recursal/Fanatic-Fandom huggingface dataset:
Martyr Blade

Martyr Blades are powerful cursed weapons that when drawn from their sheath can greatly increase the physical power of their wielder but at the cost of reducing their natural lifespan to a matter of minutes. The weapon, once drawn, cannot be removed by mundane means and even if it is removed, the effects cannot reversed. Because the magic of the blade reduces ones natural lifespan, spells that normally raise the dead cannot be used to revive anybody who has died under the blades effect. Once used, the blade's magic needs a week of resting in its sheath before it can be used again.

Martyr Blades are also sometimes called Bumbleblades because of the distinct buzzing sound the blade emits while active as well as due to the fact the thought of one sacrificing themselves for one decisive strike is similar to how bumblebees sacrifice themselves to deliver their stings.

## Variants

### Blood Seeker Blade

Similar to the Martyr Blade, a Blood Seeker Blade is a powerful cursed weapon that improves the strength and skill of its user when drawn. Anybody who is slain by a Blood Seeker Blade cannot be resurrected. Once this blade has been drawn, it must take a life before it can be sheathed again. If the sword goes too long without killing, it will begin to compel their user to kill themselves with it. Those with strong enough willpower can resist this for some time, but the compulsion becomes stronger and stronger until the blade is appeased. Drawing blood with the sword can help slow this process, but the sword be satisfied until it has killed.
Steel Soled Boots

Steel Soled Boots are boots with metal plating on their bottoms. They provide their user with excellent protection from any hazards on the ground as well as great grip and stability for walking across slick surfaces. Additionally, the power of the boots can be evoked to increase their mass, able to change from five pounds to five thousand pounds in mere moments. This can help the user sink in water, crush their foes beneath their boots, or stand their ground by make themselves far more difficult to trip. Most boots have five weight settings they can be changed to, the defaults being five, one hundred, five hundred, one thousand, and five thousand, though more powerful variants can even go up to twenty thousand pounds.
Shoes of Surfing

Shoes of Surfing are special, wide-bottomed shoes that allow their user to glide across surfaces when activated. This allows for quick travel, especially downhill.

## Variants

Most shoes only work on land but there are some that work on water and others that even work on lava as well. Some shoes are also self propelling, and can be used to easily climb hills as well.

### Walkers

Walkers are a variant of Shoes of Surfing that instead of sliding cause increased stability. This is espcially useful for walking across ice and oil. There are also variants of walkers that work on water.
Realm of Dreams

The Realm of Dreams is a nigh-infinite plane of existence that has arisen from the collective unconscious of every creature. All those who dream wander in this eternal realm, and all Dreamscapes are deeply rooted in its ethereal earth. The Realm of Dreams is a dimension beyond dimensions, and yet it still has definite locations, some born from the loftiest ideals Ib are able to conceive and some spawned from the darkest fears locked away in the repressed recesses of their minds. It is a land of wonder and a land of madness, where dream and nightmare are woven together into a fabric that encompasses all creation and beyond.
Phantom Pain

The Phantom Pain is a cutlass with a clear quartz blade. Any wounds inflicted by the blade will not have any effect whatsoever until after a certain duration of time has passed, at which point the wounds will spontaneously manifest and deal the full brunt of their damage. Before this manifestation occurs, the afflicted may feel a tingling, almost ticklish sensation where they were struck.

## Variants

### Graceful Finish

The Graceful Finish is a variant of the Phantom Pain that will inflict all of its damage simultaneously instead of after a set duration from each individual wound. More powerful enchantments can allow the user to choose when this effect is activated and some activate automatically as soon as the number of wounds they have inflicted would cause lethal damage to their target.
Titans

Titans are a race of Giants who reach Gargantuan Sizes.

## Psychology

Titans are a deferential race of humble shepherds and masons. They carry an air of genteel meekness despite their tremendous size, and yet they are fully aware of their own strength and will not hesitate to crush their foes should the proper occasion for violence arise.

## Society

Almost every aspect of Giant society is determined by seniority. Even in craftsmanship and the arts, the highest positions are held by those who have been doing them the longest and their works are often judged based on how long they took rather than how skillfully crafted or beautiful they are. Thankfully, giants are also a somewhat pragmatic race and also value functionality and efficiency, which prevents most artists from dilly-dallying over the same piece for the course of their entire lives, yet they still will feel inclined to put in a degree of precision and intricate detail that surpasses that of even elves, albeit hindered with a degree of coarseness imposed by their tremendous size. Their works tend to be lacking in technical skill and artistic knowledge, leading to much of it existing in the twilight between fundamentalist traditionalism and pure avant-garde.

The Leaders of the Titan race are those who have reached the most advanced ages, and almost all are senile beyond the point of sensibility. Even so, every utterance they make is considered a sacred mandate that all able-bodied Titans will do their utmost to enact.
Sunset Isles

The Sunset Isles are the series of islands off the western coast of Emperus.

## Major Islands

### Vesper

Vesper is the largest island of the Sunset Isles, and while in the Forgotten Era it was once a prosperous land of peace, it devolved into a land of ruin long before the Founding of The Empire. The land is constantly besieged by Dragons making pilgrimage from Bellos to their sacred Dragon Spire. Following the Decades of Death, a cabal of necromancers, who themselves had taken an unkind visit or two to the Dragon Catacombs, laid claim to much of the land under their cold dead claws. Most of the remaining Humans have taken up residence in the Imperial City of Bastion and rely on their Akritan ancient-enemies-turned-allies to defend their walls.

### Rhodes

Rhodes is the second-largest island of the Sunset Isles, and it is a lawless land of Rebels.

### Froslan

Froslan is the third-largest island of the Sunset Isles.
Sadist Blade

The Sadist Blade is an enchanted sword that becomes more deadly the more it is used. It starts out dull to the point of bluntness, though while it does not inflict particularly wounding blows in this state, it causes exceptional pain in those it strikes. The more pain its user causes, the sharper and more powerful the blade becomes. Additionally, the pain that it causes can devastate and disable foes who are unable to endure it.

### Sadomasochism

If the Sadist Blade is dual wielded with a Masochist Blade, it will benefit from the pain caused by it as well, including the pain it causes to the user itself.

## Variants

There exist variants for piercing and blunt Sadist weapons as well. Notably, the blunt one starts off soft and grows harder and the piercing one starts of blunt and then grows a bulge or multiple bulges that protrude spikes. One such piercing variant is a disgusting and fleshy bat that hardens, grows warts, and finally claws as it activates its power.
Magic Armor Modifiers

Taunting - Wrath - Compels people to attack you.

Lifebinding - Cannot be removed by mundane means, Prevents its wearer from dying but not from falling unconscious.

Soulbinding - Cannot be removed by mundane means, Prevents its users soul from going on to the next life, or being otherwise captured or stolen.

Saving Grace - When the wearer would take fatal damage, they are just barely alive and conscious

Last Stand - When the wearer would die, they are kept barely alive and conscious and given a burst of adrenline which allows them to act immediately.

Unyielding - Resists crowd control effects

Regenerative - Slowly heals its user over time. Most have daily limits。

Healing Burst - Triggered Bursts of Healing

Restorative - Slowly recovers stamina over time

Energy Burst - Triggered Bursts of Stamina

Reservoir - Gemstone infused to store mana. Some even regenerate there own mana.

Agile - Increases dodging

Flexible - Reduces encumbrance - Water

Nimble - Allows its user to move after being attacked

Weightless - Reduces encumbrance - Air

Padded - Resists Blunt

Plated - Resists Pierce

Scaled - Resists Slash

Grand - Resists All

Resistant - Resists specified elements

Absorptive - Captures and stores elemental energy

Adaptive - Grows greater in resistance of thing it is being attacked by

Reparative - Repairs itself

Fortified - Harder to break - Earth

Flare - Upon being struck releases blinding sparks - Light

Enflamed - Area of effect fire - Fire

Invisible/Illusiory - Dark

Spiked - Retaliates against melee attackers

Deflective - Blocks Ranged attacks. Powerful ones can even send them back

Mirrored - Blocks and Reflects Elemental Energy
Vermen

Vermen are a race of Faunen that resemble a crossbreed between Humans and Rats.

## Biology

Males and Females are indistinguishable at birth

## Society

Females with desirable traits are made into brood mothers while the rest are ceremonially euthanized, and in some cases, cannibalized.

Vermen throughout their history had a complicated relationship with Humans. Cities throughout The Empire allowed for the existence of thriving Vermen populations within their sewer systems provided that the Vermen maintained underground utility systems. In the Capital, Vermen played an even more significant role in that local Imperial Authorities unofficially charged them with fending off the horrors of the Necropolis. Nevertheless, Vermen undercities were not formally recognized as part of the Imperial Domain and their inhabitants were not considered Imperial Denizens.

This status quo continued until the Victorious Era, during which The Empire had no more external foes to face and the Imperial Authority began to tighten its grip over internal affairs. Official integration of the Vermen into The Empire was naturally one of the first items on the agenda, but it proved to be one of the most difficult. One of the greatest challenges came through the extension of Denizen's Rights to Vermen women. Vermen were very reluctant to allow outside races to judge their ancient traditions; meanwhile, outside races were appalled by their brutish behavior. In their initial entry into Imperial Denizenship, there were special agreements in place that prevented Imperial Authorities from interfering with cultural traditions that had begun at least one thousand years prior, even in cases where those practices violated Imperial Law. One of the first measures that The Empire put in place was to prevent the use of genetic analysis to confirm the sex of Vermen before they began their natural differentiation during childhood.
Soul Shackle

The Soul Shackle is a set of iron chains and bindings with a spectral glow around them. The shackles cannot be broken or escaped from by mundane means, usually requiring the same hands that put them on to remove them. If a person dies while Soul Shackled, their body will immediately decay but their soul will remain in the shackles in an agonizing process that usually turns the victim into either a bound or a tormented wraith. Additionally, trying to transport a Soul Shackled creature out of their bondage through magical means such as a spell of teleportation will only translocate the creature's body while their soul remains in the shackles. The body will continue to function as a vegetable in this state, acting in the soulless condition. If the shackles are removed from the soul while in this separated state, the victim will be trapped in a state of spirit walk until they can locate and reunite with their body.
Alchemy

Alchemy is the study and process of utilizing natural and supernatural Elemental components in order to synthesize useful tools, materials, machines, and devices. It incorporates aspects of Chemistry, Physics, Mana, and Magic and as such, many Alchemical creations are classified as Maverick because they fall somewhere in between the Magical and the Mundane.

## Liquid Alchemy

One of the cornerstones of Alchemy is combining ingredients into liquid mixtures that are typically intended to be readily imbibed to grant immediate beneficial effects.

### Tinctures

Tinctures are the most basic Liquid Alchemical creations and tend to only utilize a few simple ingredients. They can either be consumed directly by their user or applied to their weapon to provide minor enhancements to their elemental potency.

### Tonics

Tonics are simple Alchemical creations that supernaturally enhance a creature's natural abilities when consumed.

### Potions

Potions are among the most common Alchemical creations, producing one of a plethora of immediate magical effects upon being imbibed. The most renowned of these effects is the elementary, yet vital, Health restoration provided through Potions of Healing.

### Elixirs

Elixirs are powerful Alchemical mixtures that induce permanent effects upon those who imbibe them.

### Brews

Alchemical Brews are a bit more complex than most ordinary forms of liquid Alchemy and are meant to be consumed slowly as one might enjoy a bowl of soup rather than chugged down immediately. They produce long-term effects that can greatly alter the natural biology of their imbiber.

#### Concoctures

Concoctures are a bit different from other mixtures in that they are not meant to be consumed but are rather usually loaded into a flask and launched at a foe. They produce negative effects or unstable Alchemical reactions that may have explosive consequences.
Linked Heart Pendant

A Linked Heart Pendant is one of a pair of necklaces with half of an electrum heart. They will only have any effect if they are worn by two people who share a powerful bond and would be willing to die for one another. If the condition is met, then the users will be able to share in the damage and pain that they receive.

## Variants

### Broken Heart

A Broken Heart Pendant is a variant of the Linked Heart Pendant which has one necklace made of silver and the other gold. It functions similar to the Linked Heart Pendant, however, it only works one way. If the one wearing the silver is willing to die for the one wearing the gold, they can bear the burden of their damage, but the gold one does not need to share such sentiments and will not share in any of the other's pain. The silver necklace is often seen as a symbol of unrequited love.

### Stolen Heart Pendant

The Stolen Heart Pendant is a variant of the Linked Heart Pendant that does not require one or both of the users to be willing or feel any connection towards one another whatsoever.
Pete of Era

Pete is a miner that suffers from numerous mental maladies and is a constant state of delirium. Nevertheless, his navigation and spelunking skills still seem to be excellent as he manages to travel through the labyrinthine mines as freely as a fish swims through water. He never seems to be where is he supposed to be, and no matter where he is, he is never really all there.
Puzzle Box

A Puzzle Box is a a complex 3D puzzle that when assembled can be used to trap a creature. The victim will be placed into a complex maze filled with traps, puzzles, and shadowy beasts. They can free themselves if they can find the end, however, some mazes are difficult that none have ever been able to escape them. If the victim dies while exploring the maze, they will awaken back at the starting area. If they do make it to the end, the Puzzle Box will disassemble itself, and all those trapped within will be freed. The wielder of the puzzle box can also choose to take apart the box themselves to free the inhabitants if they so desire.

## Variants

There exist some variants that only trap the minds of their victims and leave their bodies outside. The cursed variant traps its own user instead of their target.
Waters of Youth

The Waters of Youth are golden waters that temporarily reverse the aging process when in contact with skin or imbibed. This can restore an old being to the prime of their youth, though now with many more years of experience, However, the user will return to their original maturity as they will age at a rate between ten to a thousand times more quickly until they reach their proper years.

There are rumors that somewhere in the world exists a natural spring that flows with the purest Waters of Youth that if submerged in will grant their user eternal youth.

## Variants

### Blood Bath

A Blood Bath is a silver tub produced by nefarious mages seeking to recreate the effects of the waters of youth. A user can fill the bath with blood of younger members of their own species and then bathe in it in order to temporarily reverse their aging.
Criminals

Criminals

Gang Members

## Gangs

Gangs are organizations of criminals. While by definition all gangs engage in illegal activities, their operations need not necessarily be clandestine and a number of gangs work with law enforcement in a limited capacity in cases where each party stands to gain an advantage through their mutual cooperation or in cases where corruption is rampant.

### Free Trade Organization

The Free Trade Organization, also known as the Free Traders or the Smugglers Guild, is perhaps the largest and most influential criminal organization on Aum, and many local officials willingly overlook their criminal status as they are always certain to bring good business wherever they go. At their core, the Free Traders are smugglers who believe that goods of all kinds should be available on the markets. While they also tend to wish to avoid taxation wherever they can, most end up making profitable arrangements with local officials in which both sides stand to benefit.

### Sunset Orange Bandits

Active mostly on the West coast of Emperus, the Sunset Orange Bandits are a brutal gang of Pyromancers and Alchemists who produce and distribute drugs throughout their territory whilst brutally suppressing any competition. Notable members include Amber Brand.

### Hexrig Financial

Hexrig Financial is a cabal of Witches, Warlocs, and Hexers who use their dark magical prowess for economically nefarious purposes. They are often hired by Corporations to unleash financial curses against their rivals as well as smaller Trade Guilds in order to reduce their value and make them easier to acquire.
Wind Bow

The Wind Bow is an ornately carved featherwood bow with a string made of flying spider silk. The bow can be fired without any arrows, though one can use ammunition if they choose to in which case the item will function as a normal longbow. If the string is pulled back without an arrow, a bolt of air will appear on the string to be fired. If the string is pulled back to its maximum draw, the bolt will upgrade into an air blast instead. If one holds the string back instead of releasing, the bow can be used to fire a gale of wind instead, and it can be held back even further still to unleash a tornado.
Establishments

Establishments are facilities built by Ib to serve specific functions.

## Inns

Inns are a type of Establishment that primarily offer lodging to customers. Many Inns also feature dining and leisure activities.

Hotel

Motel

## Pubs

Pubs are a type of Establishment that primarily offer alcoholic beverages and public social mingling to customers.

Bars

Taverns

Speakeasy

Club

## Restaurants

Restaurants are a type of Establishment that primarily offer cooked meals and group social experiences to customers.

Café
The Eyes

The Eyes is part of the Five Senses and the primary intelligence agency of the Empire. It gathers information about the Empire's enemies, both those outside its borders and within. The Eyes are considered a Secret Society.

## Organization

### Seer

The head of The Eyes is a mysterious being by the name of The Seer. Nobody knows the true identity of the Seer, or even if they are truly human and not something else entirely. He is incredibly competent and possesses a power of foresight that many believe to be supernatural, perhaps possessing some psychic abilities. The Seer has been the leader of The Eyes since its founding and it is unknown if that is because "Seer" is simply a title passed down between the leaders or if it has been the same Seer all these centuries. There are rumors that he may be a Lich, while others contend that he uses psychic powers to transfer his consciousness to a new body whenever he becomes too old.

### Rods

The Rods are the division of The Eyes that deals in internal affairs of the Empire. Their activities usually consist of gathering information on criminals, dissident groups, and enemy spies.

### Cones

The Cones are the division of The Eyes that deals in foreign affairs. Their activities usually consist of spying and gathering intel on enemy troop movements, security weaknesses, and internal policies.
Anorgaunts

Anorgaunts are a race of emaciated humanoids with origins in the Fey. Their grayscale skin clings tightly to their jagged bones, and the black pits of their eyes seem to sink to impossible depths.

Describe key characteristics

## Biology

Whenever an Anorgaunt is injured, it releases black smoke, which can hinder their attacker's vision, allowing them to evade any follow-up strikes; furthermore, this smoke is filled with pheromones that inflinct a pain response in nearby Anorgaunts, drawing them to their kinsman's location so that they can assist them.

## Psychology

Anorgaunts are unique among Ib in that they are naturally entirely devoid of empathy, a deficiency that is partially accounted for in their racial pain bond through their black smoke pheromones which allow them to quickly learn that they should not harm their kin lest they themselves suffer. This lack of empathy causes them to struggle in their interactions with other races as they have difficulty in interpreting the emotional responses they receive for their actions. Moreover, Anorgaunts do not understand the level of pain and suffering that they inflict on creatures that are not themselves Anorgaunts, leading most Anorgaunts to sincerely believe that other Ib do not experience pain at all, or at least not in a manner comparable to how Anorgaunts experience it. This dangerous belief leads Anorgaunts to treat other races with complete lack of mercy, inflicting unrelenting torment upon others out of the mildest of curiosity or ficklest of whim.

Verbally Cruel

## Society

Anorgaunts are universally despised by other Ib and must live in nomadic tribes of their own kin which rove the night in search of safe havens and new resources. They typically organize once weekly raiding parties to ransack small villages in order to procure the supplies necessary to spend the remainder of the week traveling. When they do locate a safe area for them to nest, an activity they perform only once a year, they will typically continue to travel for the next week or two as they organize a more severe raid usually targeting larger settlements in order to procure supplies for upwards of six weeks and then double back to the nesting area to mate and spawn their young, and then continue with their nomadic lifestyle again as soon as possible. It is impossible for Anorgaunts to settle in one location for long because their tendency to raid leads to them being hunted and exterminated by the local authorities.

It is exceptionally difficult but not impossible for an Anorgaunt to adjust to living in a society that is not composed of their kin, with the core factor influencing their success in an alien environment being their awareness that they will be met with swift and violent justice should they commit any transgressions against their fellow Ib. Their natural tendency towards parasitic and nomadic lifestyle makes them ill-suited to work as craftsmen or laborers, but some Anorgaunts do manage to live among humans as peddlers and huntsmen.

## Nesting Ceremony

They force the raided villagers to help them transport supplies
Wrath Thorn

A Wrath Thorn is an enchanted thorn, pebble, brier, tick, or anything that can be small and annoying. They have a way of sneaking into boots or otherwise attaching themselves to mortals who find themselves unable to remove them. The discomfort that they cause wears on their victims mind and increases over time, causing them to become more angry and irritable. If they are unable to remove the thorn, they will eventually become completely consumed by rage.
Selkies

Selkies are a race of amphibious shape shifters.

## Biology

All Selkies have two forms, one aquatic and one terrestrial. Almost all intelligent selkies have the terrestrial form of either an elf or a human of small to large size.

## Tribes

Shark

Dolphin

Squid

Octopus

Seal

Walrus

Tuna

Ray

Turtle

Angler

## Wild Selkies

Wild Selkies are Selkies that are not intelligent.

Dolphin = Wolf

Shark = Bear

Minnow = Mouse

Manatee = Ox

Walrus = Boar

Piranha = Rat

Jellyfish = Scorpion
Shenken

Shenken was a small mining village in the eastern kingdom. After the advent of demons, it was terrorized by a gang of grabblers. It is believed that the grabblers were born of the villagers' greed and envy. Even though the people of Shenken mined such beautiful gemstones, all they had for themselves were rags. Meanwhile, the merchants who bought their raw stones to take them to cities for processing and crafting were always adorned with the most beautiful jewelry. The grabblers exacted vengeance on the villagers' behalf, stealing away the merchants's treasures and their lives along with them.
Manfruit

Manfruit is a magical fruit that is grown once a year by a manfruit tree. Those who consume a manfruit will greatly increase their physical attributes for a considerable duration of time. The fruit has gotten its name both for its effect as well as its distinctive characteristics. Each tree, which must be watered with blood daily, can only bear one manfruit at a time and it takes nine months for the fruit to mature. The fruit itself as it develops resembles the form of a human fetus, and matures into the form of a newborn child. The skin of the fruit has the consistency of a peach, though its color varies greatly, it typically ranges from bright red to pure white, a light pink being the most common. The inside of the fruit is a fleshy, juicy, crimson red with the texture of a pineapple.

While Manfruit trees are self pollinating, it is possible for male Ib to manually pollinate them as well, though doing so is illegal under imperial law. Doing so can have various results, including the creation of a perfectly normal child, though it is much more likely to result in the creation of a Berry Child instead, and that Berry Child is most likely to be a Feral Berry Child.
The Eternal Enclave

*"In all my travels, I have never discovered a place as forlorn as the failed utopia, the Eternal Enclave."* - Unknown

The Eternal Enclave was a settlement created by idealistic necromancers who wished to create a utopian society where they could be free to study the dark arts for an eternity, infinitely expanding the scope of Ibian knowledge. In preparation for this pursuit, the group, led by Archmage Morianus, found a suitable cave on a mountainside far away from civilization in the wilds of Ferus Frontier. In order to prevent their discovery and intrusion upon their dark rituals, they enchanted the entire mountain with concealing runes, making it disappear completely from the country skyline. Furthermore, to annihilate any interlopers who happened to stumble across their clandestine sanctuary by accident, they created an army of golems and sentries imbued with the most powerful reagents of their era. With their defense nearly impervious, the members of the enclave set about performing the necessary rituals for ascending each and every one of their numbers to lichdom so that they could then seal themselves away from the world to dedicate themselves wholly to their quest for knowledge for the rest of time.

Unfortunately, it was not long after they shed their mortal coils that the members of the eternal enclave lost interest in their lofty ideals. Their immortality was marked by idleness, and instead of the noble research that Archmage Morianus had envisioned his colleagues performing, they spent their endless time trying to distract their ceaseless consciousnesses with games and other such meaningless diversions instead. Inevitably, disagreements between individuals led to fragmentations in these gaming groups, and this trend continued until each member would only play by themselves. In their isolation, they entered into meditative trances and let their imaginations run wild, each creating and exploring intricate and fantastical worlds through their mental constructs. It was less than a decade after the eternal enclave was founded that all its members entered into such a trance; even after centuries had passed, and interlopers had managed to breach their defenses, not one lich stirred in their chamber, so absorbed were they all in their individual fantasies.

The imperial expedition who discovered this cache of liches initially considered exterminating them before they ever had the chance to awaken and potentially wreak havoc across the land; however, the leader of the expedition deemed that there was no need to do so as they were already beyond dead.
Masochist Blade

The Masochist Blade is a quadruple edged sword, its hilt with an even sharper edge than the blade itself. It is impossible to wield without causing exceptional pain to oneself. The strength of the Masochist Blade grows the more wounded its user becomes.

The Masochist Blade can be dual wielded with the Sadist Blade to improve its effectiveness.
Places

## Placeholder Map

Locations in the World of Aum

Sample City

Sample Region

Sample Figure

Dreamscapes

Note Mercury Lake where Iron floats

Midsummer

Stone Serpent's Path

Leviathan Ridge

Exorloci

### Newerld

Newerld is the largest continent on Aum and was home to The Seven Alliances until its eventual conquest by The Empire.

### Mikazuki Isles

The Mikazuki Isles is an archipelago off Emperus' eastern coast.

### Isla

Isla is an isolated and mysterious island that is home to many strange anomalies.

### Thousand Isles

The Thousand Isles is an archipelago far to the south of Emperus and bordering the Edge of the World.

### Southern Isles

The Southern Isles is a rather loose classification for the islands that are south of Emperus but not among the Thousand Isles.

### Sunset Isles

Sunset Isles are the islands off the west coast of Emperus.

### Bellos

Bellos is a small continent that lies even farther west than the Sunset Isles

### Apostia

Apostia is a subcontinent as well as an island off the southwest coast of Emperus that has historically been home to a number of Rebel Kingdoms.

### Polaris

Polaris is the northernmost region of Aum.

### The Ocean

The Ocean is the collective term given for the major body of water that covers a majority of the surface of Aum.

### The Dark Side of Aum

The Dark Side of Aum is a featureless yet seemingly infinite plane that exists beyond the Edge of the World.

### Eastern Isles

Southern Isles
Baylor

Nicea

Sumantra

Ignatius

Voluptus

Sagrada

Raro

Carcosa

### Bellos

Ifri

Ares

Mars

### Oceans

Western Ocean

Eastern Ocean

Cera Geyser - Wax lake+Geysers, molten wax center, shore of solid, smooshy wax, lights from specific places

Specular Solitude, glass deser Volcanic winds made glass, people live in colored glass city- Desolatio+Speculaire

###
Special Weather Events

Polar Eclipse - Polar Eclipses are a weather phenomenon that occurs during the winters of the icy north. Similar to Whiteouts, they are characterized by extreme amounts of snow that greatly reduce visibility, however, the endless winter night and the storm's dark clouds ensure that there is no natural light whatsoever resulting in a state. The temperature drops to extreme lows and dangerous creatures stalk the frozen shadows.

Blood Moon - Also known as Lunar Eclipse, Can happen on full moons, moon gradually becomes darker before shining crimson red.

Blue Moon -

Red Tide - Algal Bloom

Azure Bloom - Bioluminescent Algal Bloom

Pollen Storm

Spore Storm
Taiga of Era

Taiga is a blacksmith a fiery personality and a burning sense of self-confidence; however, her skills do not match her words. Deep inside she knows this to be the case, and she is working to improve herself, but her progress is slow, and she often worries that she has no natural talent for her family's traditional profession.
Sleek Silk Net

A Sleek Silk Net is a cave spider web enchanted to never tangle or stick to things unless its user wills it to. The Net can be rolled up wholly or partially into a rope by spinning it, doing so will increase its range but decrease the effective size of the net. It can be unwound from a rope back to a net just as easily as it is wound. The User can decide at will whether he wants any given section to be sticky or sleek and whether or not its stickiness will effect them.

Stickiness on held section makes it much more difficult be to disarmed
Slippery Slippers

Slipper Slippers, also known as Slipper Slippers, are a pair of cursed fluffy slippers. When worn, they cannot be removed and they cause their user to have troubles balancing, as if they were walking on ice. Despite the warm and inviting appearance of the slippers, once one places their feet inside, the slippers become deathly cold and as hard as ice.

## Variants

More sinister variants make it even more difficult to walk and can even cause frostbit on their victims feet.

### Slipknot Shoes

Slipknot Shoes are cursed shoes with laces made from transmuted rope that was once used in an execution. The laces will untie themselves constantly, making it harder to walk without tripping. They can also make walking even more difficult by tying themselves together, typically making the knot take the form of a hangman's noose. The laces of more powerful variants will actively wrap themselves around nearby objects to leash their user and try to trip them more aggressively.
Old Oak Forest 2000 AE

The Old Oak Forest is an ancient woodland to the northeast of Era Town Center.

## Descriptions

### First Entrance

You could see the tops of the Arch Trees from afar long before you entered into the forest, but now, as you approach the tangled undergrowth of bushes and vines beneath the magnificent verdant canopy, you can truly appreciate the sheer immensity of these majestic beings. Countless leaves rustle in the breeze on each of the thousand trees, light and shadow dance across the forest floor as furry woodland critters scurry about the vast network of branches looming overhead.

Sunny Spring Sunrise

Sunny Spring Day

Sunny Spring Sunset

Clear Spring Night

Rainy Spring Day

Rainy Spring Night
Runes

Runes are magical symbols that can be inscribed onto just about anything to create a wide variety of enchantment effects. They can function passively or require activation and most commonly come in the forms of tattoos, traps, and augments.

## Tattoos

See Rune Tattoos

Warden/Prisoner

Talent Tattoos

Shifting Tattoos

Buffs

Debuffs

Body Parts

Black Darkvision Eye Tats, White ones for light sensitivity

## Traps

See Rune Traps

Explosive Runes

Spell Runes

Immolating Runes

## Augments

Technically all symbols on banners are augments

See Rune Augments
Panacea Peach

The Panacea Peach is a magical peach that very rarely appears on peach trees, usually while the tree is flowering. They have a soft pink glow about them. Anybody who eats the whole peach will be cured of any disease, though if it is shared then each consumer will only be partially aided in their recovery.

Also worth noting, the pit of the peach is a Bezoar, which can be placed in boiling water to brew a tea that can cure most minor ailments and aid in the recovery from serious ones.
Sleep Sand

Sleep Sand is magical yellow sand that puts to sleep anybody whose eyes it touches. The sleep that it causes is long, dreamless, and restful, making the sand a favorite of mages who suffer from insomnia. The sand also holds combat potential as it can completely disable any foe who does not just so happen to sleep walk or sleep fight, provided that nobody wakes them up.
Vine Whip

The Vine Whip is a whip made from an enchanted vine of a thorn creeper. The thorns can cause bleeding in those they strike, though they can be retracted if one wishes to use the whip for nonlethal combat. The whip also has the ability to coil around those it strikes, entangling them and rooting them in place. Additionally, the whip can be slammed into the ground, causing the tip of it to burrow. A flurry of six more vines will then emerge from the ground at the target location grabbing whatever is there.
Size

For size classes smaller than Micro1, divide the size by 4 and increment the superscript. For example, Micro2, which is size 0, takes up 1/1024 Tris. For creatures larger than Leviathan, use vehicle sizes instead.

## Micro1

Micro is around the size of the average Ant. Humanoids in this size range will be 0.05m to 0.01m in height and weigh 0.001kg to 0.01kg.

## Wee

Wee is around the size of the average Beetle. Humanoids in this size range will be 0.1m to 0.05m in height and weigh 0.01kg to 0.1kg.

## Minuscule

Miniscule is around the size of the average Mouse. Humanoids in this size range will be 0.1m to 0.25m in height and weigh 0.1kg to 0.5kg.

## Diminutive

Diminutive is around the size of the average Rat. Humanoids in this size range will be 0.25m to 0.5m in height and weigh 0.5kg to 3kg.

## Tiny

Tiny is around the size of the average Human infant. Humanoids in this size range will be 0.5m to 1m in height and weigh 3kg to 16kg.

## Small

Small is around the size of the average Human child or the average adult Chimpanzee. Humanoids in this size range will be 1m to 1.5m in height and 16kg to 42kg in weight.

## Medium

Medium is around the size of the average adult Human. Humanoids in this size range will be 1.5m to 2m in height and 42kg to 120kg in weight.

## Large

Large is around the size of a light Horse. Humanoids in this size range will be 2m to 3m in height and weigh 120kg to 500kg.

## Huge

Huge is around the size of a draft Horse or small Rhino. Humanoids in this size range will be 3m to 4m in height and weigh 500kg to 2000kg.

## Great

Great is around the size of an Elephant or T-Rex. Humanoids in this size range will be 4m to 6m in height and weigh 2000kg to 6000kg.

## Gigantic

Gigantic is around the size of a Mammoth. Humanoids in this size range will be 6m to 12m in height and weigh 6000kg to 30000kg

## Gargantuan

Gargantuan is around the size of a Whale. Humanoids in this size range will be 12m to 24m in height and weigh 30000kg to 150000kg.

## Colossal

Colossal is around the size a Red Wood Tree. Humanoids in this size range will be 24m to 72m in height and weight 150000kg to 1000000kg.

## Leviathan

Leviathan is around the size of a Kaiju. Humanoids in this zie range will be 72m to 288m in height and weigh 1000000kg to 10000000kg.
This Time Place

This page exists currently as unorganized notes. For more information on its content, see Era 2000 AE and Aeon 2000 AE.

Farm Area

Town Area

Temple Area

Beach Area

Cove Area

Spring Area

Forest Area

Lake Area

Mountain Area

Plains Area

Visitors

Veska - The Jolly Fool. Clown that likes to create balloon animals, seeing them as creating new life from the breathe of his own life, and scale models, which he views as new worlds. Is troubled by how out of control the real world is and tries to use humor to cope. Also has problems with commitment.

Rover - The Wandering Guitarist.

Aeon - Nearby Town population approximately 2400 - Has more characters that fall more heavily into classic tropes. Received indirect devastation from the Calamity. Marco + Rosa - Gruff Pig Farmers/Butchers. May or may not have killed butchered people before in their home country. Kasan - Beggar who was a servant that killed his master for lust of his wife, whom he later learned was a terrible person. Begs all day and digs through mountain to create tunnel to nearby village as penance. Nil - Beggar who has natural elemental resistance and fair fighting potential, but sees no point in doing anything in life. He does not even know why he eats. Alma - Bunny girl that works as a dancer and with Madolo. Madolo the Magnificent -Twilight Magician that works mostly as an entertainer and despite his air of extravagance is truly a cynical man. Damph - Creepy undertaker who became a rich man from the Calamity. Roy - Mayor for life. Cuckoo - Eccentric women who raises exotic birds and designer chickens. Giorno - Exhausted, Elite chef that runs a top class Mediterranean Bistro despite lacking proper help. He can come off as harsh, but loves his workers despite their deficiencies, though in reality even they know that they are holding him and his restaraunt back. Anderson - Low-rank guard who wants nothing out of life and does nothing to improve his situation. Has a stone in his shoe that has been there for over a year but has not bothered taking it out, figuring he would get rid of it when he got new shoes anyway. It has scarred his big toe. Bauble, Bubble, Bluebell

Seiki - Nearby Eastern Hamlet with population approximately 36. Received severe indirect devastation from the Calamity. Yue - Despite the loss of her whole family, she as remained as joyful as ever. Loves life but seems to be completely disconnected from its ills in an unsettling way.
Oso of Era

Oso was once a champion gladiator who earned his freedom through the glory of battle and made his way to a cave near Era. Having witnessed first-hand the worst that humanity has to offer, Oso has chosen to live a life of isolation. He has continued to train his body, but he has had a growing distrust for technology and magic, both of which he sees as inventions of man that have led to isolation from nature and have created an ever growing number of troubles tht increases exponentially for every problem that they solve.
Maiden's Tears

Maiden's Tears are a magical fluid created by enchanting the tears of the young. When splashed onto weapons, no matter what material they are made of, the weapon will begin to be afflicted with Tear Rust, a strange sort of rust that makes the weapon appear as though it is cracking and breaking apart. If the rust is not removed, the weapon will eventually shatter and crumble into dust.

## Variants

### Widow's Tears

Widow's Tears are an even more powerful variant of Maiden's Tears that will spread the Tear Rust onto the flesh of its user if they do not lay down their arms. On flesh, the rust takes on the appearance of scars and tear wounds.
Memento Malum

A Memento Malum is a weapon, typically a sword, created by the few Berserkers that have the patience to go about the process of creating a magic item. While most Berserkers go about on a rampage slaughtering indiscriminately, the refined smiths of the Memento will spare a child or two from the village they massacre and leave them with the weapon. When the Memento is dropped, it will always point in the direction of its creator. It will also subconsciously remind the victim of all the evil the demon has done to them and others, filling their soul with wrathful vengeance. Unless the weapon is disposed of, its user will be driven to avenge their lost loved ones.

The Berserker feeds on the rage of its victim and will become far more powerful if it slays the suffering soul. It is possible for the victim to successfully slay the demon, but such occurrences are rare due to the ungodly power they possess, coupled with the fact that the Memento often drives the user to act rashly and to fight the demon unprepared. Even if the victim does overcome the odds and slay the demon, the rage that burns within them and the release of Wrath energy can possibly convert them into a Berserker themselves.

The best way to dispose of a Memento Malum is to bury it deep beneath the earth. It will continue to afflict its victims with visions of agony and whispers of vengeance until the magic fades from the item and the victims comes to terms with the events that transpired.
Wand of Unstoppable Force

A Wand of Unstoppable force takes the appearance of an ordinary twig, yet contains incredible power. When activated, it sends out an unstoppable blast of energy out a certain distance. This can be used to very easily destroy most objects, though things that can bend can sometimes avoid breaking, as can things that have space to be pushed to.

It should be noted that this has no effect on immovable objects. The force passes right through them and hits whatever is behind.

## Variants

True versions of this wand are actually rather rare, though there exists a somewhat common, cheaper version that is often called A Wand of Uncanny Force. Also worth noting is that some wands have vary speeds at which the force is projected from them, so being instant while others taking a couple seconds.

Can very easily destroy most materials. True version is rare, mostly just knockoffs with uncanny force.
Rika of Era

Rika is an old witch who uses magic to take on the form of a young girl. Despite living in Era for several decades, she has never gotten close with any of the locals and lives as an outsider, only occasionally stopping by the general store for supplies. She spends most of her time in a fantasy world of her own creation, but in truth she wishes most is to be able to go back in time and make things right with a friend she used to know. She is proficient with Water and Air magic, making her a Mist Elementalist.
Warball

Warball is a bloodsport that soared to popularity during the Victorious Era. The game features two teams on a symmetrical field competing to bring a ball into the opposing side's goal zone.

## Warball Leagues

Warball leagues are corporations designed to promote the sport to the masses, selling tickets to fans attending the events live and airing the games with advertisements to homes across the empire through cabal cables.

### The UIA

Founded amidst the chaos of the Grand Conquista, the United Ib Alliance was one of the first imperially sanctioned Warball leagues since its inception during the Summer of 1920.

### The LWL (USL)

Formerly the Underground Sports League, the Lunar WarGames League is an unsanctioned sports league that has been operating in the Empire as far back as the Expansion Era in the year 963. With the rise of popularity for the sport of Warball during the Victorious Era, the USL was gaining influence across Aum and their illicit dealings became progressively more and more brazen. After agents hired by the Newerld Avengers, then the most prominent team in the league, successfully kidnapped the Crown Prince of The Empire and drafted him onto their DeathBall division in 1967, The Empire declared an all-out war against the organization, rallying armies to scavenge the surface and beyond of all of Aum, annihilating all associated stadiums and affiliates. In order to continue their operations outside of imperial jurisdiction, the USL teleported their headquarters directly onto the moon. Within the span of just one year, they constructed 24 lunar stadiums in domed biospheres and airlocked subterranean caverns. They opened their Sping 1969 season rebranding themselves as the LWL and began broadcasting via cabal satellites that imperial authorities had no means of intercepting the transmissions from.

### The RBF

Following a disappointing showing in the UIA Champions Cup during the Winter of 1979, the Real Bloodsports Federation was founded as a more violent alternative to the UIA and less controversial alternative to the LWL.