recursal/Fanatic-Fandom huggingface dataset:
Dream Star

The Dream Star is a semi-sentient object that was forged and brought to Creation through the combined efforts of Tai and Achandasha. It's form is made up of a strange metal, reflecting all the colors of the rainbow...as well as other colors nearly incomprehensible and impossible to properly describe by mortal means. The Dream Star's descent to Creation heralded the arrival of celestial magic, becoming a source of power for that school of magic. The Dream Star oftentimes communicates with mortals through their dreams, granting wishes or giving cryptic dreams to the beholder.

The Celestial Citadel is built around the Dream Star, and its mysterious metal is occasionally used to forge powerful weaponry. Atop the Dream Star is an odd tree that bears truly unusual fruit; the ores of metal from the Dream Star. These metals are then carefully processed and treated delicately, before finally being shaped into weaponry. Throughout all of this, a soul will slowly be birthed from the metal. The souls formed from this process inhabit the weapons, assisting (or resisting) the wielder when the weapons are used. It is said that a weapon's full potential can only be realized once the wielder has properly earned the trust and respect of the soul within the weapon.
Chromaryea

Chromaryea are Chromakin who, after the example of Maryea and/or the Achandaki, become mostly nocturnal. They also have influence into the dream realm, which is unique of all Chromarchs. While they are slightly less mysterious and bewildering as the Achandaki, the Chromaryea are regarded with similar wonderment and reverence by mortals that adore their grace. They are Tai's eyes and ears during the dusk and dark hours of Creation, giving the Sun God some sway and influence when it is dark.
Elder Dragons

When Vash created the hidden haven of Tar Vash'eth, not all of his followers went to join him. Many dragons scorned this retreated to an outside world and formally broke ties with their old lord and god. Vash's actions had indirectly led to unimaginable chaos and death, including the destruction of Vash'eth and the War of the Three.

Yet the few dragons who remained faithful and went with their lord into exile were rewarded greatly. These dragons found themselves transformed, imbued with even greater magical powers than their peers that remained in Creation. These beings became known as elder dragons; massive in size and terrifying to behold if one is not familiar with them. To the Avashai, the elder dragons are benign protectors and guardians, the greatest of Vash's champions. Vash tasks elder dragons with protecting mortals traveling through the Obscuring Mists from time to time, although even the elder dragons cannot survive indefinitely in such a hostile environment.

Just like their creator, the elder dragons have an inclination and natural talent for changing their surroundings. There are currently eight elder dragons that grace the skies of Tar Vash'eth.
Onoqui

## Origins

Long ago, the blood sorcerer Balaphon performed a massive blood ritual in order to imbue himself with terrifying amounts of power. The result left the sorcerer's very essence fractured and divided into three separate beings, while Balaphon's followers were tainted forever with a foul energy. These cultists found themselves twisted and made beastlike both in appearance and in mannerisms. Possessing an insatiable bloodlust, these changed men took to the dark places of the world. In time they would become known as the Onoqui.

## Overview

The Onoqui are the results of the blood ritual mentioned above, possessing an inherent bloodlust, as well as a latent talent for blood magic. It is unknown to mortal scholars how exactly the Onoqui multiply, but it has been noted that their numbers have changed since their original creation.

Onoqui are humanoid, but have bestial features such as overgrown fangs, talons, claws, spines, and other misshapen body parts. From far away, these traits may be covered up by tattered rags or cloaks, but up close their hideous forms are difficult to disguise. Usually it is too late for the viewer, as Onoqui are known to either kill on-sight, or whisk away their victims to isolated retreats, where the victims are eventually used for blood rituals.
Chromakin

Chromakin originated when some of the first chromarchs became enraptured with humanity and lived alongside them for so long, that they changed their forms to match those of mankind. Their "skin" shimmers with the same glow as their chromarch cousins, albeit maybe with less intensity. Chromakin are known for their purity and innocence, although many view this as naivety. Chromakin tend to have shorter attention spans than other mortals, but can be focused when matter of great importance has been brought up.

While chromakin are often lighthearted and seen frolicking about, it is not unheard of to see some grim chromakin donning forms of great warriors and fighting for Tai.
Takanara

The Takanara tribe is located on the banks of the Hogwash, and has a long, violent history of defending its lands from invaders. The neighboring Munodaimo tribe has warred with the Takanara for generations in order to seize the rich hunting lands of the Takanara. When the Takanara were first appr

## Takanara

### Culture and Races

Hogwash Human

oached by emissaries from Arakis demanding submission, they rejected the emissaries with laughs and insults. It was only when the well-equipped ranks of Araki soldiers arrived that Takanara realized what a grave threat this was.

Suffering early defeats at the hands of Arakis, Takanara found itself invaded for a short time by Munodaimo, who saw this moment of weakness as an opportunity to strike. However, the chieftains of Munodaimo quickly realized that the Takanara's new foe was not just a threat to their rivals, but a threat to all of the Hogwash tribes. Now the three major Hogwash tribes have banded together to fight off Arakis, with the Takanara tribe seeing their ancestral lands turn into the most bitterly contested battlegrounds.
Curses

Cursing is a form of magic mainly practiced by followers of Fuku, in which the offending party must be punished for some perceived slight or wrongdoing. The more justified a person feels when casting a curse, the more potent and difficult to dispel that curse becomes. Curses are rarely fatal, mostly limited to glaring deformities, horrid streaks of bad luck, or other such inconveniences. However, very experience and/or self-righteous curse-weavers can amplify these effects or introduce extremely deadly curses, causing the victim to live the rest of their short life in fear.

The magic behind Fuku's curses is surprisingly easy to learn and utilize, with the biggest limit being the traditions of curse-weavers and the difficulty convincing a master to divulge their secrets. Early in Creation's history, cursing was extremely commonplace and was a common deterrent against invasions. For a time, this mutually assured torment and misery helped discourage armed conflict and wide-spread violence. However, societies over-saturated with curse-weavers could quickly erupt into chaos at the slightest provocation. In time, the practice has become a carefully guarded secret among shamans and wise-men.
Creation

Creation is the catchall term for existence as we know it (although there have been whispers of other planes of existence). The world, geographically speaking, isn't entirely unlike our own; it is a sphere, possesses two polar regions, and has diverse climates that one might expect from a world of this scale. Jungles, deserts, temperate zones, and tundra just name a few of the environments that can be found throughout Creation. The main factor that sets Creation apart from other worlds is the existence of several beings of divine strength, each capable of mending and shaping Creation to their will.

Creation was ushered into being when Tai, the First Sun first opened his eyes and seared away the vast primordial ocean. It is up for debate if the primordial ocean existed before Tai opened his eyes, or if they spontaneously manifested in opposition to the heat. Whatever the case, two continents were formed after Tai's radiance boiled away massive swaths of ocean. These initial continents were eventually joined by a northern pole with the arrival of Kross, God of the Cold.

The next landmass to be added to creation was born during the Betrayal of Patron. Vasheroth was created during this clash, bridging the gap between the two main continents.

Nyubar's efforts to make the world a more hospitable place led to the creation of an eastern continent, later to become home of the Amaranthine Empire. Meanwhile, Kross' frequent expeditions to the outside world have resulted in the creation of an island chain running through the center of Creation, as well as a southern pole to compliment the northern pole.

## Cosmology

While the geography and even some of the inhabitants of Creation may be familiar to our own existence, the laws that govern it are rather alien. The closest understanding of Creation's physics and the alignment of the heavens can be found here, written by Mandas.

## Map

Adjacent is a climate map for the plane of Creation. The dark edges surrounding the map are unexplored, unformed masses of chaos, or a little mixture of both.
Humans

The origins of mankind are a mystery; legend has it that all at once they emerged from the primordial chaos that surrounds Creation, stumbling hither and yon into a world entirely foreign to them. Alongside these newcomers came Nyubar, Patron, and Vash, considered to be the three great patrons of humanity in those early years. Ever since their arrival, humans have proven themselves to be rather adept at adjusting to their surroundings, making homes for themselves all across Creation.

The average human in Creation is a bit more hardy than one you might find in our own world. Resistant to both the elements, as well as having a natural resistance to magic, mankind is well suited to endure the wars and whims of the gods. Still, the average human in Creation is also more fearful and paranoid than one might find in our world, due no doubt to a combination of hostile influences, as well as experience living in such a hostile world. Humans are also the most numerous of mortals, although the Typhans that dwell beneath the waves are a close second.
Achandasha's Crystal

Achandasha's Crystal was created during the twilight years of Creation, before mortals had spread to every corner of the world. Within its small frame is unimaginable power, granting those that come to possess it the ability to communicate directly to Achandasha herself. Such power would be valued greatly amongst mortals and likely coveted, and so Achandasha buried the crystal deep within her isle and defended it closely. Those that were deemed worthy could use it, but outsiders found it impossible to reach.

Now that Achandasha's Isle has ascended and joined the celestial bodies, it is assumed that the Crystal has gone with it.
Magocracy of Vasharam

Human

The Magocracy of Vasharam is a relatively new polity in Vasheroth, having formed from the smoldering ruins of Dagoth'eth and the limping rump state of Vashadar. The two had become extremely close over the course of their war against Morovash, and the utter ruin of Dagoth'eth by Morovash proved to be the final impetus for the merger. The now scattered and landless forces of Dagoth'eth agreed to form a new union with Vashadar. A similar offer was made to Veloth'an; for the three draconic realms to unite under one banner after striking down their mutual foe. Veloth'an refused, claiming that it would prove itself as the true successor of Vash'eth.

Politically Vasharam follows the model of Vasheroth, with a draconic court and council of magi governing underneath an elected [by the court of dragons] Grand Magister who serves a "short" term of office of 100 years.
Artaraka

## Early History

Artaraka was first peopled by exiled criminals from Vash'eth, who had been sentenced to "execution" via an unstable portal near the magical city. Portals had been known to instantly kill those who went through them if the conditions were right, and this particular portal had never once brought anyone back. In truth, it simply sent victims to the island of Artaraka, a tropical island located off the coast of Kiarous.

## Artaraka

### Culture and Races

Artarakan Human

While many exiled this way did in fact perish due to starvation and exposure, eventually stragglers managed to combine their efforts and form small villages on the island. Newcomers were quickly inducted into the society of outcasts and taught how to survive. Vash'eth eventually faced destruction in the War of the Three, cutting off this stream of newcomers and their news of the outside world. Isolated from the rest of the world, the denizens of Artaraka slowly forgot their origins. Tales were passed down of benevolent dragonlords casting their beloved servants to a far away land, lest they suffer the destruction and death brought upon Vash'eth by vengeful gods.

Eventually other portals were discovered in the jungles and mountains of the island. With inquisitive minds constantly at work, Artarakan mages activated the portals, rejoining the outside world for the first time. Their isolation gave them plenty of time to experiment with the portals, tinkering and testing for centuries as the rest of the world plunged into chaos. Outposts were formed in remote locations scattered across Creation, closely guarding the portals that Artaraka controlled, as well as the secrets of their research.

## Recent Events

While still rather secretive, Artaraka has become much more open to the outside world in the past century or so. Its outposts remain carefully guarded and outsiders strongly discouraged to not approach, but Artarakan cities in Kiarous are largely open to outsiders. These lands function as a source of income and resources for the ever-expanding experiments of the mages.
Krosswind Magic

Powerful winds blow forth from the north and south poles, charged with the essence of Kross and possessing unnaturally low temperatures. These winds, known to the giants as Krosswinds, can be harnessed and mastered by mortals if given enough time and exposure. However, extensive exposure to Krosswinds usually results in death by cold, so very few mortals (aside from frost giants) gain the familiarity and experience necessary to master this type of magic.

As mentioned above, it is common among frost giants, who are able to call up vicious blizzards in a matter of seconds, or blast opponents off their feet with gusts of wind. When Krosswinds become exceptionally brutal every century or so, this type of magic becomes increasingly potent. Users may see their abilities increase many times over during these extended cold periods, although their strength will subside as the climate grows warmer. Thus, mastery of the Krosswinds is rather potent in the extreme north and south of Creation, and almost useless in the central deserts and jungles.
Yagna's Chosen

Yagna's Chosen is a hierarchical group of adherents to Yagna that have managed to crush all opposition near Yagna's Wellspring, establishing themselves as the sole protector and administer of those holy waters. The Chosen have dabbled in blood magic, which has amplified the restorative effects of the Wellspring. In the past, the Wellspring would sustain someone's health and appearance for a mere week or two before the subject rapidly decayed and rotted in their own skin unless exposed to the Wellspring immediately. With the use of blood magic, the restorative effects have been known

## Yagna's Chosen

### Culture and Races

Humans

to last for up to a year.

Yagna's Chosen have managed to maintain order in the region, despite the violence inherent in their practices. A constant stream of pilgrims and those seeking the Wellspring keep its coffers full. Outside of the occasional raid from Prince Ydrin, Yagna's Chosen live in relative peace.

Some missionaries are sent to the outside world every year to draw mortals closer to Yagna and her blessings. In most cases, these missionaries are driven out or shunned. In some cases, they are viewed with so much hatred and disdain that they are killed. But without fail, some outsiders are enraptured by the promises of eternal youth and healing that the Wellspring has to offer.
Lit, Demigoddess of Trade

Lit is a demigoddess of trade, created by Statute after the God of Balance broke off portions of his being and soaked them in mortal blood. This process also created the minor gods Zadre and Yptych. Just like her siblings, Lit appears as a beautiful human with a powerful physical form and dazzling gems in place of eyes.

## Affiliations

HumansAmaranthine Empire

Lit has helped the Amaranthine Empire in developing roads and trade routes, turning the Empire not only into a military powerhouse, but a commercial one as well. Lit favors more peaceful developments within the empire, but she will support her sister's expansion into other lands if it means more riches for the Empire.
Kingdom of Giantfell

The Kingdom of Giantfell has humble beginnings, with its founder spending time as a shepard during his early years. His name was Gravis, a young man of immense courage and cunning. Gravis's mountain valley had been invaded by the giant chief Fimwhyre the Tall. Gravis challenged Fimwhyre in single combat, managing to slay the overconfident giant with nothing more than a sling and a knife. Before the melee, Fimwhyre had boasted that he would sit upon Gravis's family, while Gravis replied the reverse would happen if the brave shepard was victorious. Fimwhyre's humiliated tribe honored the boast, agreeing to kneel and serve Gravis's descendants. Thus the Kingdom of Giantsfell was formed around two iconic houses; the cunning House Giantsbane, and the begrudgingly loyal House Throneknelt.

Shortly after Gravis's victory over Fimwhyre, other giant rulers sought to avenge their peer and succeed where he had failed. These attempts failed spectacularly, allowing Gravis to add to his status as a legendary hero and conqueror. Humans flocked to the Kingdom of Giantfell in order to escape the giants that dominated the area, swelling Gravis's ranks. By the time of his death, Gravis Giantsbane had managed to first repel, and then conquer, four different giant clans.

To this day, Giantfell stands uncomfortably isolated from any potential allies within the Mistshroud Valley. All around it lie giant chiefs and petty kings with long memories. The giant to topped such an upstart band of humans would no doubt be hailed as a true hero to his people... Such notions are not unknown to the Kingdom of Giantfell, which keeps a close watch on its borders.

Far from the overpowering influences of any singular god, Giantfell is host to the worship of several different deities. Statute represents tradition and obligations that keep House Throneknelt bound to their ancient promise, while Vash challenges House Giantsbane to constantly innovate and keep their enemies guessing. Rios is venerated for luck, while Nyubar is worshiped as a champion of mankind and a kind deity to turn to in such harsh lands.
Kingdom of Onoqu

Onoqu has been a troubled land since time immemorial. It was here that Balaphon performed his greatest and final ritual, creating the Onoqui and forever cursing the land with the practice of blood magic. Crimson rains fall here, smelling of iron and nourishing its odd flora and fauna. It was here that Nital tore the ley-network asunder, welcoming all manner of demons and malevolent spirits with him into Creation. Yet the people of Onoqu have felt a certain fellowship through these bizarre and cruel times, sometimes even thriving under the blessings of the Blood God.

Now, Onoqu has been formally united under one banne

## Kingdom of Onoqu

### Culture and Races

HumanOnoqui

Demonic

r, a kingdom that shares its name from the bloody region. The Kingdom of Onoqu is governed by a monarch, as well as a ruling class that consists of nobility, high ranking religious figures, and talented or well connected mages. The current monarch, King Sier, has managed to secure the servitude of several dozen demons for the kingdom, and his rulership has seen a decrease in the number of clashes with the vicious Onoqui. It would appear that Sier has secured the prosperity of Onoqu, although many wonder how long he will reign; few can remember a time when he wasn't at the helm of the new kingdom.

Few can complain, as Onoqu needs all of the experienced leadership it can get. With the Choral Quorum to the west and Avashai slavers to the north, King Sier may soon have to call his demon troops to action.
Myths, Legends, and Gods Wikia

## Welcome to the Myths, Legends, and Gods Wikia

This wiki is dedicated to NDNESVI: Myths, Legends, and Gods, a forum game hosted on Civfanatics. It is part game, part collaborative story-telling experience, bringing us from the dawn of creation into a world teeming with lore and history. If you are new here, feel free to look around or check out the link above to see what exactly you have stumbled upon. If you're a player or onlooker interested into learning more about the world we've created, feel free to dive right in!

## 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.

File:Placeholder
Yinshung

The Yinshung are not necessarily a separate race due to a difference in biology, but rather are classified as such due to their distinct nature and common origins. When a mortal with some degree of chi-mastery (or has great potential) is pushed to their breaking point and survives through a massive amount of trauma, there is a chance that they undergo a transformation into a Yinshung.

This transformation does not necessarily change the outward appearance of the individual, although the sudden influx of power makes such changes possible. What defines a Yinshung is the sudden single-minded focus on a certain goal or ideal, accompanied by a massive spike in their physical strength and mastery over chi.

It is also important to note that Fuku, has cursed the Yinshung as a whole for their tendency towards conflict and capacity for violence. This has forced the Yinshung to largely go into hiding, with elder Yinshung identifying the newly transformed and whisking them away to secluded hideouts. At these hideouts Yinshung test their newfound strength and recover from whatever trauma has affected their lives, before finally heading back into the outside world. However, due to the single-mindedness of many Yinshung, infighting and conflict can arise in these hidden locations, leading to frequent changes in location or self-imposed exile in order to prevent further conflict.
Rios's Imps

Rios created his imps for the purpose of embarrassing those who have failed in their tasks and for causing mischief. Imps are humanoid, standing at around 2-3 feet tall, although they sometimes hunch over and scurry around on all fours. Imps possess wings and the ability to hover, although these two characteristics are likely unrelated, as imps' wings are far too small to offer any meaningful lift.

Imps are known to appear on the eve of cataclysmic failures... or right after them, bursting with ear-splitting laughter. Aside from their capacity for annoying mortals and crushing their self-esteem, imps are relatively harmless and will float away or teleport when threatened.
Vash, God of Fate and Change

## History

Magic

The Changer

Lord of Change

Usurper

Godslayer

## Affiliations

Dragons

Vash is the God of Fate and Change, one of the gods that accompanied Man as they wandered into Creation. Vash has influenced Creation directly and indirectly throughout history; from directly slaying Patron the god of ambition, to crafting the ley-network from behind the scenes. Vash blesses select mortals with the gift of magic, as well as elevating especially potent mages to dragonhood.

The act of slaying Patron in particular has shaped perspectives of Vash for centuries. For this act of deicide led to the creation of the Eye of Vash, a potent magical nexus which not only attracted magi and dragons who created the city of Vash'eth and the civilization of Vasheroth, but drew on the elemental energies of the gods Kross, Tai and Harika. This draining of their divine power combined with lingering outrage with regards to the murder of Patron led to the War of the Three, wherein the three gods, with the background support of Statute, the Younger God of Balance and Rios the god of random chance, waged war on the Empire of Vasheroth, resulting in its destruction and the destruction of the Eye. However this war led to great costs for all three gods directly involved, and Vash who refrained from appearing to battle his enemies, being effectively left unscathed. Who emerged better off has been a matter of debate ever since.

Following the War of the Three, sought to assist those mortals that had been subjected to the Long Winter. Aside from helping individual communities, Vash sought to harness some of the excess energy diffused throughout the ley-network. This action indeed helped end the Long Winter, while also increasing Vash's strength.

Vash has been known to be a proficient artificer and a collector of other gods' works. Vash stole the blades Nightbringer and Daybreaker, which had been crafted by the smiths of the Celestial Citadel under Tai's guidance. These two swords would later be fused into the Godslayer, a weapon of terrible power and occupied by the two mutilated and tortured souls of the previous two swords. And of course, Vash's Staff remains his most iconic tool and weapon, ever present at Vash's side.

## Recent Events

Vash would later be forced into exile by Nyubar, Statute, and Tai, as well as marked with a bright aura that makes his presence easier to detect. However, Vash continued to elude justice, fleeing from Creation and creating the city of Tar Vash'eth in a different plane altogether. It is from Tar Vash'eth that Vash now operates, along with his followers. In this strange city, Avashai and elder dragons dwell, increasingly adept at navigating between planes and harnessing the arcane energies that swirl around them.

It was Vash that contributed to the terror felt by Nyubar, Nital, and Statute, allowing Sorna to briefly terrorize their minds. Vash managed to escape this fate, but was nearly ensnared by the growing abyss below.
The Library

The Library is both a building, as well as a distinct plane of existence from the rest of Creation. The Library was created by Curator as a place outside the confines of Creation, free from the meddling of other Gods. Here, many of the rules of Creation are bent, if not completely broken. Books that write themselves, whimsical gravity, and the resident Custodians, are all possible oddities one might see in the Library. It is a vast collection of artifacts, books, unique specimens, and anything else Curator has decided to collect.

When mortals travel to the Library, it is not in the traditional sense of travel. Through their dreams, a mortal might be transported to the Library. In some cases, just the mind makes the journey, while the body remains in its resting place... sometimes the body goes too. This journey was much easier on mortals before the Mists; with the Mists in place, it is far more likely that a mortal being whisked away to the Library might simply become lost or devoured on their way.

It is rumored that the Impostor Church has access to the Library, and from there can reach the Republic of Hell.
Sorna

## Affiliations

Multoran Wisps

Sorna is a portion of Rula's being; an extension of the God of Fear and Madness. Sorna dwells within the shadowy plane of Multor, sustaining itself on the nightmares of mortals. It is from Sorna that night terrors incomprehensible to mortal minds originate. Sorna's gluttony for terror is limitless, and it will terrorize a mind nonstop until it breaks.
Alascoagilisuldy bathara

Alascoagilisuldy bathara to gatunek Agilisuldoida z rodziny Zwineczekowcowatych.

## Wyglad

Alascoagilisuldy bathara ma pozbawione konczyn cialo Jaszczurki zwinki.Ma bardzo krotki ogon,a Zwinka ma bardzo dlugi ogon,co jest roznica miedzy nimi.Alascoagilisuldy bathara ma glowe Zwinki,w calosci pokryta tarczkami kostnymi,Zwinka tez ma tarczki na calej glowie.Nie ma uszu,Zwinka je ma.Ma duze sprawne oczy.Po bokach ciala ma brazowe kolka.Cialo gatunku Alascoagilisuldy bathara jest pokryte luskami,barwy zielonej.Jego glowa jest brazowa,jego ogon tez jest brazowy.

## Siedlisko

Gad ten zamieszkuje Polskie lasy,jeziorka i bajorka.
Arash, the Sea Drake

When Harika participated in the War of the Three, she managed to win over one of Vash's dragons to her side. The dragon Arash became known as the Sea Drake, a name of honor for him, but a name said with a sneer by his draconic peers. Empowered by Harika, Arash has some mastery over the winds and storms through which he glides. He alone among mortals can pass through Harika's Tempest with a guarantee of safety, and frequently does so to ensure Harika's waters are free of intruders.

Arash has been known to have a particular disdain for Xalthar, and makes occasional visits to her isle to taunt her.
Spring of Dancing Water

Atop a mountain near Nyubar's Citadel, there exists a spring from which pristine, cool water flows freely. The mist that rises up from it settles back down, replenishing the soothing waters. The water is blessed by Nyubar himself, and it is said that those who make the pilgrimage to these waters find themselves strengthened in both body and faith.

The Spring of Dancing Water is where the Obscuring Mists were created.
Harika, Goddess of the Sea and Storms

## Affiliations

TaiKross

Typhans

Harika came into Creation as Tai burned away vast swaths of the primordial ocean, serving as a guardian of the seas to ensure that such a cataclysmic event would never happen again. Despite her initial animosity towards Tai, Harika took no punitive measures towards the First Sun, and instead focused on her vast realm of salt and foam. Harika created an underwater palace, over which a towering tempest would forever rage. Harika also took some of the first humans and gave them her blessings, turning them into the first typhans.

Harika cast down Kross when the God of Cold trampled through her realm twice, leading to the creation of a mountainous island chain (which had formerly been a strip of land used by Kross). Despite now having a degree of animosity towards Kross and Tai, Harika would later work together with both in the War of the Three in order to destroy Vash'eth and the Eye of Vash. It was Harika that finally destroyed Vash'eth, sinking it beneath the waves, but not before taking one of its dragons. This dragon would come to be known as Arash, the Sea Drake, and would serve as Harika's most loyal and fearsome servant.

Harika is also responsible for the creation of the world's first rivers, sending the guardians Shisu and Shiro to protect them. This led to a new era of interaction between the otherwise isolated typhans with the surface world.

## Recent Events

After battering the coasts of Vasheroth and continuing her work of erasing any trace of Vash'eth from Creation, Harika accidentally unleashed a powerful force into the world. The Icosahedron had been buried in the rubble of Vash'eth, and became dislodged by the strong currents. Xalthar stumbled upon the strange artifact, which granted her control over the dead. Xalthar would begin experimenting with her newfound powers, raising typhan and human alike from their graves. After attempting to handle the situation indirectly through storms and typhoons, Harika personally took to the battlefield against Xalthar, skewering the First Necromancer on the Naginata of Winds.

The battle against Xalthar was not without its costs though, as Harika sustained significant injuries from undead hordes clawing and biting at her. Harika now dwells quietly in her underwater palace, injured but firmly in control of her realm.
Paranacyathus parvus

*Paranacyathus parvus to gatunek* Archeocjata z rodziny Paraarchaeocjatidae.

## Wyglad

Gad ten ma grube walcowate cialo,ktore jest zlozone z wapiennego szkieletu.Posiada faldowate zebra.Pyszczek tego gatunku jest ozdobiony koronka z palek kostnych.*Paranacyathus parvus ma korzonki kostne.Jest barwy niebieskiej,koronke ma zielona.*
Talon of Nitäl

The Talon of Nitäl is a greatsword that was once wielded by the Body of Balaphon. The Body was known to possess supernatural strength, although it is unknown whether this was provided by the grisly sword he wielded, or by his unusual origins. However, the Talon never left the Body's side, and it claimed the lives of hundreds, if not thousands of mortals.

Even after the Body's death, reports of the Talon's appearance have trickled in. Even more curiously, it is being wielded by a mortal who bears a striking resemblance of the Body.
Sprites

Sprites are spirits of Nyubar that have physical forms similar to those of a small tree. Sprites have a soft glow about them, giving them a calming presence. The areas around sprites tend to be fertile or places of safety. In otherwise desolate wastelands, wild berries or springs might appear near a lone sprite.

It is not uncommon for shrines to Nyubar and Yagna to be built around a sprite, as they represent fertility, bounty, and peace. However, they are also coveted in times of famine, and anyone desperate enough for sustenance might fight for land blessed by a sprite.
Republic of Hell

In the plane of Hell, chaos is common. The Shuddering Spire allows mortals to change the laws of physics and reality at will, and nothing is truly dependable. Currency changes in value by the hour, buildings move to better neighborhoods, and nonsensical debates rage in the Shuddering Spire at all times. Yet society perseveres in Hell, and in time the Republic of Hell has managed to organize itself into a semi-coherent entity.

The Republic of Hell was initially propped up largely by members of the Impostor Church, who debated various topics within the Shuddering Spire. In time the general populace, eager to have at least some semblance of order in this "paradise," began to participate.

While the Republic of Hell does not necessarily collect taxes or have a military, there are attempts at passing laws and ensuring a basic level of civility among the population. Under Curator and the Impostor Church's guidance, the Republic of Hell has managed to steer clear of major upheavals outside of the typical daily chaos.
Choral Quorum

Achandaki

The Choral Quorum is a state located in the far-western reaches of Creation that comprises of many communities of chromarchs (of all types), humans, and even some achandaki. The de facto capital of this state is the Celestial Citadel, which not only serves as a main hub of commerce and protection in times of emergency, but it is also where most decision making takes place. Through a complex network of Chromagems that serve as high-speed and dependable communicators throughout the Quorum's territory, most adult inhabitants of the Quorum have input in the country's decisions, should they choose to voice their opinions.

Aside from this very direct form of democracy, the Choral Quorum is known to be a a safe haven for those fleeing the horrors of Nital in the past, and is a stable base of operations for the Order of the Adamant. This order of paladins helps secure the borders of the Quorum and combat the influences of Nital and Rula.

The Choral Quorum uses its extensive communication network to perform large-scale rituals in order to protect its inhabitants from the hostile elements that surround it. These rituals come from the celestial school of magic, which has become a faucet of daily life in the Choral Quorum; aside from large-scale rituals, smaller daily rituals are performed by many.
Chromarch

Chromarchs are a race created by Tai almost immediately after creation. Born from rainbows and fed by the light of the Sun, most Chromarchs live a simple, shy, and curious existence. Some, after many years of gathering sunlight and experience, may change into one of the two forms of Greater Chromarch: Chromatai, or Chromakin.
Sea of Tai

The Sea of Tai is a massive sea of lava that has existed since the dawn of Creation. When Tai first opened his eyes to the primordial oceans, his radiance caused the waters to hiss and burn away. Huge stretches of land were scorched and remain extremely arid. But no lands are more hellish than those surrounding the Sea of Tai, which radiates heat for miles.
Balaphon

Balaphon was a human worshiper of Nitäl and one of the most infamous practitioners of blood magic to ever walk Creation. Balaphon led a massive blood ritual that involved hundreds of sacrifices in order to obtain favor from Nitäl. Balaphon obtained power so great that it could not be contained within his mortal body, and so he split into 3 separate entities; the Body, the Mind, and the Soul. These three portions of Balaphon wandered Creation, wreaking havoc in various regions. While it wasn't uncommon to see two or more aspects of Balaphon causing trouble in one region, the aspects were entirely independent of one another and could go where they pleased.

## The Body

The Body of Balaphon was a towering hulk of a human, brandishing the Talon of Nitäl. It often eschewed the use of armor, preferring to charge into battle and rip apart foes in an awe-inspiring display of gore. Wherever the Body went, warfare soon followed. The Body could be seen at the front of warbands, traveling from place to place demanding tribute and sacrifices. Those who could not meet these demands (and some who could) were slaughtered mercilessly.

## The Mind

The Mind of Balaphon was a twisted figure of great cunning, always finding the ear of a local noble or priest. The whispers of the Mind were ever persuasive, and few rulers could resist his words. Accounts of the Mind's appearance very from tale to tale, but all stories of the Mind include one detail; a crimson skull that it carried on its person. The advice of the Mind usually brought initial success, followed by tragedy and bloodshed.

## The Soul

The Soul of Balaphon was a spiteful shade that wandered through Creation, serving as a messenger of Nitäl. Isolated pockets of blood cultists and other devotees to Nitäl were connected through the Soul's efforts, and its incorporeal form allowed it to stealthily move from place to place.

## Death

The three portions of Balaphon were eventually forcibly united by an unknown force and sacrificed in a blood ritual to bring Nitäl into Creation. However, rumors abound that the Body of Balaphon has returned, brandishing the Talon of Nitäl and wading through the blood of his enemies.
Rios, God of Random Chance

## History

The Laughing God

The Gambler

## Affiliations

PenguinfolkThe Blessed of Rios

Rios is the God of Random Chance, a being of obscure origins that emerged in Creation not only to cause havoc and chaos, but also hope and good fortune. His arrival into Creation coincided with the appearance of his portals; strange gateways that hurl mortals through time and space seemingly at random. Some claim that Rios dwells within a world connected to these portals; at the center of it all, laughing at those who strain their minds to comprehend its machinations. While over the course of history some of these portals and their triggers have been vaguely mapped out, this is a tiny minority.

Aside from the portals, many strange occurrences in Creation are attributed to Rios. Whether he is actually responsible for each one is up for debate. The creation of the Penguinfolk is almost positively Rios's doing, and many communities scorn the Penguinfolk for their association with misfortune and mischief. Similarly, a race of imps was almost certainly created by Rios, serving as cruel reminders of all mortal mistakes and follies.

In antiquity it was claimed that several bloodlines were blessed by Rios; although these claims quickly became disputed when these same bloodlines began to fall victim to horrendous luck and misfortune. Rios has strange ways of blessing his favored mortals. For instance, it was from Rios that mortals were inspired to create limbs of artifice. This practice has in time become refined, but at its inception involved horrific experiments, needless amputations, and unusually enthusiastic practitioners.

Rios created the Icosahedron, an artifact with the ability to make the owner's deepest desires a reality. However, the artifact is dangerous in that it delves deep into the owner's heart and soul, granting a wish that the user may not even be aware of. After granting such a wish the artifact teleports away to be found by another hapless mortal.

## Recent Events

Rios's direct involvement in recent events has been subject to speculation. The only event directly linked to Rios was a massive eruption beneath Nital and his forces; an explosion so destructive that Nital himself had to take refuge in a massive lake to combat the searing pain. Rios's involvement would have been unknown, if it hadn't been for the large number of imps that arrived on the scene, cackling at the wanton destruction and image of the Blood God himself fleeing in pain.
Dancer, God of the Hunt

## Recent Events

The Huntress

## Affiliations

Great BeastsAny predatory wildlife

Shadow Blades

Dancer is an amalgamation of primal spirits and "small" gods that have come together to embody the Hunt. Dancer is worshiped by mortals, but is also fairly unique in that even some animals feel Dancer's influence and blessings. It is Dancer that unleashes the Night of the Hunt onto Creation, a time when hunters' senses are sharpened and their bloodlust increased immeasurably. Animals that have managed to become efficient killing machines can become infused with a portion of Dancer's being, becoming elevated to the status of Great Beast.

Among Dancer's most staunch sentient followers are the Shadow Blades, a semi-connected network of murderers and assassins, each feeling the thrill of the hunt when pursuing their fellow man.
Holoptic Didarium

The Didarium was founded by the Awakener Mandas Lorenzada, the famous Polymath, to serve as a place of worldly learning for herself and her like-minded colleagues and followers. Mandas, alongside with her prolific writings and studies, dedicated much of her later life to education, developing a generation of seers, shapers, transmuters, phenomenologists, numeratists, fusologists and theoreticians to carry on her life's work, to develop a complete understanding of the material and aethereal workings of the world. These like-minded intellectuals found their ideal location at the eastern foothills of the Algo Mountains, beneath the shadows of the area's odd floating structures.

Persisting long after its founder's passing, the Holoptic Didarium has grown from a single cramped tower filled with dusty tomes and notes, to a full-blown campus with surrounding villages that help support its substantial needs. A virtual city-state, the Didarium is not beholden to the laws of neighboring states and governs itself. Local nobles and well-to-do families send their children to the Didarium quite often, giving the institution significant prestige and influence in the region.
Kross, God of the North

Winter

He Who Came From the Pillar

## Affiliations

TaiHarika

Giants

Kross arose shortly after the First Night, forming out of a pillar of pure cold. This titanic embodiment of all things cold is responsible for the creation of giants, and is also the namesake of the Krosswinds. Despite having brought death and famine into the world on numerous occasions due to his very nature, Kross maintains a sizable following out of sheer respect and reverence of his power.

## History

Kross was one of the first deities known to Creation, having arrived shortly after Tai and Harika. Kross witnessed the arrival of mortalkind into Creation, and soon wandering humans found their way into the northern reaches of the world, blasted by bitter winds and surrounded by ice. Kross took pity on these small beings, and infused them with a portion of his strength. This would give rise to the first frost giants; rivaled only by dragons in scale and might. Giants would go on to crave the cold weather surrounding their progenitor, but also retain their base desires and ambitions. Thus, the giants would spread throughout the northern regions of the world, remaining in cool climates while carving out kingdoms and chiefdoms for themselves. Centennial winters of supernatural intensity would occasionally increase the range of the giants, allowing them to inhabit lands further south for a few years, before retreating with the winter winds.

Kross created a long spine of mountains cutting through the center of Creation while on his way to creating the South Pole. While Kross viewed this journey as completely benign, his trek had actually wreaked havoc on the underwater realm of the Typhans, who suddenly found themselves amidst rock and ice. Harika assaulted Kross on his return trip, smashing the mountain chain and flooding the remaining landmasses until only a handful of mountainous island remained.

Kross was one of the belligerent parties in the War of the Three, leading the bulk of allied forces to Vash'eth. Kross was nearly killed in the fighting, not to mention his struggle destroying the Eye of Vash. This conflict led to the Long Winter, during which Kross's power reached incredible heights. However, the forlorn God of the North once again took pity on the mortals of Creation and worked to withdraw his influence.

## Recent History

With the end of the Long Winter, Kross's presence has not been felt much in Creation. He has withdrawn to his own separate world, filled only with cold. Only time will tell if Kross will emerge from this lonely realm.
Mother Sprite

Mother Sprites are massive tree-like spirits that shimmer and shine with life-giving magic. They grow much larger than ordinary trees, easily capable of supporting entire villages and homes upon their boughs. These massive beings are the creations of Nyubar, bringing fertility and peace to the locations in which they take root. From these Mother Sprites, spores are released, which eventually grow up to be regular sprites. Mother Sprites can only begotten from the original Mother Sprite found in Nyubar's Citadel.

### Current Mother Sprites

* The original, located within Nyubar's Citadel.
* Near the old site of Vash'eth after the War of the Three.
* Atop the Amaranthinium, celebrating an era of cooperation with Statute.
* One located in the far west, near Onoqu. Meant to help purify the lands after Nital's arrival.
* Near the eastern mountain range in which Nyubar's Citadel resides, commemorating the imprisonment of Nital.
Multor

Multor is a murky realm where otherworldly terrors slither and creep in the shadows. It is here that nightmares may suddenly become palpable, and the remnants of worlds long dead still linger on. In Multor there is no sun, yet portions of the plane are illuminated by a dreary grey light. In Multor there is no joy or exaltation, only the shrieks of those unfortunate enough to find themselves there.

Since Sorna's arrival in Multor, more and more of Multor's influences have seeped into Creation. The minds of mortals are invaded every night by incomprehensible terrors from Multor. Many mortals lose their minds or simply die from shock. Others lose control of their bodies, now host to one or two extra consciousnesses that have stowed away in a mortal vessel. The the arrival of Nital, entire villages have experienced possessions, mass hysteria, and nights that seem to drag on for weeks.
Nightbringer

Nightbringer was a sword forged at the Celestial Citadel from ore gathered by the Dream Star. Nightbringer was said to feast on the screams and deathrattles of those is slayed. This "muffling effect" along with its impossibly sharp edge made Nightbringer an exceptional weapon for those that wanted to make quick, clean kills. Like all weapons forged from the metals of the Dream Star, Nightbringer had a soul within it.

It was used in the War of the Three, where it saw extensive use cutting the throats of various mages and scouts. After the war, it ironically fell into the hands of Vash, who proceeded to use it as a component when forging the Godslayer.