The Argnals have come a long way from their past ancestors. Once a tribal race, they have improved on cultural systems like food, housing, and religion. Once one gains the trust of a Argnal, they frequently showcase a loyalty to such a degree uncommon amongst other races.

Argnal have a varying range of different skin colors, however they largely persist amongst a darker color spectrum, with skin that is a dark red, black, purple, or blue. Argnal also frequently grow to nearly 220cm in height, significantly taller than any of the other races. Argnals eye colors typically correlate to their skin tone. A dark red skinned Argnal may have a ligher red hue of their eyes. A purple-skinned Argnal may have a light-purple-colored eyes.

The Argnal, given their more civilized nature have formed strong communities amongst themselves, homes tend to be a mix between the leather-stitched roofs inherent in their culture, and more sturdy wooden formations that the Argnal have developed within the past few centuries. Their culture as such has been blossoming, and without a doubt the continent may eventually learn to increasingly accept them amongst the greater communities of Eyumel's races.

However, until then, the Argnal are rarely found in settlements outside of their home region of Utsebsk, as well as the northern reaches of Mytosh, including the great forests of the Roon-Woods.

As the Argnal have become increasingly sedentary, they have moved away from their hunter-gathering past, and now boast large swaths of farms in the more temperate zones of their demographic regions. Irrigation as such has become a rather recent development, allowing the Argnal to tame the previously harsh terrain of their domain.

The Argnal have a strong martial culture. From a young age Argnal are trained in the arts of combat, a training which knows no discrimination amongst the genders. All Argnal train to protect not only themselves, but the Argnal as a whole. The Argnal no-doubt hold many enemies amongst races that have historically despised them, and it is this martial culture that has allowed the Argnal to survive the waves of crusades against their kind since their first communities formed.

The Argnal have an infant written history, however their oral history remains strong. Stories of battles amongst the Argnal and the Mo'log'ath are rampant and widespread. Feats attained in combat are frequently told around community bonfires to the acclaim of boisterous praise.
The Great Swelling

The Great Swelling was an event that foresaw the end of the City-State of Knave. The cataclysmic shifts in seismic activity on the continent released a reservoir of dark magic heretofore untapped. As the deaths in the City-State of Knave mounted, so too was this deathly magic absorbed into the corpses of the inhabits of the region. The culmination of this was the Great Swelling. An event where the Catacombs and Crypts of Knave broke their enclosures and swelled into the City-State proper. Compounded by attacks from organized brigands, this event proved too much, and the City of Knave fell, and with it the last Bastian of civilization on the whole of Eyumel. It would be nearly a millennia before the light of civilization arose again, to cast out the Dark Ages.
Romani

The Romani Religion is a newcomer to the continent of Eyumel, and only far fringes of society has embraces this newfound faith. This monotheistic religion is characterized by its faith in Rom; the grand deity of the Romani religion. Throughout the depths of despair that characterized the Cataclysmic years of the Fourth Era, the Romani faith found its searching believers.
Meirhurst — The Kingdom of the Mountains (NPC)

## Government of Meirhurst

Meirhurst is a Hereditary Monarchy. The King of the Mountains, Lord of Meirhurst, Subjugator of the Deep. The title belongs to the Monarch of Meirhurst, a Dwarven King. The Political System of Meirhurst lies in the centralization of power in the executive. The Monarch constitutes all branches of power. As King, he holds Judicial, Legislative, and Executive responsibilities. His say is final. The Passing down of the line of succession is only concrete in the sense that the King chooses an Heir with the only stipulation being the heir must be of the bloodline of the once and true original king. King Meirhurst himself.

Despite the Judicial power resting ultimately in the hands of the King (Him being the sole member of the Supreme Court of the land), a council, chosen amongst those of the noble caste, also are appointed by the King to handle matters within the Mountain. While violent crime is rare, more often cases of thieving, price gouging, and counterfeit goods are more common. Such punishments tend to be dealt with severely as Meirhurst prizes itself on its superior craftsmanship.

The current King of Meirhurst is Hathnir Meirhurst, however he is reaching a quite old age, and many anticipate that the throne will soon be the seat of Reathir Meirhurst, Hathnirs only son. There are however doubts, since the two have been in dispute for a few years and neither want nothing to do with the other. There has also proved to be quite a few young men from the relatives of Meirhurst eager to step up and take his place.

## Location

The Kingdom of Meirhurst was formed from the deep caves, and have since expanded out towards the sea and land. The kingdom lies in the mountains of Viridhurst, named after the cousin of king Meirhurst, Magodir Viridhurst. The mountain peaks were selected for their strategic locations and safe caves during the early ages of Alyria, to stay on top during the conflicts. As such, the Enidin of Meirhurst have a quite strong military power, and many of the people are trained in combat no matter their profession.
Khouri (NPC)

## Government of Khouri

Khouri is a town that exists on the Southern edge of the Desert of Sená. The town itself has seen better days since its plight with the Mazhdi Tribes. The Government of Khouri is atypical. Khouri used to be run by a noble family, that magnanimously managed the town through a steward. However, when the noble family died off due to a particularly nasty plague, the town fell into ruins when the Steward took complete management over the town.

The government of Khouri used to be well-loved by the town. A small noble house operated many of the affairs of the city. After the crisis involving the Mazhdi, Khouri suffered from its deadly plague outbreak, and with the dead of the noble family, the noble's assets were subsumed by the Steward apparent, who operated in tandem with the Marshall. Mismanagement of the town quickly became an issue, and a local gang arose ultimately dominating the affairs of the town and replacing what was left of the once prestigious town guard.

Despite the evidence against such, rumors run rampant in the town, claiming the Steward, Marshall and the local gang are operating together. With the Marshall and Steward supplying the town as ransom to the gang, while the gang, in turn, conducts frequent searches on travelers deemed carrying ‘too much money. Some speculate that it was this corrupt nature of governance that resulted in the inevitable deterioration of the town. However, none will say so brazenly in the town of Khouri in fear of the power-wielding thugs.

These thugs exploited the populace, and all who had the means to do so have already left Khouri. The only people that remain are either those without the means to leave, or merchants wealthy enough to pay off the Stewards thugs.
Vakandi

## History

Descendants of the Vanasa and the Immakandi, the Vakandi are the remnants of both cultures following the cataclysms of the 4th era. The Vakandi are the largest of all the groups of the Felkata. While historically nomadic, the Vakandi have grown from into more settled tribes, yet still embrace parts of their nomadic past with roving bands of Vakandi that can be frequently found in the lands near a settlement. They have inherited the isolationist habits of the Immakandi, and the reclusive nature of the Vanasa; they tend to settle well-away from the settlements of the other races, and when spotted, tend to be rather elusive when contact attempts are made.

The cataclysms spurred on this habit until it became entrenched. Wandering bands of brigands tended to prey on the wandering camps of the Vanasa, until they ultimately banded together with the more war-like Immakandi and managed to carve out a place for themselves. Where as wandering had become too dangerous following the collapse of the civilizations, the Vakandi found their own refuge by carving out a place for their people to live, and have, since then, become viciously protective of what they call theirs.

## Characteristics

The physiology of the Vakandi is rather disparate. While most Vakandi have grown to acquire traits of both of their past ancestral races, with black stripes along golden fur, and a short tufted mane to match, there are still some that have been seen reserving the more identifiable traits of their mother races. Some Vakandi don't sport the characteristic manes of most of their peers, where as some others only sport the most faded of stripes.

The Vakandi in whole, however, are both large and lithe. While the Argnal maintain their position as the largest of all the sentient races; the Vakandi are still much taller than humans. Frequently topping 200cm's in height. Beneath their fur rippling muscles contribute to their hunting-prowess used to gouge their prey, and strike fear into the hearts of their enemies.

Upon the hands of the Vakandi are sharp claws that range from black to white; and can be retracted into an individuals hands. When these claws are borne, then enemies of the Vakandi know that they have made an unforgiveable slight.
Archangel

### Aliases

Warren Worthington III (birth name), Angel (former superhero identity), and Horseman of Death (title)

### Relatives

Warren Worthington, Jr. (father), Kathryn Worthington (mother), Ichisumi Worthington (wife), Uriel Worthington (twin son), and Eimin Worthington (twin daughter)

### Affiliation

Four Horsemen of Apocalypse (formerly, unwillingly), Xavier's School For Gifted Youngsters (formerly), X-Men (formerly), and The Raft

### Occupation

Teacher (formerly) and Prisoner at The Raft
Meirhurst

The Kingdom of Meirhurst was formed from the deep caves, and have since expanded out towards the sea and land. The inhabitans are refered to as Deepfolk, or Enidin. Meirhurst was formed in the early area, selected for its strategic location and safe mountains. As such, the Enidin of Meirhurst have a quite strong military power, and many of the people are trained in combat no matter their profession.
Nergal

The Nergal are creatures that have lost their way in the Netherworld. They’re a mysterious creature and seem to stray away from modern people. We have not studied them much but from what we have seen they may have once been a semi-advanced race, although it is more likely that they have only recently evolved to suit their habitats. They seem to wield spear-like weapons and are aggressive if you trespass on their territory. They usually live in small groups of two being the smallest and six being the largest we’ve seen.

### Subcultures

There seem to be small subcultures that have been found in the Nether Wastes, Crimson Forest, and Warped Forest.

* **Warped Nergal's:** These Nergal's may be the most advanced and oldest Nergal's. With the Warped Forests possibly being where they had first lived due to the more “peaceful” nature. They commonly live near caves and are found to be living closer together. So it’s said, “if you see one Nergal, there are always more nearby.

* **Wasted Nergal's:** Nergal's have started to expand their territory into the Wastelands known as the Nether Wastes. We do not believe they have been in the Nether Wastes for long as they have been found torn apart from bite marks all along their bodies and broken weapons. Whatever did this to them is unknown.

* **Crimson Nergal's:** Unlike the rest of the Nergal's these seem to be the most aggressive. They have been found in groups of up to ten and thirteen at largest! These Nergal's are much more aggressive as I’ve said, and they’ll attack on sight especially if you get near.
Smithing

## Building a Smeltery

A smeltery is designed by placing down a Blast Furnace with a cobblestone wall on top, and a lava source below.

To activate the smeltery, put either coal or charcoal, and the intended ore into the blast furnace. A timer will then appear where the blast furnace is “heating up”. The next process is trial and error. A player will have to “guess” at what temperature an ore must be removed from the furnace to create an alloy. Copper is set to 150 to 200. However other alloys are different.

For copper, to remove it from the smeltery, one must use an empty bucket to remove the “molten ore” and then place it into a cauldron to return the now solidified ingot for the item. Depending on when the item was removed from the smeltery, the player will either be returned a successful ingot or will be returned with slag instead. If a player also doesn’t have the strength to handle smelting a certain ingot, the smelting process will fail. 3 Strength is required per copper ingot being smelted. Multiple ingots can be smelted at a time, but more strength is required. If you don’t have the proper amount of strength, you will “spill” the contents of the bucket.

***If taken out too early, a player will be returned with “brittle metal”, “misformed metal”, “scrap metal”***

A bunch of random ores with no actual alloy will return a “scrap metal”.

“Brittle metal” means there's an alloy there, but the timing was wrong.

“Misformed metal” you have the right assortment of metals, just not right quantities

Upon acquiring a successful ingot, the player may activate the anvil “crafting” phase. By shift+rightclicking an anvil to bring up the blacksmithing menu. By placing a certain amount of ingots into the input slot, and then selecting which portion of an armor set to craft, the player may craft a new set of tools and armors.

A grindstone is subsequently used on the item, if one does not use a grindstone, the armor piece will break upon combat. Not a good turn of events. Grindstone will polish the item and make it usable.

Using a “Smithing Table” one may ultimately check the stats/attributes of their now finished item.

The metal determines the attributes of your item, the user's strength attribute and the users dexterity attribute. Strength is for piercing, blunt and slashing both weapon and defense as well as efficiency on tools. Dexterity is used for durability.
Ozerius

## The Enidinian Religion (O'zerius)

The Enidinian Religion is characterized most primarily by its belief in the two gods of Orcanus (Deity of the Crafts and Mountains) and Ezerius (Deity of Time and Knowledge). Scholars from the main continent, upon encountering the people of Meirhurst and most particularly the Enidinian Religion made near chilling deductions from their religious structure, concluding that the Enidinian Religion is some variation of the Val’Maer. While some information regarding this similarity is earnestly dismissed by the adherents of the Val’Maer religion, it bears a striking question to those who dare ask it. Which of the two religions bears a more stark resemblance to that which existed in the First Era- when gods walked the Earth?

## The Pantheon

Rath’mir - God of the Skies and Expanse, presiding chancellor of the Pantheon.

Orcanus - God of the Crafts, Mountains, and the Earth

Ezerius - God of Time and Knowledge

Ionus - Goddess of the Abode and Sanctifier of Marriages

Tethyria - Goddess of the Eternal Waves

Eilia - Goddess of the Forests and Beasts

Keahus - The Dark God; lord over the darkest depths, and only worshipped by those who call the Deep their home.

The existence of this 7th God of the Pantheon drives the most striking of questions regarding the nature of the Val’Maer faith.