recursal/Fanatic-Fandom huggingface dataset:
Nightjar-Folk

## Common Knowledge

The Nightjar-folk are a part of a tribe of Beast-folk called 'The Tauta'. They work together alongside the Screech-owl-folk and Mink-folk to survive and live in relative peace.

## Residence

The Nightjar-folk reside in Twyla Merav in Agrider. The location is also called the Agriderran Twilight Forest and is known for the trees being so thick that light barely trickles through even at high noon on a sunny day. The forest is known for containing rare alchemical materials that is sought out by enterprising alchemists.

## Biology

Life Expectancy: N/A

Physical Appearance: They have long wings, stubby legs and very short bills if they have them.

Birth/Maturity Stages: N/A

Gestation Length: N/A

## Religion/Culture

Religion: Unknown at this time.

Culture: Unknown at this time.

## History

Most of the history of the Nightjar-folk is unknown at this time, however at some point in time the government of the Tauta signed and then renewed a treaty between the Alchemist's guild with Binturian party help to allow alchemists to enter the forest to forage for components.
Water Spirit

## Common Knowledge

Naiads are resourceful, clever, elusive, tricky, ever-changing, and have a strong connection to water and life.

## Residence

Like other Spirits, Naiads can be found across all of Orelisle, integrating themselves into the city or country they find themselves in. Naiads are commonly found in water, either living submerged in cities like Manlantis or Womanlantis (see Aquatic) or on the coasts or Orelisle. Some reside on ships, and sailors rumor that keeping the resident naiad happy will appease the waters as well.

## Biology

Naiads have fins, gills, and skin about the same color as the water where they reside. They live for 1000 years and mature at the age of 27, barring death due to illness or injury.

## Religion/Culture

There is no overarching Water Spirit culture. However, most, if not all Naiads feel very strong ties to their patron element, Water, and elemental god, Nanami. They will worship their corresponding god and try to protect their ideals and their homeland. They also feel the least kinship between others of their kind- they are as likely to attack a nymph who crosses their path as they are to attack an elf. Lesser Naiads born to Non-spirit parents may also follow the religion they grew up/were raised around.
Goblins

Example

## Common Knowledge

Goblins are green humanoid creatures that cause problems on purpose. They are pretty dumb but can be dangerous in large groups.

## Biology

Goblins are short, pointy-eared humanoid creatures, usually with gray or green skin. Some goblins may also have claws or fangs.

Goblins reach physical maturity 3 years after birth, attain mental maturity at 8 years, and can live to be as old as 30 years old.

Goblins are omnivorous, but prefer meat and bugs. In extremely dire situations, goblins can even eat rocks for nutrients (or recreation).

When exposed to minor damage, or even broken bones, the goblin physiology can naturally heal such injuries much faster than the average human, or in some cases faster than casting a healing spell might take. Given sufficient time, a goblin may even be able to recover from any non-lethal wound. This is a natural power of their biology.

Goblins, seemingly as a species, suffer from an incredibly potent idiocy. Exact levels of intelligence vary by goblin, but at their worst a goblin may suffer from acute memory loss or even lack object permanence altogether. As a partial consequence of this, goblins tend only to speak in broken sentences.

## Culture/Religion

Most goblins live in familial clans, deferring to the authority of the eldest members, or in tribal groups, deferring instead to a chieftain as determined by being smartest, biggest, toughest, meanest, shiniest, or some combination thereof. Both these structures are prone to strong xenophobia towards other groups of goblins and to non-goblins, sometimes even boiling down to simplistic categories of “us”, “not us”, “not goblins”, and “food”. Under this framework, any group not in “us” doesn’t matter and deserves neither respect nor peace.

Many goblins are materialistic, desiring valuables for no reason other than simply having them. The value of such goods is often determined solely by their luster, or shininess.

Goblins have no known widespread religion, or perhaps no religions of their own at all.

Many goblins are enslaved by the Duergar for various purposes, usually for labor, though are notoriously difficult to coordinate.

## History

Goblins, by their nature, have very little known history. They emerged from the same pool of evolution that produced the various species of Elves, sometime after the fall of Old Binturia. Since then, they have ravaged countrysides, stolen precious goods, and generally been a nuisance.

It is worth noting that in 10,010 AB, a massive horde of Goblins overran and took over the Belegost mines in what was later be known as the Great Goblin War, which lasted 1 year. The motive behind this attack remains unknown to this day.

## Known Locations

Goblins are found nearly everywhere in Orelisle. They will make nests, dens, hideouts, and other homes anywhere they can, from lush forests to deep caverns. Many goblins reside underground, or even in the Underdark.

## Further Information

* Belegost
* Duergar
* Elves
* Old Binturia
Becoming A Moderator

Because of so many people asking how to become a mod or how we decide who gets to be a mod I've made a guide.

Becoming a moderator on the FA Discord can be called a challenge to those who are trying. The system works like this. One mod will propose someone to be next in line to be a mod after they reach a certain amount of people or in a certain situation. All of the mods have to say yes to having a new one.
Plains Elf

## Common Knowledge

They are very open and accepting of all cultures, despite other elven cultures not respecting them.

## Biology

Their skin can range from pale to tan. Their hair can be a variety of natural colors, although some unnatural colors may show from time to time. They usually have blue or green eyes, brown and black are seen as well, though not as often. Ears are slightly pointed and they live for 1000 years, baring death via illness or injury.

## Religion/Culture

Despite not being as respected by their elven counterparts, Plains elves are very accepting of other people and cultures. They are a melting pot of other elven cultures, and perhaps a few besides, resulting in a lineage that can’t be traced. They dislike war and have only ever been in one war: the Fel Invasion. They dislike politics and strife, preferring to live secluded, peaceful lives. They do, however, occasionally have to deal with small bands of raiders, which are usually driven off before they do any major harm.

Since the Plains Elves believe that the partitions between cultures are arbitrary, they believe the same goes for religion. From the Wood Elves, they have kept the five gods Drumani (earth), Neriss (fire), Dinalon (wind), Garshel (water) and Mar'nek (spirit/death). To include the beliefs of the Tribal Elves, it is believed that Neriss and Garshel, at the beginning of time, had twins that became the Sun and the Moon. The Plains Elves, like High Elves, are not very devout, preferring to focus on day to day life. The religion is mostly for purposes of tradition, major life events, and when they face great difficulties.

## History/Events

### Year 10014

Darkfell: There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

### Year 10015

Contsellations: The constellations disappeared from the sky for about a month in the beginning of the spring which really freaked them out.

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel. This was the only war the Plains elves have ever participated in. they sent one ship to the portal which, unfortunately, fell early on in the battle.
Gluttony Demons

## Common Knowledge

They are insatiable, and consume things endlessly. Gluttony Demons often overindulge in various things, often Food and Drink, but also knowledge in some cases.

## Residence

They can be commonly found in various above ground locations, especially in the case of those who are not half-and-half, and sometimes reside in New Hell.

## Biology

Gluttony demons are typically fat from constant gorging, but extraordinarily agile. Their teeth are large and wickedly sharp. This demon has curved horns, small, almost vestigial wings, and a tail that varies between gluttony demons. Like other demons, Lesser Gluttony Demons live to 1000 years barring injury or illness. They mature at 27 years old.

## Religion/Culture

It varies based on where they grew up in the case of Lesser Gluttony Demons, as they often take on the cultures of the places they grew up around. However, those cultures will also be formed around a Lesser Gluttony Demon's sin of Gluttony.
Selkie

## Common Knowledge

Selkies are creatures that change from seals to human form by shedding their seal skin, they are a sub-race of Aquatic.

## Residence

They are found all around Orelisle, normally near water.

## Biology

Selkies live to 100 years old and mature at 22.

They appear as seals until they shed their seal skin and gain human form.

If their skin is stolen from them, Selkies will slowly become sicker and sicker over a few years before dying a painful death. If the skin is returned this illness goes away, they need a full 24 hours with the skin to reverse all of the side effects.

## Religion/Culture

Largely unknown, but they may follow the land cultures they reside around.

## History

### Year 10014

Darkfell:

There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

During the Fel Invasion, there was a Tsunami that attacked the Fera Isles, killing thousands and displacing thousands more.

Planar War:

That spring there were very odd, even mythological, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

### Year 10015

Contsellations:

The constellations disappeared from the sky for about a month in the beginning of the spring which really freaked them out.

The Fel Invasion:

At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.
Factions

The following are the various factions, political groups, and other societies the players may be familiar with or may come into contact with.

Vyon Adventurer/Mercenary Guild

The Bastion- An ancient organization within the undermountains of Dhog Lodir, they are a special sect of warriors whose sole purpose is to protect those who dwell under the surface from the things that go bump from below. Though they are well-respected as fighters and honored due to their sacrifices, often it is castaways, lesser sons, and criminals who end up in their ranks.

Darkroses- A group of legend, much like the Forty Thieves or the Merry Men, there are groups that use the name, often to give themselves some sort of clout they wouldn't otherwise have. Traditionally, the group is located in Ardabeh, though tales of their history have spread far and wide, sometimes under other names.

Daughters of Polymatheia- A group of knowledge-seekers that is often at odds with those who would limit access to information based in Shasem and loosely associated with Apollo, god of knowledge.

Grayford- These are a semi-secret force within Alderrath- who they are and what their purpose is are unknown, but their existence is spoken in whispers. It is often shortened to "the Gray" to the point that visitors are often confused about whether they refer to the never-ending gray skies or something more sinister.

Mirranites- Followers of the god Mirran, they are often stoic and dedicated to duty. Mirran is a god of law and Mirranites believe his law to be greater than any laws of men.

Reunification League- A political group within both Vyon and Ascus, these people wish to see Vyon returned to Ascus as one nation as it was centuries ago.

Salvation Corps- A religious sect within Patauban, the Corps seeks out disbelievers and aims to convert them. What they do not advertise is a tendency to kill heretics and those who refuse to believe in their gods.

Walkers- Elves (and some half-elves) who roam the Fytulk Timberlands, they are direct descendants of the original elves. Unwelcome in the normal social life of Ascus, they tend to nomadic tradition. Legend says they are seeking the ancestral home of the elves, long hidden within the green.

Whispers- A secret association of spies and thieves, Whispers is a world-wide organization that seeks to rid the world's governments of corruption and injustice. It is mostly centered in Ascus, but there are somewhat large collections of agents within Alderrath, Vatru, and Vyon. Other countries have few agents that operate largely independently.
Halflings

Svirfneblin: representation of dark skin

## Common Knowledge

Hobbits are kind and hospitable. Gnomes are inventive, curious, and energetic. Little is known about Svirfneblin as they are secretive and quite isolated.

## Residence

Hobbits and Gnomes are found in various places on the surface, Svirfneblin are often found on the same level as Duergar and sometimes in the Underdark proper.

## Types of Halflings

Hobbits

Gnomes

Svirfneblin

## Biology

All Halflings are around 3 feet tall, on average. Gnomes are known to have extremely colorful hair, Hobbits generally have hairy feet, and Svirfneblin have dark grey skin and little to no hair.

## Religion/Culture

It is varied among the different Sub-races.
Radiance

Example

## Common Knowledge

Certain people, called paragons or paladins, can harness a powerful light to heal others, scorch foes, and empower its users in combat.

## Affected Regions

Any region frequented by paladins or paragons are affected by Radiance, but there are no known boundaries for this force. In some sense, given the nature of the Radiance’s spread, it is only restricted to places outside of Orelisle that paragons have travelled to and offered people power.

## Related Groups and People

Anyone who can use the Radiance takes on the mantle of a paragon.

The first paragons were granted access to the Radiance by the Constellation Elysium (or Polaris, in two unusual cases).

A paladin is an older title for the same group, but is specifically in reference to members of the Silver Horn organization, a massive stateless military composed almost exclusively of wielders of Radiance. The Silver Horn is based out of the country of Kuragma, and is formally supported by its king.

## System and Usage

The Radiance is an ancient power that rewards those with stalwart hearts and determination. Paladins, paragons and other users of Radiance use sheer willpower to manifest Radiance into physical form, usually in the form of searing white light or flames. These manifestations behave similarly to magic or the effects of a spell, but do not require knowledge of the magic language or a focus. Instead, paragons rely on an internal pool of Radiance which grows as they fell foes and aid allies.

Only a paragon, paladin, or other Radiance-user may bestow the power to use the Radiance upon another creature, and it cannot be inherited or forced upon a person. Some creatures may not be physically capable of wielding the Radiance, as their will is too weak to successfully manifest it into being on their own. Given time and training, a willing creature can overcome this limitation.

## Importance

The Radiance acts as the power source for all paragons and paladins, wherever they go.

## Social and Cultural Impact

Given the lack of knowledge as to the Radiance’s true nature, the Radiance itself has hardly any social or cultural impact.

Those who devote themselves to a cause completely, especially to the protection of others, are often offered the Radiance by wayward paragons. The same is true of paladins as well, though the Silver Horn treats spreading the Radiance and recruiting for their army as the same thing. Both groups are typically seen as benevolent by the general populace, unless the Silver Horn has wronged them in some way.

## Origin and History

The Radiance existed before any other plane of creation, predating the birth of all but the foremost of the Elder Gods.

## Further Information

* Constellations
* Elu
* Essence
* Kuragma
* Magic
* Silver Horn
* Soul
MoSallu

~~Former **FA Discord Moderator MoSallu**~~

Mo's profile picture

~~MoSallu is a newer moderator on the FA Discord. Mo is now a well known personality on the Discord and is always a friendly face you can talk to.~~

~~Mo joined the FA Discord on April 29th of 2017. He was almost immediately liked by the server moderators. Due to the way the moderators pick the new mods they chose Mo for their next moderator. Seeming reasonable and nice they decided he would be a good person for the job. He was a moderator since then.~~

## ~~Personality~~

~~Mo was a very special person to many people on the Discord. He showed to be a usually reliable friend to many. His bright atmosphere helped many people around the server cheer up when they feel down in the dumps. Many people around the server found him to be a friend and many thought of him as a very helpful person all around.~~

## ~~Activity Log~~

~~In the beginning up until only a few months ago Mo was a very very active member. At the end of the summer of 2017 he suddenly seemed to drop off the radar. This was caused by distraction and many other things. Of course taking breaks is fine and normal. Instead of being just *off the radar*, as of late he is almost completely inactive on the server.~~

## ~~Trivia~~

* ~~Mo created many great nicknames for Poofy such as Poofy Doofy Doo.~~
* ~~Mo is a great friend of many of the other mods and has a very good relationship with many server patrons.~~
* ~~He is squire to Michael in For Honor~~
Raccoon-Folk

## Common Knowledge

There was once a tribe of Meirleach - which can be described as tricksters, much like your mystics and thieves. They operated very much like the human tale of Hopkin Rabi who would raid the treasury wagons sent to the king of Ríkur Móḋirasni, and then distribute it to the poor workers and villagers of Sórryfólk.

## Biology

Biological information such as Physical Appearance, gestation length.

Raccoon-Folk live up to around 50 years, though they mature around the age of 16.

## Religion/Culture

When they reside by themselves they usually adopt a system of lords and chieftain councils. But more frequently they are found within societies of others and thereby conform to local laws. Such as it is on the Isle of Emberlight, a part of the Feral Isles. They generally tend to be merchants and seers, but some are adventurous enough to travel and see the world of Orelisle. Curiously enough, very few tend to follow in the bandit footsteps of their ancestors in that suspicions remain high and tension is easily caused in mixed populations.

They are frequently hunted by poachers and pirates and other raiders of the Feral Isles for their fur.

Religiously, raccoon-kin continued the worship of the Meirleach deities. They recognize a pantheon of eleven deities who together form the Tree of Existence.

The most revered is Sluaghadhán, the deity of trickery and thievery. Next to him is Cunohelius, the guardian hound. From there dwell the three duilleoga or vines. The first, Duille na Saol or Vine of Life. Within this vine exist the deities of fishing and herding - Bradán and Lóegaire respectively and Ainmhithe, goddess of hunting. The second vine is Duille Draíochta or Vine of Mysticism. Here lies Cuidightheleach of Benevolence and Fáelán of Magyk. The third and final is that of Duille Bháis or Death, the residence of the Bringer of War and Pestilence Cadeyrn, Dúbhshláine of all that is dark, black, and defiant, and Drust - deity of tumult and riot. A fourth realm exists in the Branch of Humanity or Brainse Daonnachta. Here resides the deities of Love, Caratacos and of Kindness, Elisedd. These two are more commonly celebrated in village wide ceremonies.

Finally, above Sluaghadhán and Cunohelius is Máel Sechnaill - the God of Gods if one will who is believed to have humbled himself to the mortal realm to guide the Meirleach as the first Cynwrig or hero chief.

**Tree of Existence**

Roots: God of gods: Máel Sechnaill (The Elk)

Trunk: Stoc Crann, celebrated in Autumn: Sluaghadhán (The Raccoon) and Cunohelius (The Wolf)

Branch: Brainse Daonnachta: Communal Festivals

The Three Vines: Trí Duilleoga

Duille na Saol: Celebrated in the Summer, farm and groth

Duille Draíochta: Celebrated in the Spring, magyk and rebirth

Duille Bháis: Celebrated in the Winter, death and rest

## History

Any major historical events or happenings that impacted the race or where they were living. You know… History.

## Further/Related Information

Other information or events or people that are related to this Race.
Lust Demons

Caption if you need one

## Common Knowledge

They are charming and very convincing liars. They are often Mystics and Psions but are not only these.

## Residence

They can be commonly found in various above ground locations, especially in the case of those who are not half-and-half, and sometimes reside in New Hell.

## Biology

Lust demons are very attractive and alluring. This demon has horns that curve forward (often ram-like, similar to Sloth Demons but smaller) and a furry tail. Otherwise, they are very humanoid, and do not typically have wings. They live for 1000 years baring death via illness or injury and mature at 30 years of age.

## Religion/Culture

It varies based on where they grew up in the case of Lesser Lust Demons, as they often take on the cultures of the places they grew up around. Though they always present some aspect of their personality or culture that is connected to their internal sin of Lust.
Teleportation Pole

## Common Knowledge

Anyone who frequents Titani or Port Calla may have seen, or even used, a massive pillar that radiates magic to teleport across far distances. High-ranking Dilghaoan military officials may have used a similar pillar to travel to Penskruingman and back.

## Further Description and Use

A teleportation pole is a large stone pillar, which by means of a ritual has been connected to a network of other, similar stone pillars. When activated by a low amount of mana offered by a single magic-user, everyone and everything within a 10 foot cylinder centered on the pole is teleported to another pole of the caster’s choice. The caster is also teleported to this location. Using teleportation poles has a slight delay, similar to that of travelling with a teleport spell, and can be tracked in a similar way to standard teleportation magic.

Magical protections can block the effects of the pole, keeping the blocker from teleporting, but if a creature willingly accepts they must teleport to the destination of the caster’s choosing and may not use the teleportation pole to go elsewhere (even if that elsewhere is another teleportation pole).

## Availability

Teleportation poles are rare to the point of numbering. Such poles exist in Dilghao, Penskruingman, Port Calla, and Titani. The poles in Dilghao and Penskruingman are in secure military lockdown, for the safety of Dilghao’s and the island’s denizens.

## Invention

Teleportation poles were originally invented by Old Binturian mages, to travel around Orelisle quickly while ignoring worldlines and the typical increased mana cost of teleporting large groups. They were likely a later invention, coming only centuries or even decades before the fall of Old Binturia, as none were ever discovered in the civilization’s ruins.

Each pole is created using a formal magic ritual.

## History of Use

### Old Binturia (C. 500 B.B. - 5 B.B.)

Old Binturia used teleportation poles, likely very late in its existence, to transport goods and military forces quickly.

### Modern Network (10,017 A.B. - Present)

In 10,017 A.B., the Binturian Party assisted a joint effort between Port Calla and Titani to create a teleportation pole between their two countries.

### Courier Pigeon Initiative (10,018 A.B. - Present)

In 10,018 A.B., the members of the Courier Pigeon Initiative established teleportation poles in Dilghao and Penskruingman to enable easier travel between to two. This was done with the help of the Binturian Party.

## Further Information

* The Binturian Party
* Courier Pigeon Initiative
* Dilghao
* Magic
* Old Binturia
* Penskruingman
* Port Calla
* Titani
Magnus

## Magnus von Ulver

Magnus fights his brother, Ralf, for the title of Baron

### Aliases

His Grace, the Big Bad, Magnificent, High Lord and Lord of Booze, Grand Duke Marauder Captain of all he purviews, and Mail, the Mailman, Lord of the high wind, seas, and lands of Teritov, Victor of the Planar War, Duke of Flowers, Judge of the Bunny court, Party Animal, Owner, Master, and Admiral of the Lordship, Aetorg Slayer, Defender of the People, Champion of Binturia, and Baron, Alpha Wolf Duke Magnus von Ulver (von Teritov, von Binturia)

## Common Knowledge

Here is where you type whatever a normal, non-binturian person is likely to know. This is information that new characters are allowed to come in-game with (though there is no obligation for them to come in with this knowledge). If there is no common knowledge about your subject, please explicitly say so. Additionally, if only people from certain countries/races will have heard of them, include that as well.

## Further Description

((Optional Section)) If there is other introductory or miscellaneous information, but it is not common knowledge, this is the section for that.

If your subject has never met the Party, please remove all sections after this "Further Description" section and break this "Further Description" section into subsections (with Heading 2, and Heading 3 if needed) and include all further information here.

## Early Life

((Optional Section)) ((You can add subsections)) This section includes what the subject of the page did prior to meeting the Binturian Party. If there is a lot of canon information, it can be further divided into subsections (please use Heading 2 to make subsections, which can be found where it says "Paragraph"). However, please ONLY include information that is relevant to why they are important enough to be mentioned on the wiki. All other information belongs on Proboards.

## Time with the Binturian Party

((Optional Section)) ((You can add subsections)) This section includes everything that the character has done between the first and last times they have adventured as part of the Binturian Party. Other simultaneous endeavors, even if they're irrelevant to the Party itself, can also be added here.

## Current Life

((Optional Section)) ((You can add subsections)) If the subject of your page has stopped regularly adventuring as part of the Binturian Party but is still alive and actively doing things, those things can be put in this section. For many pages, this should be the most detailed section. If it is very long, please use Heading 2 to divide this section into subsections. Please remove this section if the subject of the page has died, at least as far as we know.
Tonitrus

## Common Knowledge

A yellow blade infused with the power of lightning. Formerly wielded by the stitched-up newt-folk Belladonna, now wielded by Madame Dictator Chant’Folne Sforza of the Sym’fadè Confederacy.

## Current and Previous Whereabouts

### Belladonna (10,015 A.B. - 10,017 A.B.)

The blade’s original owner, who took it with her to the Overbright, Fera Isles, Port Calla, Ivoran, Binturia, Narak, K’Vesten, Haelwyd, Khione, Talios, and likely many other places across Orelisle and beyond.

### Chant’Folne Sforza (10,017 A.B. - Present)

The blade’s current owner who has taken it beyond the worldline and across planes. Chant’Folne’s exploits and travels are too numerous to mention, but it currently resides with her at the Seat of Power.

## Capabilities

Tonitrus was a purely non-magical weapon, originally crafted by Belladonna’s brother Nightshade. Fashioned in defiance to the tyranny of magic the twins saw in the world around them, Tonitrus was infused with lightning using the power of Essence (“Juju”, as they called it). Tonitrus could channel and even generate electricity, and Belladonna used this to great effect.

Following Belladonna’s final defeat the sword passed to the hand of Chant’Folne Sforza, who would in time be forgiven by the goddess Vague. In addition to refueling its electric powers, which had waned while Chant’Folne held it, it became a massive conduit for Phantasmal magic and bound to her soul. Should Chant’Folne ever be permanently struck down, Tonitrus will become soulbound to her killer, and their permanent killer, and so on. In some ways Tonitrus could now be considered a mark of the Dictator of the Sym’fadè Confederacy, considering how succession for the position tends to go.

The blade is theoretically indestructible, now vulnerable only to attacks by Vague herself and entities on-par with Belladonna.

## Creation

Tonitrus was made by the late Nightshade, Belladonna’s twin brother, in 10,015 A.B., and reinforced by Vague, one of the dark elven goddesses.

The methods behind its original creation are unknown, but likely involved a great deal of alchemy and Essence.

## Further Information

* Banishment of the Elder Gods
* Belladonna
* The Binturian Party
* Chant’Folne Sforza
* Essence
* Sym’fadè Confederacy
* Vague
Ent

## Stats

### Power Level

Mook, Goon, Mini-Boss, Boss, DeathQuest Mini-Boss (Depending on age and size of ent)

### Main Abilities

Physical strength, creative use of roots, powerful elemental magic, stealthy

## Common Knowledge

Rumors and myths sometimes speak of consulting the woods for guidance in times of great need. Adventurers, druids, and anyone who spends a great deal of time among trees might know that sometimes the trees consult you.

## Location

Ents are found in the Material Plane in forests and swamps, often protecting a place of natural purity. With the exception of Sanctuary, there are no Ents in the Binturian Forest.

## Biology/Lifestyle

Ents are sapient trees, usually with at least one eye (usually two) and mouth. They have full control over their roots, and can even uproot themselves and use their roots like limbs. Like normal trees, ents subsist on sunlight and the nutrients of the soil, and are largely sedentary. In their early lives, ents are indistinguishable from normal trees. Ents have no upper limit to their age, instead growing taller, wiser, and stronger with time.

Ents have a duty which they will carry out to their last breath, usually to protect a place. They are stubborn and uncompromising in this task, and will often resort to the use of force to ensure that their domain does not come to harm. Ents prefer working alone, but may team up if they deem a site requires extra protection. Relationships between ents vary on a case-by-case basis, but a common structure to groups of ents is deference to the authority of the oldest ent.

## Rarity/Power Level

Ents are rare on the Material Plane, but are found in about the same abundance as birds in the Elemental Plane’s domain of earth.

Ents are powerful users of Elemental magic, and wield great amounts of strength. The wide reach of an ent’s roots makes them more perceptive than one might expect, and the same roots can be used to quickly attack foes (though the same cannot be said of the ent’s main body). When an ent stays still, they are indistinguishable from a normal tree, making them surprisingly stealthy as well.

## History

Ents were created by the Elder Goddess of Protection to safeguard certain natural sites, especially those surrounded by trees.

## Further/Related Information

* Dryads
* Magic
* Material Plane
* Protection
Aetorg Lands

Map of Aetorg Lands

## Common Knowledge

The Aetorg Lands are well known as the dangerous land of Lizard-Folk. It lies just North of the Crinoid Mountains and tends to be a marshy land with small, isolated groves of trees.

## Topography and Climate

It is a vast land of almost entirely marshes, there are occasional groves of trees upon slightly dryer land. There is a place near the base of the Crinoid mountains that is submerged under water after the extreme thaw of spring, which may be considered a lake while it is there.

## Population

This land is populated by the many species of Aetorg (Lizard-Folk) as well as a smattering of other races, generally outcasts or loners who can’t live anywhere else.

## Exports and Trades

The Aetorg tend to be self-sufficient and hostile so they almost never trade with outsiders, let alone other Aetorg.

## Government

This land is run by small isolated clans/tribes of Aetorg who govern themselves. The only “rule” that seems to span all of the tribes is that there are no rules and everything is fair game.

## Social Hierarchy and Culture

There is no known social hierarchy beyond a tribe leader and tribe members, their individual culture is unknown.

## Cities, Towns, and Villages

### Greensdale

Small village just within the border of the Aetorg Lands. Lies at the crossing of the borders of Binturia, Cotidia, and Talios with the Aetorg Lands.

## Alliances

Lacking any single governing body, the Aetorg Lands have no formal allies. Individual governments may ally themselves with certain tribes where it benefits both parties, but these are uncommon and tend not to last long.

## Enemy Countries

Strong dislike of K’Vesten due to past and present grievances; other than this they just generally don’t like other people/nations, even other tribes. They will not attack unless you attack them first, though they have been known to try to expand their lands in the past.

## Founding and History

Being a harsh, nearly-inhospitable marshland, the Aetorg Lands were less “founded” as much as they were “designated”. Most of the known powers to have their hands in the region simply left it alone, due in part to the region’s hostile terrain and in part to its territorial inhabitants. At some point in the past, the region was termed the “Aetorg Lands”, and the name has since stuck and its inhabitants called “aetorgs”.

In the 1400s A.B., the Meztec Empire established a smattering of strongholds in the southernmost region of the Aetorg swamps. This, combined with the final collapse of the Meztec Empire in 2068, led to a rapid increase in the swamps’ lizard-folk population, where it persists even into modern times. There are still some Meztec ruins in the Aetorg Lands, but most have sunken into the bog.

## Further Information

* Binturia
* Cotidia
* K'Vesten
* Lizard-Folk
* Meztec Empire
* Talios
Binturian Bats

## Common Knowledge

Binturian Bats, also known as Dire Bats, are monstrous and extremely hostile versions of the common bat. They are larger than the normal bat and only live within the borders of Binturia, hence the name Binturian Bat.

## Location

They live only within the borders of Binturia, though they originally hail from the Underdark beneath the thousand mile forest. They live in large tree canopies or caves either in mountains or underground.

## Biology

They are a larger version of the common bat and tend to have some exaggerated features such as larger teeth and claws. Their natural life expectancy is slightly longer than a normal bat's but they tend to be killed before reaching that age. They are carnivorous and hunt larger game such as deer, owlbear, and the residents/merchants in Binturia.

## Rarity/Power Level

These creatures are rare within the borders of Binturia and non existent anywhere else on the surface. There may be a few in the Underdark and caverns beneath Binturia. They are not extremely powerful but could easily take on a lone man and are disastrous in large numbers. They have a very powerful bite and their claws are very sharp. They are also known to dive and hit someone pretty hard.

## History

These are a naturally occurring mutation of the common bat. They originated from the Underdark but have slowly moved to the surface, but only within the borders of Binturia, due to the large variety of magically potent game.

## Further/Related Information

They are also known as Dire Bats. Dire being a word to denote something of a species that is generally larger and more powerful than the normal creature.
Theo Rothin

## Common Knowledge

Perviewers of magical objects, and those magic-users and smiths who wish to pursue artificing may have heard whispers of a master craftsperson in the far reaches of the Apotheosis. Soldiers of the Seven Nations’ Alliance, or sailors of the Courier Pigeon Initiative, might recall hearing of a brilliant artificer supplying their causes with artifacts.

## Further Description

Theo Rothin is the most powerful mortal artificer alive on Temporis. Hardly anything is known about her, but for the right price she can craft nearly anything one could imagine. Theo has a complex relationship to the Binturian Party, but one wouldn’t know that from just asking her.

## Early Life

Little is known of Theo’s early life, and any written accounts were likely destroyed during the Fel Invasion. Given her talent for magic and smithing, it seems likely that Theo attended the Jericho Celestial School in pursuit of magic. What is concretely known is that Theo was an imminent artificer in service to the Jericho government, perhaps even its chief artificer, and escaped from the city’s destruction at the hands of the Fel Kaiju. Part of Theo’s old laboratory at Jericho survived the attack, though the amount of salvageable knowledge or prototypes remains a mystery.

## Time with the Binturian Party

Theo first met the Binturian Party as the Artificer for the Seven Nations’ Alliance, which could be considered a poor introduction. The Binturians stole from them the a massive crossbow and three crossbow bolts infused with the lost spell Sphere of Annihilation, then during the final battle with the Seven Nation Army in the Binturian Forest Theo planted countless traps, harassed the Binturians with explosive spells and blasting jelly, and rebuilt Spymaster Aubin as a mindless, mechanical killing machine. It’s not known how much of her involvement was due to a commission or a belief in the Alliance’s cause, but Theo doesn’t seem to hold much resentment for the Binturians for these incidents.

Theo was formally involved with (and travelled with) the Courier Pigeon Initiative and provided it and the Dilghaoan government with magical items and artifacts. Though not formally declared, it is probable that Theo was involved in the construction and enchantment of the CPI’s flagship vessels *Seventh Siren*, *Lapsed Pacifist*, and *Lily of the Valley*. Theo would go on to participate in the Battle of Binturia.

## Current Life

Theo now works in their private workshop (beneath the ruins of Jericho, but likely not her original shop), creating artifacts and magic items upon commission. Theo taught Maldour Forgearm, the Binturian and artificer aspirant, some of the secrets of his craft, but the tutelage ended there.

## Further Information

* Apotheosis Desert
* The Binturian Party
* Battle of Binturia
* Courier Pigeon Initiative
* Fel Invasion
* Fel Kaiju
* Jericho
* Seven Nations’ Alliance
Laughing Hand

## Common Knowledge

Denizens of southern Aiur, northeastern Haelwyd, or northern Cathais might have heard of, or had unfortunate encounters with, a group of slavers in the guise of guides for refugees.

## Further Description

The Laughing Hand is a group of slavers who operate in the Fourth Quartile of southern Aiur, and ship humanoids to many other parts of Orelisle. Their primary base of operation was an excavated hill, also in southern Aiur.

## Practices

Laughing Hand members prefer subterfuge to violence if they can help it. Most of their slaves are captured by disguising themselves as guides, guardians, or soldiers and offering their protection or advice to passing travellers and refugees. Those unfortunate enough to accept their offer are led into an ambush, where they are subdued and imprisoned (in large cages, or manacles of the cages are too full).

Some members operate elsewhere in Aiur looking for potential buyers, and once one is found a caravan will travel under cover of night to make its “delivery”.

## History

Though it is not known when the group was founded or by whom, they suffered a major blow from an attack by the Binturian Party and have been slowly and shakily recovering since 10,019 A.B..

## Structure

The Laughing Hand presumably has a leader, but other details of its structure are not known.

## Members

Members are expected to always wear, or at least be prepared at any time to show, the mark of their membership: a glove bearing the mark of a laughing mouth on the palm. Some of these gloves bear touch-based enchantments.

## Further Information

* Aiur
* The Binturian Party
* Cathais
* Haelwyd
Mortals

Numerous creatures are part of the reality of Gloracraft. The player can choose from three different types of classes: The dwarves are durable but clumsy, the barbarians are suitable for the close combat style, while the druids can also master the magic.

## Dwarves

**Dwarves** are shortish human-like creatures who dwells in mountains of Valind's Glacier.

Armors: Dwarves' traditional armor, Black Iron Plate

Weapons: Little Sword, Battleaxe, Crossbow, Silver Crossbow

## Barbarians

***Barbarian*** is a human species from Kralori Empire. Unlike Druids, barbarians can not use magic.

Armors: Scale Mail, Coin Armor, Silver Armor

Weapons: Little Sword, Flint Axe, Broadsword, Warhammer, Mace, Sword, Battleaxe, Silver Warhammer, Silver Mace, Crossbow, Silver Crossbow

## Druids

***Druid*** is a half-human species that practices magic. They live in Lands Fronela.

Armors: Banded Mail

Weapons: Staff, Little Sword, Magic Sword, Spells

## Commands

### Speaking command

* /whisper {message} - to whisper (smaller range)
* /shout {message} - to shout (bigger range)
* /bird {playername} {message} - to send a messenger pigeons

### Gesture commands

* '\*' - to expressive your character's actions (For example: "\*walked in a circle around the flowers." Shows up as "{playername} walked in a circle around the flowers.")
* /roll - to roll a dice

Requires: http://www.kodevelopment.nl/minecraft/moreplayermodels/

* /angry - to show you are angry
* /bow - to bow
* /crawl - to crawl (need to hold shift to crawl around)
* /cry - to cry
* /dance - to dance
* /hug - to hug
* /no - to shake your head
* /point - to point your hand
* /love - to love
* /sit - to sit down
* /sleep - to lie down
* /sing - to sing
* /wave - to wave
* /wag - to wag your tail
* /yes - to nod your head

### Spawning commands

* /spawns list - lists all spawn points on Glorantha
* /res {playername} - ressurects a dead person at your location if it is within 5 blocks.

### Country commands

* /g - speak in country chat
* /guild quit - leave the current country you are in
* /guild list - list all members of your country and see if they are online or offline
* /hq tp - teleport to your country's capital city
* /guilds - show all countries on Glorantha and how much population they have
* /lookup {playername} - show a players pvp kills, currency, and country (if they are in one)

### Trading commands

* /trade {playername} or /trade invite {playername} - invites a player to trade with you!
* /trade accept - accepts a pending trade invite
* /trade deny - cancels a pending trade invite
Soul Battery

## Common Knowledge

Combatants in the Fel Invasion of 10,016 may have heard that some of the fallen Fel Demons were transformed into powerful gems when the Abyssal Tear was sealed.

## Further Description and Use

A soul battery is a gemstone, similar to a soul gem in that it contains a soul. Soul batteries must meet the same qualifications for existence as a soul gem, but the soul bound to it lacks any individuality to speak of. This bound soul is, in a manner of speaking, a “proto-soul” lacking any knowledge, experience, or will of its own. Such a soul has many uses, some of which are similar to the uses of soul gems, but can also be used to repair the damaged soul of another being.

## Availability

Soul batteries are rare, arguably more so than soul gems. Most soul batteries appeared just as the Fel Invasion ended, and more cropped up during the Fel’s next major assault in 10,017, but a small handful were created by necromancers.

## Invention

Soul batteries were, presumably, invented by Fel Demons, or perhaps the Hierophants themselves, during their initial invasion in 10,016 A.B.. These earliest soul batteries may have been born from the souls of captured or mortally wounded enemy combatants, and then their soul fragments used to power their offensive rituals and magical contraptions.

## Further Information

* Fel Invasion
* Magic
* Soul Gem
* Soul
Orcs

Hit first... there is no second step

## Common Knowledge

Typical orcs are warriors, tried and true, and may be described as “unruly” or “brutish”. They are always ready for a fight, and train diligently to bolster might and stamina. Orcs love to go on dangerous missions and challenge each other to fights. Their focus on the physical often sidelines mental pursuits, and therefore many orcs have lower than average intelligence. In addition, many orcs (though not all) distrust magic, normally because of its dominating power or its disruption of the “natural order”. Orc lives are often cut short by battle, despite their might. It is very rare for an Orc to die of old age.

## Residence

### Countries

#### Dahaan Havazh

Orcs are most commonly found in tribes on the rolling plains of Dahaan Havazh, though they can be found nearly anywhere across Orelisle. Despite this, there are very few orc towns and cities, as most tribes are at least semi-nomadic. Dahaan Havazh is a large swath of grassland on Western Orelisle, its borders determined by coastline and forests. Dahaan Havazh is not home to just Orcs, even though the highest concentration of orcs in Orelisle is found there.

#### Ӧrӕfin

Some orcs are found in Ӧrӕfin, an empty and vast rocky plain in northern Orelisle, near Adirondicka. Ӧrӕfin is also home to tribes of humans, elves, bear-kin.

## Biology

Orcs have a greenish skin and prominent tusks that distinguish them from other races. Most have dark hair and eyes and what some would consider to be pointed ears. They age at around the same rate humans do, maturing at around 18 years old but only living until 80.

## Religion/Culture

Orcs generally adopt a nomadic or village-esque lifestyle within their tribes. Culture and social structure can vary between tribes, but most uphold the warrior lifestyle and have a chieftain and shaman. For instance, some orc tribes value honor, distrust magic, and/or exile members who do not closely follow the tribe’s ideals. Orcs may choose to leave their tribe voluntarily as well. As a side note, orc shamans are more likely to use Alchemy rather than magic as the basis for their powers. The orcs worship their God of the Hunt.

## History

Year 10014

Darkfell: There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

Year 10015

Contsellations: The constellations disappeared from the sky for about a month in the beginning of the spring.

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.

## Further/Related Information

Other information or events or people that are related to this Race.