recursal/Fanatic-Fandom huggingface dataset:
Scout otters

The "Scout Otter" is a family of otters and beavers who are quite common on Planet Nakti. The family is splitted in two different categories who are related to eachother in their origins and their genetical traits. These are the **Scout Otters** and the **Nettle Beavers**.

## The Scout Otter

A **scout otter** is an aquatic ocean mammal native to Natki. They grow up to 3 to 4 feet long. It has gills, but has the ability to store water in its fine layer of blubber to keep oxygen while on land, which it can do for an hour or so before returning to the sea. As their name implies, scout otters are quick, achieving a top speed of 35mph. In addition, they hunt in packs to attack big prey.

## The Nettle Beaver

The **Nettle Beaver** is different in a few ways. First of all, it's slow and heavy. They have lungs like land mammals, therefore they must surface every 1-2 hours and they are typically loners. But the differences get more interesting when taking account the entangled spines along its body. Nettle beavers produce a tranquilizer that effects the brain, or, in other words, a **neurotoxin**.

Coming in contact with any of the spines will result in having the toxin absorbed through the victim's skin. When exposed, the victim's motor skills will be hindered for a period of time, similar to sleep paralysis. In addition, conscious thinking will be greatly limited, resulting in a trance. Beyond it's toxins, the Nettle beaver's spines also make great homes for various creatures who are unaffected by them. Some coastal civilization and tribes use the Nettle Beaver's venom to make lethal weapons.
Albensis Belua

The Albensis Belua, or **Teyr Ioang** (Na'ring: "The white monster") is a huge wolf with horns on its head and the body shape of a bear-wolf hybrid. They are living in the rainforest of Nysdra but some of them had been found near the steppes in the south of Nysdra.

Through a genetical mistake in its DNA, which evolved over thousands of years, its fur is bright white. The species only survived over such a long time, because it has no natural enemies. Neither in the rainforest, as in the steppes or anywhere other on Nakti.

The Albensis Belua is 3 to 4 meters long and can reach up to 2 meters in height. Its horns are growing out right besides the ears and are layed in a flat angle to the head. The horns are 50 to 80 centimeters and are used by the Na'ring riders to stay on the back of the animal, when it jumps and runs through the forest. Through its massive size, the Albensis Beluae have rather large territories and dont live in a pack.

When the uncommon case occurs, that a Na'ring finds such an animal, the Albensis Beluae obeys the warrior its life long, if the warrior defeats, or better, gets the animal under control just with his/her bare hands or in some cases with a loop.

There are currently only a few Albensis Beluae living in the Na'ring clan because of their rarity and many warriors died, as they tried to defeat the animal. To have a Teyr Ioang dont get you special rights or permissions in the clan, but the respect as a warrior from everyone, as you defeated the animal with your hands.

They are commonly used for war or for better and faster mobility in the forest. Mostly the second case, because of the rarity of wars.
Al Kazal

(Dates from Abunese Calender)

**Al Kazal** lived from 1680 to 1800 in Fricaia  and was King from 1701 to his death. He was a Skulblake.

### **Important Dates**

He was a really selfish and only saw his own life as King. He maked the Alumbas sklaves in the first few years of his Kingtime. The Alumbas protestated more in his regime than ever before. He also made the five years of death happen. The scariest years in Fricaian History. In 1710 he loses his right wing and couldn't fight anymore. So after this date, he only sit in his throne. Even in more rebellions of the Alumbas, he stays in Erom and let his workers manage that for him.

### **Al Kazal's Life**

He was born 1680 in the royal house in Erom. His father was Ajamanda. He always watches Ajamanda when he decides important things. So Ajamanda gives Al Kazal his first mission when he gets twelve in 1692. It was a mission where he had to achieve money from all small Alumba-villages in Fricaia. The Alumbas started to hate him after that and so Al Kazal evolved in a selfish crownowner when he gets it in 1701 when he was 21 years old. One year after his dad Ajamanda died.
Perception Stones

A technological hallmark for the Nikiltu, **Perception Stones** are deceptively flashy spectacles, worn by the more prestigious Scrollkeepers. One of the few things to clearly and consistently show Nikiltan origins, they are often worn by diplomats on excursions, even when their purpose is not at all relevant to their mission.

## History

The earliest noted use of Perception Stones was in 14CE, when the Scrollkeepers had fully established their organization and workings. The need for confidentiality became ever more pressing, and early Keepers began to use gemstones as keys to read documents properly. These stones were handheld and fairly impractical, with handsfree stones surfacing around 230CE, and ultimately these goggles around 382CE, made by the legendary Nikiltan craftsman Urtefax. As per usual, exact dates have been recorded, but vary widely depending on source and translation.

## Construction

A common stance between Nikiltans, is that jewelry should be practical as well as decorative. The Perception Stones are among these practical jewels, constructed of:

* Soft but strong leather/felt for the borders and strap
* Any kind of noble or malleable metal, usually gold, silver or copper, sometimes lead
* Two equally large crystals, usually the same kind, either coloured or uncoloured.

The gemstones can be quartz, topaz, aquamarine, but some goggles incorporate rarer stones, like sapphire, ruby, and emerald. In picking these, little attention is given to the stone's purity or colour palette, only clarity is of any concern.

once enough stones of a kind have been found, they are all faceted in the same random pattern. Ensuring the stones are identical takes a lot of effort, time and polishing, sometimes many months, before they are good enough for the next step. Then, encased in metal cylinders, pairs of stones are lined up as identically as possible before connecting the two together with a supple leather framework, with added metal crossbars for support.

Very exclusive versions have limited copies, some even being wholly unique. These often have an absurd amount of facets, making reproduction ludicrous.

## Function

The purpose of the goggles is deceptively simple. They distort the wearer's vision, so if the wearer carefully writes a document whilst wearing the Stones, the document looks normal through the glasses, but becomes a mess of lines and directions without them. To put the words on any document together correctly, someone needs the right Stones. For optimal legibility, one needs to look at the document from no further than 30cm away, in a perpendicular stance.

Additional security measures come in the form of coloured stones. With these, scribes can use coloured ink that is invisible through the stone. Light yellow markings, for instance, can be used to further confuse the page layout, as with red stones, they become invisible.

The documents themselves often have numerous tricks to prevent accidental legibility: writing in curved lines as opposed to straight ones, twirling the letters around, shifting fonts for no particular reason, etcetera.
RPG Esemserai Race

## The Esemserai Race

 **Languages** | Tradtional Hulmi

*"Gathered around the barren rock they called altar, the family of the child held their breath as the priest revealed his ragged, ceremonial saw. The youngling sat down on one end, his father on the other, holding hands as the saw struck the juvenile horn... The morning breeze carried away much of the dust, landing some of it in my associate's face, much to his dismay.. Before long, the horn broke off, falling inbetween the young Esem's legs. He had but a moment to examine it before the priest returned with his hammer, taking the horn and crushing it under the tool's iron, right between the father and child. With the ceremony complete,  and the child's left horn's stump resembling his father's, the family partook in song and dance, freely sharing Lotus wine with the new adolescent and any bystander, ourselves included..." (M'rafiq Asalani , travelling records IV)*

The Esemserai are a reptilian race descendant from the Hulmittu, horned and scaled. Many of them are missing one or both of their horns, a cultural tradition of sorts. Seemingly the closest to their ancestors, they wear that banner proudly, training their bodies to most athletic heights through training, farming, metalworking and other physical activities.

### **Age**

The Esem reach biological adulthood around 25, living past 80 in rare circumstances. Traditionally, they are regarded as adolescents from the age of 5 onwards, with adulthood not tied to an age, but to the moment they pass the appropriate trials (usually around 20, but has been observed as early and late as 15 and 30).

### **Size**

The Esem are tough and large lizards, growing inbetween 5-7ft in size. They grow at a fairy slow rate as well, reaching their full size by the age of 30.

### **Alignment**

The Esemserai tend to neutrality, with a definite lawful overtone. Evil is firmly looked down upon by the tribe, but dealt with in ways many others would consider equally vile and barbaric.

## Features

Through their training and disciplined lifestyle, starting at the age of 5, Esemserai have gained an Unyielding spirit and are able to perform a Calculated Slash. As they progress to adulthood, they spend a good month in the tempe of their choice, Pick one of the following; Hiran's Spirit, Zorek's Spirit , Ran-Zhur's Spirit .
Translation Info

## Info to the Translation System

Hello fellow Naktian!

I, Joshi, am currently trying to translate this wiki to German. The main site is already translated and I will translate every canonized (finished) article too.

So if you want a page on German just click on the little German flag on top of the page under "Languages"

Have a nice day!
Jel

Language
 Currency
 Form of Government

**UNDER CONSTRUCTION**

**Jel**, officially known as the **Organized Land of Jel**, is a one of the countries on the planet Nakti.

## Etymology

Jel (pronounced J-all) can trace it's name to that of the Jel Tribe.

## Geography

Jel is hilly with thick patches of forest, prairies and bare mountains jutting up from the hills.

A small area but thick with many areas of wild thickets and forrest.

## Government

**Skree-Gore:** The Skree-Gore do not have a traditional government, they have Blood Shamans who direct the clans.

Once every seven years they gather for a giant moot, the strongest compete and the tribe with the strongest warriors guide or direct the clans for that seven years.

## Economy

**Skree-Gore**: Skree-Gore have a elaborate economy based on labor and trade. One can trade building a bow for a few pelts or amber. Amber is one of the more highly prized trade items, the scent and color is a favorite. The Skree-Gore can trade with other tribes, they have to deem them intelligent and strong to trade. Most tribes just get devoured before any such option may occur.

## Culture

### Tribes

Jel is home to 7 Tribes that are further divided into clans.

Skree-Gore

## Language

In Kirek, the most spoken language in the country, when one presents their tribe, they say "I ek mak Aradatris moktwon (I am from the Aradatris Tribe). To present their clan they say "I ek mak moktwon on-Sif (I am from the Sif Clan).

**The Skree-Gore** do not speak a traditional language, they use scents and body posture as well as a plethora of paw signs. Most tribes think them stupid beasts but they are far from stupid, they are just as smart as any person just their tribal makeup uses more primal methods of communication.
The Yawe varden alksút

## A short introduction

The **Yawe Varden Alksút** is the official religion of Fricaia. Its main message is that everything living is created by **Nature**, which is the supreme principle every living being, animal or vegetal, incarnates. The religion is worshipped by nearly all the Fricaian, who firmly believe in it and is one of the reasons behind the union of the three races that inhabit the country, the Alumba, the Skulblake and the Raptermus.

## History

It was mainly created in year **1806** (of the Abunese calendar) as source of peace in Fricaia. First mainly used by Alumba. Later, beginning in 1814 the Skulblake joined too. First in smaller parts, then more of them and in 1830 nearly everyone in Fricaia followed this religion.

In 1975 when the great Acto volcano erupted. Many Fricaian, mainly from Sylvestria, left the Yawe Varden Alksút because they no longer believed in the security given by nature. After that, in 1977 the Great Elder Jongal Larwer recreated Yawe Varden Alksút with the additional philosophy to respect the oldest and some other additions.

In the same time Sylvestria got rebuild out of the trees and gets the new main city of the religion in Fricaia. After a few needed Years, in 1983 every Skulblake and Raptermus was back in Religion.

## Important Speeches

### Fenter Gravs Speech of Peace (1814, translated)

> *"Dear '**Fricaian! And I mean all '**Fricaian. Not just the Skulblakes. Also the Alumbas and our smaller winged friends.*
>
>

> *I do not want to say that the Alumbas time has come. Our time has come. The Time of a whole Country has come. Brothers. Sisters. Believe in the **Power of Nature** that has created everyone of you.*
>
>

> *This is Life. I believe in Nature. The power, the Silence of the leaves.*
>
>

> *Everything that is important for us. And that is nearly everything.*
>
>

> *The **Yawe Varden Alksút** showed me the path. The way to a new Life. A better life. You. My Sons and daughters. You make me happy, because we are one. One nation that believes in each other. So, with that, I present myself as a follower of the principle of **Yawe Varden Alksút**!"*
>
>
Fauna Template Page

*This is a one-sentence description for the species.*

Image description.

## Physical description

This section is about the physical appearances of the species. For example, having red fur, being 30cm long, having two tongues, and such information. You can also specify some biological data if you want.

## Distribution

Were is the species spread on Nakti, overall. For examples, the Sketteh are actually located in the Jel continent, but they just occupy a little piece of it. There's to say, the Skit variation of the species is also displaced on Nakti.

## Behavior

### Nutrition / Hunt

This section is the most interesting, as it is the core of a species' survival. Notice I recommended to explain how they behave with their own species (for examples, wolves may try to fight each other for supremacy, or, gray squirrels may fight each other for a female individual), with other species (e.g.: foxes eat squirrels, cats eat mice) and with the other gender (if any - for example, red squirrels don't mate with female which already have a partner). You may want also to add how hunt works for them or when and how the love season happens. You may want to split these informations into multiple sections.

### Relationships with the sentient neighborhood

Yeah, for example, we humans pet and tame dogs. Anyway, a sentient species may actually act differently. For example, the Skree'Gore races usually just consider anything that is not a Skree'Gore as meat. Nice!

### Facing other species

Some species don't just fight others. Cats and foxes may not really relate well, but it may happen that a dog befriends one!

### With the same species

Some animals have some sort of hierarchy like wolves, or just the members of a family have different roles, for example, did you know that red squirrels *may* adopt other's babies if they notice their mother is missing for a long time?

## Social analysis

This one may be misleading, as I previously wrote a subsection about the relationships between their own species. Well, the point is that some animals have some interesting "organizations", usually based on clans with a leader. For example, wolves have a leader, prairie dogs have an interesting feature and things like that.

## Final notes

If you're going to include maths, chemical compounds or complex scientific details, you may want to add some references to them.

Anyway, you're not obliged to follow this template in this exact order: it is just a guideline based on this template (you have to log in to see the contents).

**Have fun!**

## References

1. ↑ https://www.mnn.com/earth-matters/animals/stories/squirrels-adopt-orphaned-relatives-sometimes
2. ↑ https://www.youtube.com/watch?v=y1kXCh496U0
The Order of the Scrollkeepers

The **Order of the Scrollkeepers**, or **Mu Mukillu-Kirku**, are the prime enforcers of the caste system in the Nikiltu culture, police force, administrators of the libraries, and the most respected diplomats of the Nikiltu tribe.

## History

The order was founded in year 1 of the Scroll, as it denoted the start of the Nikiltan Calendar. For the next 536 years, things happened, and there was much rejoicing. *(aka, I'll add more later - Zepto)*

## Function

* **Guard Duty:** Either standing guard at the many gates of Kimjanu to keep the Nikiltans amongst their own castes,patrolling the city or guarding high-end officials.
* **Librarians**: The immense flood of knowledge that flows into Kimjanu needs to be managed, and they are the ones to do so. Information gets stored, copied, sorted, and organized by apprentices, under the watchful eyes of elder scrollkeepers.
* **Assassination**: the worst criminals of Nikiltu end up with death sentences on their heads, and the scrollkeepers are the ones to exact them.
* **Diplomacy**: When diplomacy is required, the Scrollkeepers are usually the ones to do it. In any case, they're the only Nikiltans who're regarded somewhat highly by the other tribes.

## Appearance

The Scrollkeepers are quite militantly dressed, carrying multiple Scroll Swords and Scroll Daggers around. They wear lightweight armour intended for mobility.

Fake, cloth scrolls are draped over their shoulders, as papyrus would be unsuitable for this. These cloths list the skills, abilities and accomplishments of the individual scrollkeeper, with newlings having a blank cloth, whereas elders carry multiple.

An optional part of the uniform is a long, bamboo pipe, a symbol for the delicate, thoughtful work the Scrollkeepers do.

## Purpose of the Scrolls

The scrolls contain the names and castes of every high-end caste member; any scrollkeeper can check if someone is allowed in the higher circles of Kimjanu by reading the scrolls. It's purpose is more traditional than practical, as the scrolls aren't  checked every time someone wants to enter the deeper parts of the city. It has lead to numerous idioms: to have *'one's name kept'* denotes importance. Analogous, having 'one's name erased' is an euphemism for being imprisoned, enslaved, or exiled (in either case, their names would literally be erased as well)..
Religion of the Ruadh'Losh

The Ruadh believe that every living thing has a spirit. Spirits help guide the decisions of the thing in life, and after death seek to do the same to those around them.Several Ruadh in each sub-tribe are believed to be enlightened to speak to the spirits from this world. There are good Spirits and bad Spirits within everyone, they must choose which to listen to.

The Spirit plane runs parallel to the world of the living, Nakti. Death is simply a transition between the two, in which following a burial ritual the spirit of the dead is ushered to the spirit plane by one of the holy messengers of Losh'Eona. An unknown Ruadh scribe writes the process here;

## The Oson'Vor and Eona

Ruadh'Losh is a name that means "Ruadh of the Queen". The reason for this name is an interesting one; it goes to the Ranhon, or as they are called in Ruadh tongue, **Oson'Vor.** The **Oson'Vor** are believed to be holy messengers from the spirit plane, sent by the dead to watch over and protect those still living. The Oson'Vor however, are their own entity that watch over the spirit world. Their Queen is a beautiful, anthromorphic one of their species by the name of **Losh'Eona,**and all Ruadh live their lives in service of her.

## Burial and Transfer

> "*The Losh will always give even the most wicked of men a chance, but it sort of... Eases the flow to be good. Heh". -Ineth'Morr*
>
>

Burial in the Ruadh culture is an interesting subject. The loved ones will celebrate the life lived of the one who died, often with drink and feasting. But before the celebration, one man or woman alone close to the deceased (often the spouse, a child, or a surviving parent) is tasked with the burial. First they move them to a hidden location in the forests. They rub the deceased in soft red clay, considered to ease the passing between the two worlds, then a rough cloth is buried around them on all but the face. The deceased's hands are crossed over the chest often, though if they died without gifting a child to the world they are crossed over the abdomen. The body is then loosely covered in about a foot deep of dirt, and a sapling is planted above their heart. Other than this, there is no marking of where they were buried. If the sapling blooms, it is believed they made the rough journey and are now among the spirits. If the sapling withers, then they were too weak and their spirit is confined to roam Nakti in the body of a wild creature.

Losh'Eona will give even the most wicked of souls a chance for redemption, though the details of her exact methods are fuzzy. The Ruadh tenants teach them to make all causes on Nakti be righteous, self-sacrificial for the betterment of the community, and keep their spirit humble and in-check with the world. It is often believed that the Losh will give every spirit a test for them to return to her plane, often a reflection of the spirit's inner self that they might not have known.
RPG Nikiltai Race

## The Nikiltai Race

 Age
 Size
 Speed
 Alignment
Impressed Hulmi, Expressed Hulmi,  Esoteric Hulmi, dialects of each

The Nikiltai are snakelike anthropods with horns  Their skins have distinguished patterns compared to the other Hulmittu, some patterns being a source of great pride and envy. They are spiked, though do often have horns as well.

### **Age**

Nilitai are known to become over a hundred years old. The exact maximum is uncertain, as they inevitably end up suffering from progressive brain degeneration. Losing their cognitive functions then results in loss of social status, loss of support, and eventual starvation. This genetical illness oftentimes shows up around their 80th year and not after the 100th. Due to this, age is of no real importance in their society, adulthood being exclusively based in skill and effort.

### **Size**

Their size varies greatly, with some Nikiltai never outgrowing the size of a child, the tallest reaching up to 5 feet.

Alignment

Niklitans tend to the chaotic side, both evil or good. They care more for originality than for the morals behind their actions.

Names

A list of examples, as well as an explanation where they came from and how they're formed.

## Features

Here you may list all the features your race innately possess. Be sure to link to the appropriate entry on the http://nakti.wikia.com/wiki/RPG\_Features page. If certain features are acquired in some other way, be sure to clarify so.
The Naktian WikiaDE

## Was genau ist Nakti?

Nakti ist ein fiktiver, von der Community erstellter Planet, bevölkert von anthropomorphen Tieren. Das Ziel des Projektes ist es, das erste Furry-Fantasie-Universum, das komplett von der Community erstellt wird, zu kreiren. Die Entwicklung von Nakti ist für jeden offen, der mit seinen Kunstwerken, Geschichten, Artikeln, Animationen, Musikstücken, Gedichten, Spielen oder anderem beitragen will. Behalte einfach im Kopf, dass die Population von Nakti in einer Zeitperiode vergleichbar mit der Prä-Ägyptischen auf der Erde lebt. Die Gesetze der Physik gelten auf Nakti genauso wie auch bei uns auf der Erde. Um mehr über Naktis Geographie herauszufinden, klicke auf den Link hier unten:

## Wie kann ich etwas zum Projekt beitragen?

Du bist interessiert dem Dream-Team, das an der Entwicklung Naktis arbeitet, beizutreten? Das Dream-Team ist offen für jeden, der sich kreativ beteiligen will und die Welt des Planeten erweitern will. Sei nur daran erinnert, dass wir ein Internationales Team mit Mitgliedern aus allen Ländern der Welt sind und unsere Hauptsprache im Chat Englisch ist :)

Wenn dies für dich kein Problem darstellt, klicke hier:
How to contribute to NaktiDE

Wenn du etwas zum Projekt Nakti beitragen willst, lies bitte die Details weiter unten. Es ist einfacher als du denkst :)

### **Um Teil des Projektes zu werden**

Wenn du etwas zum Projekt beitragen willst, sende einfach eine liebe E-mail an diese Adresse:

**projectnakti@gmx.com**

Teile uns deine Ideen mit, sage kurz was du tust (Künstler, Writer, Dichter, Coder, Animator oder anderes) und gib uns deine E-mail-Adresse, da dies nötig ist um dich in unseren Slack-Chatroom und ins Dream-Team einzuladen. Du kannst auch einfach eine Antwort in unserem Forum schreiben oder auf unserem offiziellen Subreddit (links unten).

Wenn du zum Wiki etwas beitragen willst, lies bitte vorher den **Führer zum Seitenstatus**

### **Ein Nakti Voice Actor werden**

Wenn du Voice Acting für unseren zukünftigen Youtube Kanal oder anderen Nakti Projekten machen willst, sende einfach eine Demo Aufnahme an diese E-mail Adresse: **projectnaktivoices@gmail.com**

## Unsere offiziellen Gruppen

**Offizielle Wikifur Seite**

**Offizielle Furaffinity Gruppe**

**Offizielles Nakti Forum**

**Der Offizielle Forum Thread**

**Nakti Subreddit**

**Youtube Kanal**
Tigerpuss Wikia

## Welcome to **Tigerpuss Wikia**

This is a miscellany of unrelated items, posted mainly by my owner.

## To get to other pages...

...you can click HERE to get to the full list of pages.

The list is on the Profile page. Click HERE if you want to go to the top of the Profile page.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
ME/CFS

*This is a slightly revised version of an article written for the Richmond & Kingston ME Group newsletter, Autumn 2002.*
I remember where I was when Kennedy was shot, but I am unsure of the date. Tuesday 13th July 1965 is much more clearly fixed in my mind. I was working in Paris, it was the eve of a public holiday, and I had never felt so ill in my life. I later learned that I had a particularly nasty variety of glandular fever and, although I soon got over the acute infection, I have never been fully well since. I have had a host of symptoms, but the most persistent are a sore throat, muscle pains and a lack of stamina.

By 1988, with the medical profession pronouncing me fit, I thought I should go to my grave an undiscovered medical curiosity, but then, by chance, I saw a television programme in which a man described the illness he had had for 20 years. He was describing in detail the illness I had had for 23 years. I joined the ME Association and discovered how many of us there are.

In the early 1990s I was given a diagnosis of CFS, which was initially disappointing, but served well in getting me my benefits.

Three careers have collapsed and the fourth is part-time and unpaid. However, over the years I have learned what I can and cannot do, how to pace myself and what sort of diet suits me.

I have little specific advice to pass on. Much of what I discovered for myself is common knowledge in the world of ME. What I would say is that if you cannot do what you want to, life is more enjoyable if you learn to like what you can do. I go to the theatre and concerts. I have carefully paced days out. In 2002 I gave a lecture on my special historical interest and I appeared on a radio quiz show. Mind you, I came last, but it was an interesting experience.

I have been relatively lucky. I never got round to marrying, but my family have been supportive. And being ill soon teaches you who your real friends are.

AFJ

* Link to newer piece
* Creatine/creatinine ratio and ME/CFS

* Profile
Qtis

"Q'tis" is a highly valued grain, one of many people have farmed and depend on.

Growing in shallow water part of the year farmers have to be near a good water

supply. Able to be stored for years dried the grains are very useful stored for

harder times. Many animals also enjoy this grain primarily at the cost of a hardworking farmer.
Alumba

###### *WIP by Stevencool209*

**WARNING: This page might contain information that are not suitable for readers under the age of 18. If you are not 18 years old or over, please leave this page.**

The Alumba are the second important species in Fricaia  (not including the Larrakeyah). They live together with the Skulblakes and help them in crafting things as Skulblakes help the Alumba with everything revolving around strength or fire.

## Appearence

In young years, the Alumba do have a brown color with black ears. The tail is nearly a half meter long. The full Bodyheight is circa 1 metre. The ears aren't fully developed and flatter in the wind.

Later when Alumba get mature, they get a ceremony named **Lorcor Odut** which roughly means 'becoming colors'. In this ceremony they dye in a color which they have to the end of their lives.

## Alumba Ears

The ears of the Alumba are out of leather. These Leathertiles vibrate softly from soundwaves. So they are really sensitive.
M'rafiq Asalani

M'rafiq Asalani is an explorer who recorded several important events throughout Nakti in his journals.

Not much is known of Asalani himself, only that he had a taste for adventure (considering the places he has been to) a knack for linguistics, and an intuitive feel for what would still be important hundreds of years from now (or just lucky, that is up for debate). He never talked about his own culture, only giving away that he was a furred, apparently feline individual,

## Works

His aptly titled 'Travelling Records', numbers 1 through 30, have been found scattered across Nakti. A couple have been found exceptionally informative and were copied multiple times. A few numbers, however, have yet to be recovered.

* Travelling Records I: Lost to time.
* Travelling Records II: Lost to time.
* Travelling Records III: Lost to time.
* ***Travelling Records IV***: M'rafiq follows a brave band of adventurers into the Land of Dread. After losing part of their crew to the dangers of the Dread, they're taught some basic survival skills by an Esemseru patrol. Asalani ends up leaving his companions, taking a break from travelling in the Masqutu capital Tingar.
* ***Travelling Records V***: Heading out again, with Masqutu alchemists this time, M'rafiq ends up meeting the Banbirru shortly before heading off to Kimjanu to recover a bunch of stolen scrolls from the Nikiltu. This journal contains a number of recipes, and many copies have been made by the Masqutu.

## Legacy

Asalani was the first of his race to meet many others,  earning himself a permanent spot in the memories and folklore of many tribes.

Navarchus\_Zepto (talk) 17:37, May 19, 2015 (UTC)
Haben'Zu

The **Haben'Zu** is an endangered herbivorous species that roams the lands of Ty. Hunters would prey upon this species for its valuable poison that lies within its tusks.

## Description

Haben'Zu were known to be large, reaching heights of 4 meters on average and weighs up to 10 tons. Haben'Zu have long, thick fur, with a short mane at the back of the neck. Fur color can vary between dark brown, cream brown, black, or grey.

Haben'Zu have long slightly curved tusks that ranges from
Sun Glory

Sun Glory, The Wake Me Up Plant. (Perennial)

## Areas Found (shade/partial/full sun)

Sun Glory needs full sun to thrive well.
It can grow in shade but stunted.

### **Distribution**

Widely spread out as peoples of many tribes plant it in areas near their settlements. Having a caffeine content close to coffee it’s valued by most every people. Given it’s popularity it is quite wide spread across Nakti. It wont tolerate harsh winters and stays in the warmer climates.

## Description

Long green stalks with leaves growing up to a flowering top that yields yellow and orange flowers. Found in large clusters some growing like fields in areas planted and left as tribes migrated.

### **Seed Description**

Small seeds within a large pod which holds 50-100+ of the small tan colored seeds.

### **Time till Harvest**

50-55 days
Capable of several plantings in a year.

### **Water Requirements**

Moderate watering and can grow without care but smaller harvests if any at times.

## Common Diseases

**Aphids** are a annoying pest that can kill a plant in great numbers but usually just lowers the growth and yield of seeds.

**White mold** is a more rare fungal ailment that kills the leaves and will eventually kill the plant. Infected plants are burned in an attempt to stop it’s spread.

## Medicinal Properties

Sun Glory is a Caffeine source for many tribes all over Nakti. Used often by weary workers coming home or rising up to a work day. There is no real medicinal use for Sun Glory other then as a stimulant.

### **Local Uses**

People grind the seeds to activate and release the kick from them, leaves can also be used and are. The tea from the leaves is much milder and some prefer it as it doesn’t make them jittery. Many people claim it makes them stronger and tougher, this is obviously the high they get from the high caffeine levels in the plant.

Seeds and leaves ready for tea are sold in markets by farmers who grow the plant for market. It’s a common sight to come into a shop and share a cup of tea while browsing or chatting. The plant is so widely grown it’s value has dropped from it’s weight in gold to a common commodity. In one age the plant was a pleasure only known to kings and his armies as it kept them more amped.
Seeds need to be dried  or roasted before use, roasting must be watched as scorched seeds taste foul. The leaves are hung and dried taking about a week or more to dry, then bound up for sale or left hanging to use in the kitchen.

### **Alchemical uses**

The Alchemists of the Dread, the Masqutu tribe, are known to extract the oils and other fluids from the plant, which is then distilled with a weak flame. The resulting product is known as Apercux, a bright yellow, reflective substance.

It is a component in many concoctions, brews and elixirs, including: Ros Cyaneus.

## Additional Information

Animals avoid it as it has a bitter taste, which is why some add some honey to make it more palatable.de
Lapis Lotus

The **Lapis Lotus,** or **Binusanu,**is an intensely poisonous flower found in very specific groves in Nysdra and the least barren regions of the Land of Dread .

```
(Land of Dread Flora)

 Usage

## Properties

The Lapis Lotus is tinted a dark blue, with numerous goldlike spots all over. It's head is rather large, growing between 1-2 palms in size, and is distinctively triparted: three stamen, three petals on every layer. Able to survive both on land and in water, it nonetheless requires very specific circumstances, seemingly chemical in nature. The leaves are uniquely segmented, adapted to both living on land and in water.

The intriguing thing about this flower is that it contains both a strong poison and a very effective medicine. Expert Masqutu alchemists have figured out a mixture that neutralizes the poison if the lotus is exposed to it early during its growth, but the timeframe for this procedure is slim, likely to kill the flower, and finding the young loti is a challenge in and of itself. The water-based loti are impossible to perform the procedure on

Currently, even skilled alchemists can't guarantee it will work. The process lightens the colours of the leaves at their base, but this is no sign of an effective detoxification.

Once rendered safe, the flower is aptly referred to as the Lazuli Lotus, and used in the treatment of The Thundering Rock Fever and other respiratory ilnesses.

## Toxicity

The Lapis Lotus's poison doesn't kill people in and of itself, only forcing them into a prolonged period of unconsciousness. During this period, the victim can't eat, drink or defend themself, which often proves fatal. Should they be force-fed and kept safe, waking up is to be expected within a couple of weeks. The sanity of a woken up victim cannot be guaranteed.

## Linguistic

Called "Swok ean" (holy blue) by the Na'rings and used for initial ceremony.
Ald'Hin

The city-state of Ald'Hin is claimed by Deikan\_Kalibran.

Ald'Hin is a city-state located in a vast expanse of swamp to the west of Abun and Issad. The waters in and around Ald'Hin are occupied by a vicious race of fish, the Althin (From whom Ald'Hin has derived its name). Aldite culture holds intellectualism in the highest regard, and the city-state is home to many inventors, artists, madmen, and entrepreneurs.

For a relatively small nation, Ald'Hin possesses considerable military might. The army of Ald'Hin is separated into two parts, the local guard (Known as the Leth'Alt), and a valuable mercenary force to represent Ald'Hin abroad (known as the Ser'Alt)
The Naktian Wikia

**Translation Guide and Info**

## What exactly is Nakti?

Nakti is a fictional, community built planet populated by anthros. The aim of this project is to create the first furry fantasy universe entirely developed by the community. The development of Nakti is open to anybody who wants to contribute with artworks, stories, articles, animations, music, poems, games or anything else.Just keep in mind that the population of Nakti lives in a time period comparable with the pre-egyptian time period on Earth.
The Laws of Physics in the Nakti Universe are the same as those within our universe. To find out more about Nakti's geography, click on the link below:

## How to contribute to the project?

Are you interested to join the Naktian Dream Team, the team that works on the development of Planet Nakti? The Dream Team is open to anyone who's creative and wants to expand the world with new things. Click on the link below to find out how to join us:
Tynarr

**Behaviour** | Humanoid

The dominant race in the country/region of Ty a Wolf/Bear (Canid/Ursus) Hybrid - being written by Naesaki though open to all

## **Introduction**

The **Tynarr** race is one of the more uncommon races on Nakti being generally confined the the country of Ty, their origins aren't clear though most have determined that they are most definitely native to this region but due to their hybrid traits the questions about them are only raised further.

They are a hybrid mamallian species and thus warm blooded and give birth , their main features are of a wolf but they posesses many characteristics and traits that would be very common in a bear.

## **Tynarr Origins**

Despite the knowledge that they come from the Ty region, Historians and Archaeologists have yet to be able to determine their exact origins though it is agreeded they are descended from a pairing of wolf and bear but beyond that there is very little known about them due to their generally insular nature and keeping most of everything about themselves secret and hidden away to the point that not even regular citizens are aware and even the higher eschalons are mostly clueless.

## **Racial Characteristics**

The Tynarr are a hybrid species, consisting of the union between a wolf and bear.

**Males** tend to stand on average at 6ft 5" and have very large, bulky and imposing physiques taking on more bear like physique while their general features are more wolf/canid when it comes to their ears, eyes, tails, muzzle, nose while they have more bear like hand and feet paws.

**Females** on average tend to stand at 6ft tall, their builds are much more slender and lithe and thus more agile compared to the more sturdy Males. However their general physical traits are more bear like when it comes to their eyes, ears, tails and muzzle and nose, though they have thick wolf like hand and feet paws.

Despite the different in their paw types both male and females have five fingers and five toes, the females have thicker paws and more tactile strength while the males more wolf like paws are more slender and agile, so in contrast to each other they are fairly equal due to the differences in their general physiques, however Males are more fine suited to dextrous tasks that require holding tools and weapons.

Not to say females will struggle with such fine tools, they just require more training but they are incredibly well suited to tasks that require the full strength of their hands.
The Naktian Races

* Esemserai
* Tokaya
* Hatran
* Emer
* Skree-Gore
* Agnata
1/6
 In this page you can find all the information regarding the races that inhabit Planet Nakti.

## Hybrid Races

Hybrid races consist in the union between two or more traits of different creatures. On Nakti there are many hybrid races and each one has different characteristics.

***Anu'Dar***

***Elanelaer***

***Emer***

***Psurgan***

***Tokaya***

***Vinikar***

***Ralue***

***Wahruvix***

## Non-Hybrid Races

Unlike the first category, non-hybrid Naktian races are the ones that have only a single characteristic trait.

***Alumba***

***Bika***

***Bone-Talkers***

***Diggers***

***Ei Ateria***

***Funin***

***Hatran***

***Hulmittu***

***KIDS The Children of Nakti***

***Krani***

***Lamura***

***Lunaan***

***Na'ring***

***Rourd'Ken***

***Sketteh***

***Skree-Gore***

***Skulblake***

***Veecha Tuhe (Wave Gliders)***

***Veskari***

## Mysterious Races

Creatures of Natki that remain a mystery to the Naktian people, due to lack of research and information

***Deep Nobles***

***Weavers***
Ina Battataya

**Ina Battataya** is a religious principle found all across the Land of Dread, in many cases one of the few, or even the only connection between the different tribes. Meaning "Individually, one by one", it is the ultimate expression of individuality and the sense of self, and though interpretation differs from tribe to tribe, it's one of the few terms that barely underwent any change, only differing in pronunciation.

The most basic explanation is that the individual is seen as infinitely powerful, capable of reaching the very stars if they wish to do so, but that doesn't do justice to this concept's deepest meaning.

## Interpretations

**The Esemseru** see **Ina Battataya** as the fundamental truth that anyone can become anything they strive to become. Though every hatchling is marked by birth to show their caste, that isn't in itself limiting; the achievements of someone from low standing can in fact become more prestigious exactly because of that background. For the Tribe of the Mountain, Battataya extends right into godhood, their leaders shedding themselves of their mortal skin and becoming new gods for them, forever known by the name they chose themselves.

**The Nikiltu** regard **Battataya** as a practical right, a claim on things. They believe that if someone discovers a fact, they "own" that truth, and it should forever be known as 'their' truth. Names are important things to remember.

**The Masqutu** regard the discovery of something as an unique individual thing, the creator being as important as the creation. It closely ties in to the ownership of truth in the Nikiltan tradition, but rather than 'owning' the truth of their inventions, the discoverer is merely considered to possess the keys to the locks of the universe.

**The Basu** focus their lifestyle on the "us, here and now" , their only connection to the world of a purely economical nature. During their trades, each Basan looks for new and interesting things, intent on becoming an unique encyclopedia of cultural knowledge themselves. It's seen as a personal challenge to remember and understand as much of the world and cultures without having to write any of it down, the more knowledge, the stronger the individual is. Unlike the Nikiltu, they barely record anything but the most important of things. "*Just telling the youngsters everything would ruin their own journey before it even started.*" as one elderly Basan put it. They believe in an afterlife, with this life being mere training for that one.

**The Hashhaltu** seem to believe the individual is the only thing they should live with, never meeting up with their own species besides during childbirth. Utter and radical individuality.

**The Banbirru** interpret **Battataya** as the individual's connection with nature, which needs to be as harmonious as possible.
The Cult of the Effaced

The **Cult of the Effaced** was a small scale religion that sprung up in the Nikiltu Tribe of the Land of Dread. It is currently one of the few religious practices outlawed by the Scrollkeepers.

## History

It is uncertain how this cult came into existence. All that is known, is that around **490 NCE**, an unnamed elderly Nikiltan discussed spirituality with a travelling Hashhaltu. The official Scrollkeeper explanation has it that this conversation was muddled by mistranslations and poor communication, and that the old man had a troubled mind in the first place; in either case, the nikiltan got insight into forbidden knowledge, and founded a cult to honour it.

He had been granted contact with the Effaced, a mythical being from before Aeruvartix's time. This entity wanted nothing more than to be forgotten by mortal men, so that it'd have no more ties to the material world.
Lazul

**Lazul** is aperennial plant known for its large color variation and speckled petals. It mainly grows in temperate regions, but some variants have spread to tropical climate, where they grow in coastal regions.

Pure, single-color variants are rare and highly valued. It is something gardeners try to cultivate, applying intuitive and poorly understood notions of artificial selection.

Apart from its decorative value, it is also used in a herbal concoction used as a mild mood-alterer to cure melancholia.
RPG Race template

This is a template page for anyone to use in the creation of their race as an RPG ready player race. Be sure to link back to the Race's main page for more information. To copy over this template, enter the classic editor and go to the source tag, copy the contents. Then create a new page, enter the classic editor, copy in the source code.

## GENERAL RACE DESCRIPTION

 Age
 Size
 Speed
 Alignment
 Languages

Here you give a concise, engaging description of your race. Keep it snappy and short, no blocks of text. Perhaps add a short quote that's relevant. You have the main page to expand on your info, this page is just for RPG references and does not need anything else but the basics. Keep it simple.

Give extra information about the things in the table there if need be.

Names

A list of examples, as well as an explanation where they came from and how they're formed.

## Features

Here you may list all the features your race innately possess. Be sure to link to the appropriate entry on the http://nakti.wikia.com/wiki/RPG\_Features page. If certain features are acquired in some other way, be sure to clarify so.