recursal/Fanatic-Fandom huggingface dataset:
Molves

Molves are also called herder-wolves. The word molf is from the words monster and wolf put together. These creatures were created when Ya-Shuur made a she-wolf able to mate with Vakk's monster and then they were born. There were six of them in that first litter. They are an extraordinary species and cost 3 might points. Because Ya-Shuur was near them when they were born they became socialized to him and because of the monster's effect they are domesticated.

They are huge creatures and from snout to tail-tip they are 8.8 metres long and 2 metres tall on average. Some are entirely white and some are entirely black and some are mottled. Their skin is very hard and difficult to cut and their bones are strong. They can fly. They are very good trackers. They have a tail with sharp protrusions that they can bludgeon with. They are also very fast both when running and when flying though they were much faster when flying. They can fly at speeds of 140 km/h and they can run at speeds of 90 km/h. They can accelerate from a speed of 0 to 45 km/h in 10 seconds.

Their bite and teeth are very strong like their sire's and they can open their jaws far wider than normal for a wolf. They are digitigrade and their claws are also thick like their sire's. Unlike wolves their huge claws are protractible and their paws are more versatile like a big cat's. They are very obedient to their owner and very intelligent. So with good training they became brilliant herding animals with Ya-Shuur's help but they would excel in other things if they are reared to do them instead. Their absolute loyalty has the opposite side of their suspicion and hostility to anything foreign. In the case of Ya-Shuur's molves, anything other than the goats and the fellow wolves immediately received hostile attention.

Because Ya-Shuur trained them not to kill but scare off potential predators they knew not to attack immediately. But their natural suspicion sets in if a stranger does not go away after being warned in which case they become lethal. They are strong on their own but are even more effective together because they are natural pack animals because of their wolf ancestry. Like wolves they are monogamous unless their partner dies in which case they got another partner.
Eurysthenes

***Eurysthenes is the God of puzzles.***

***Slippery as a fish, more passive than a craven, harder than metal. Real as a wish, as loving as a haven, testing your mettle.***

## Persona

Z̗̤͔͔͋͛̿̕z̡̆z͈͂ź̘̤͕́́̐͢zzį̖̤̓͊͞z̩͊jj̩̣̎̚d̘̾͘͜jk̳̖̋̎͟͠k̬̭̄͂ȧ̭̩͌ê͈ẻ̳̣̗̤̮͒̏̕̚e̿͜ȅ̫ë̗̼͌ḛ́e̙̣͚̳͆́͗̔e̙̓̕͜e͔͐ë̡̯̥́̊̕eeee̡͙͇̗̪̅̀̓͒̕e͉̣͚̿̏͘e̬͚̚͡ë̖͔̺̻́̇̚͡e̙̤͉̎͛͌e̖͙͕̅͋͌e̱͙͖̐́̉̓ͅe͉̟͋͛͂͟eẹ̦̭̗́͆̀̂e̩̱͕̓̌̿ẻ͚̲̘́̇e͕̪̼̐̂͠ḙ̯̗̬̎̄̃͝eẹ̮̄͠e̖͔̬̓̔̈͜͝ḛ̜̈́̀ễ̬̪ȩ̜̩̳́̊̍͠e̳͙̰̐̎̿

But is it? Or is it not? What of the Conclusions?

ǰ͙͍̼͇͑͡͞d̡̧̛̙̼̈́̆̀f͎̦̯͌̿̍̚͟j̬̜̀̕ă͓̱͔͍̎̑̔́͟a͍̞͐̓aa̡̮͖͓͙̅̄̔̑͡aa̞͔̟̎̂̅a̼̹̪͒͊̕ą͆̐͢n̬͐ǫ͚̥̐́͆ờ̢̮͈̑ņ̛̤̝́̕͟͡o̟̮̖͍̥̎͒͋̏̆n͇͋o̼͓̐̆ņ͚͓̻̙̂̂͞͞͞on̮̖̩͇͉̈́͆̿̽̕o̢̼̊̂n̖̏̿͟o͍͆oo̠̕̚ͅo̢͉͑̓o̢̾ơ̤̘͕̯͑̅͢͝͝a͔͔͉̍̍̆s̻͘dḏ̡̭̫̋̿͌̔̎ͅḑ̖̩̑̽͗d̡͡ḑ̾d̞̔dd̹̳͕̂͋͊d̼́dd̺̩͉̘͇͌͑̀̈͝r̲͋t̲̺̤̠͛͒̔̐ṯ̦̩̝̈́̆̕r̤̫̹̼̼̈́͑̂̍̚é͍͚̹̻̒̓̔͜͝e̡̝̔̄͛ͅȩ͍͕͖̒̎͆̌̎

What if it is, indeed false, like so many believe? What would that mean for ☀S̗͇̝͎̣͎̽͐̏̓͌͝ȯ̦r͙̻͕̼͎̻͆͑́̽͝͝s̜̄ge͖̫͕͇͓̎̊͆͞͝ḷ̪̼̞́͐͘͠d̤̋ẻ͇͈̥́̉̔͟n̮̟̱̒̔̋̔ͅf̧̰̻͚̝̄͂̊̀͡a̫̣̤̗͊̆̀͝ļ̳̪̯̼̰̈̂́̎̕͠l̹̱̈̀d̟͙̈͐͡ͅĕ̬̘̞̑̏d͔́d̦̘͛͛õ̫̻̞̣̎͒̽͊͢͢͝w̫̒͘͟

n͔͐̐͟s͉̯̱̈͋͊ţ͙͇̤̟̬̊̀̽̽͘͝aḭ̢̖̐̍̆̋͜r̨͒s̪̞̎͝l̫̘̻͔͖͚͑̊̿͊̏͞i̡̟̰̊͗̂̀͟kẻ̮̹̼͍̰͑͑̀̚aḐ͔͖̊̑̀E͕͓̋̚A͙̙͕͌͆͢͠͝F̹͖̓͛̄͟U͚͡K̪͖͙̝̙̥̎̑̃̽́̋I͎̗͗́G̢̘̾̔c̟̫̖͙̅͆̃̒a͘͟t

Is both an o̮̺̥̼͓̾͐̊̾̂t̛̠̙̩̘̼͌̓̌̚p̢̞̖̩̬̥̉̍̑̕͘͠o͈̯͂̑ì̲͕̆n̢͕̣̰̭̂͌͐̿͞?͇͖͕̞͖̾̽͐̒̓̀ͅ

s̢̧͔̮͎̜̬̳͓̤̟̪̻̃̂̿̿͑͒̓̾̋͌̕͘͞͞ͅf͔͍͈͔̞̎͑̊̒͝z̡̨̛̘̲̯͖̤̖̱̺̟̀͛̽̔͂͌͒̌̔̕h̡̛̘̗̞͙̲̹̮̞͚̘̺̟̮̻̜̋̎̈́̆͌̓̄̾̓̓͗̈́̕͟͝͠͞s̲͓̼̞͚̣̦͖͙͍̰͉̝̈̎̌̅̐̿͌͋̅̕̕͞͝d͓̑h̬͖͍͉̘͍̺̲̼͇̟̲̲̰͚̐̄̽́͊̎̂͊̆̏͛̑͌͘͘̚ͅn̛̛͉̙̝̞̦̲̠̫̠͆̎̋̐̕͟͝͞͠j̗̤̘̟̱͕̟͚͉͇͇̰̤̯̯̽̃̅̋͌̉̌͆͌́́̃̇͜͡͡͡ŗ͇̥̜̘̞̤͙͉̘̬̗̞̺̣͕͑̇̈͒͑͐͒̈́̊̓̓̄̑̐͗̕͜͜͝͝š͉͙̥͔̙͉̱̲̤̳̫̲̖̏̀̋̓̑͛̅͊̃͐̑̈́̾́͌͟͟ͅh̡̨̭̮̞̭̬̯̠͓͖̩͍̞̱̩̦̾̑͒́͗̑̄̾͌̀̔̍̑͐̈͐͡͡ͅn̨̛͉̺̲̲̳̦͙͊̔̓͛̍̇̋̈̚͢͢sḫ̣̻̲̼̱̼͖̆̀̅̔͛̚̚̚a͉̗̖͛̍̃s̛̙̲̱̜͉̖͉̫̠͈̥͔̱̱̒̋̔̄̿͑̈́̑͒̒̑͋͜͞͝h̡̢͉̳̟̘̤̖̺͈̜́͂̂̃͆̀̓͒͘̕͟͝͞͠ͅs̢̡̛̛͖̮͈̟̘̳̤̼̙͐̀͒̀̑̄̄̀̎̍̕͢͟f̨̜̗͈̘̗͉̫͙̫̐͐̊̑̓͂͊̽̕̕̕͟t͔̰̥̀͊̌h̨̰͎̰͉̳͍̭͙̩͊̂̇́͗̾͐̒̔̽̄̔̂̕͟͟͜͞͞ͅͅͅ

## Appearance

Somewhat appropriately, Eurysthenes has taken the form of one large, multi piece, three dimensional puzzle. It may rearrange the pieces as it sees fit to create different images, but may never change the number of pieces, or send pieces away from themself. Most commonly, they project themself as a tall, skinny humanoid with seven arms and wide hips. Their 'skin' is commonly found to be a deep blue, with hints of purple, red, and green. It appears well maintained, keeping hair, nails, and face well kept and clean.

## Portfolios

### Puzzles

Simply put, this gives Eurysthenes dominion over that which is meant to be solved. Riddles, puzzles, and mazes are good examples. This allows them to create puzzles which are nigh impossible to solve, and solve many different puzzles.

### Illusions

Dominion over that which is not real, and only perceived by the senses. The Architect took objection to the acquisition of this portfolio, asking Eurysthenes to find the wisest animal and guard the core.
Reverse Lanterns

Reverse lanterns were made by Chopstick Eyes to produce light in the Grand Bazaar. Terrestrial variants of reverse lanterns also occupy the Feasting Forest, indicating the location of the food-laden shrines through the fog.

Reverse lanterns boast 'papery patterns painted onto its side or the streamers billowing out below. It was bright with life and light and warmth, ...it oozed oxygen and ate smoke, burning in reverse, purifying the air and purring an ethereal hum as it bumbled across the canyons of trinket-shops. ...these critters would offer a guiding light to anyone who'd stumble across the Sphere of Chopstick Eyes.' 'These tiny fire-and-paper spirits float around eating smoke and other pollutants, and producing oxygen. They still emit light and heat ...They're also quite friendly! Much friendlier than the invisible hands... Reverse lanterns have streamers for appendages and a variety of patterns painted on their surface. They don't appear to reproduce, but any flying lantern lit in the Grand Bazaar will probably become one. They make ghostly purring and chirping noises.'

Terrestrial reverse lanterns are lamp-posts of iron, wood or stone with glass cages for their light-giving fire. They can bend, and have stumpy little limbs for locomotion.

1. ↑ Chopstick Eyes creates the Reverse Lanterns - https://www.roleplayerguild.com/posts/4840444
2. ↑ Chopstick Eyes populates the Feasting Forest - https://www.roleplayerguild.com/posts/4849784
The Flow

The Flow is the fundamental concept in the cult of Shengshi and in Shengshese thought and culture. While its usage often only vaguely denotes the meaning of the word, the grand span of Flow thought can be summarised into a number of key ideas:

### Strict Hierarchy

While the degree of adherence varies across different cultures depending on the influence of Shengshiism, being for example radically different between Servant  and Dreamer  cultures, every culture which draws on the teachings of the Flow will have a visibly hierarchical structure, preferably based on mutual respect. This structure consists at the very least of a master and a servant which roles are outlined in the Classic of Wisdom, the main religious literature of the Flow, composed by Shengshi himself.

### Reverence of Culture and Craft

Shengshese students are encouraged to eagerly study music, poetry, arts and crafts as part of a greater project: self-cultivation. This concept is vitally important in Shengshese thought, as every believer is encouraged, almost expected even, to strive towards the development of the self. Central to Flow thought is the idea that the self requires constant maintenance and improvement towards greater cultural achievement and the mastery of one or a handful of skills.

### Face, Honor and Diplomacy

While the concept of the Flow highly values adaptibility and patience, it is not unheard of for Shengshese cultists to act out with war and aggression if they feel their honour is under threat. In every conflict, the Flow demands one find a balance between tolerance and honour - one can suffer through a relationship where the counterpart offers no respect whatsoever, but if the counterpart demands favours on top of its unfriendly behaviour, it can be observed as an attack upon the Shengshese student's honour. More vital than honour is perhaps the concept of the face, one that is perhaps the closest tied to Shengshi's own behaviour. Every mortal capable of emotions and understanding status has a concept of the face: a measure of one's own social standing based on one's actions, wealth and personality. In this respect, the students strive to become like Shengshi, hosts with bottomless cooking pots and wine bottles that gladly invite the whole town for a feast. Losing face or causing someone else to lose face is perhaps worse than a loss of honour. While honour is a subjective sense of right in relation to the self, the face is a measure of how others see someone. Therefore, a loss of face is considered a much greater blow, and to cause someone to lose face, a much greater insult.
Reodweir

Where the Wolf-God died...

The Reodweir is a notably large red sequoia that grows alone on the side of Dun Haen, the mountain where Yn-'e-Kynweir-Alwyld was constructed. It is notable as the site of Roog's divine suicide and subsequent reincarnation. The tree now sits on the area of the monastery known as Roog's Rise, where monks of the Cenekyn go for quiet meditation and to practice the varied teachings of Roog. The tree is considered a holy site by all Valla for its connection with their patron deity's first demise.
Vakk's Hunter

Vakk's Hunter is a massive beast nearly 60 feet long, standing at a height of just below 30 feet tall. This beast is incredibly lethal armed with retractable claws and a clubbed tail with protruding bone shards. The back and sides of the hunter is exceptionally well armored, able to resist a bite from the likes of Fenris, Kalmar's beast. However, the underside is fleshy and open for attack.

Additionally, the beast is extraordinarily fast, able to fly and run along water. Its top speed is estimated to be hundreds of miles per hour in order to reach Li'Kalla's Island from the Kick.

Apart from its lethality, the hunter has the exceptional ability to track an individual soul through scent. It has been able to track Hermes soul to Kalgrun where she had not been for years.
The Purlieu

These are untamable wildlands that deny the civilized of their little delusions. The most refined of metals rust away in days, mighty forts crumble into ruins covered in weeds in mere weeks. This is however not a land of entropy, but instead, an ever-shifting frontier with jungles, swamps, forests, oceans and mountains rising and disappearing, in a constant churn of new and unknown lands, home to the most fierce of storms and beasts.

It connects itself with Galbar at random, mimicking a misty forest or lone road so people walk into the endless wilds without even noticing, or luring ships to its shores once they no longer have the eyesight of any true land.

It is where the seasons go to when they are not ruling over Galbar.

The Purlieu is owned by Urhu.
Ziggurat Temple

The Ziggurat Temple is a Holy Site of Stone located along the River Orvar, a decent way upriver from where it joins the Ihemol. Made by Ohannakeloi during the Age of Lords, it is a bastion of his power in Western Atokhekwoi. It sits across the river Orvar from the Obelisk that protects the central region of the Vallamir-Nebulite-Ihokhetlani population in Western Atokhekwoi.

## Description

"Across the river Orvar, trees and underbrush, dirt and animal alike, all were pushed aside from a wave of stone from deep in Galbar. Beasts and birds bolted from the collapsing forest as the Ziggurat rose out of the earth, it radiated the deep power of Stone and its resonance with Ehomakwoi. The crowd of priests gawked, although many had heard of Divine exploits, it was quite another thing to see that power and to feel it first hand.

The structure arose, fifteen times the height of an Ihokhetlani, and its base much larger in a rectangular form. There were seven levels and three staircases, a central one facing directly towards the Obelisk and two smaller ones along the long sides of the base. Each of the first six levels on the front side had one of Ohannakeloi’s guiding phrases on each side in the Ehofi script, carved into the stone. The Seventh level had one bisected by the staircase, ‘Fairness is paramount - in all things’.The two long sides, with the secondary staircases, had inlaid designs of animals and beasts and beings of Ohannakeloi. The rear side was decorated with Ohannakeloi’s symbols but also smaller lists of the commands of Ohannakeloi on each level.

Each level was decorated ornately, with stone railings and designs on the walkways around the Ziggurat structure. Relatively small entrances dotted the levels, allowing access to central passages in the Ziggurat that brought forward secret rooms and locations."

## Local Effects

The Ziggurat Temple generally increases the durability of anything nearby, this is particularly evident on or nearby the Ziggurat itself. Especially evident is its effect on Stone which is greatly protected from breaking to pieces and generally is harder and stronger than it would normally be due to resonance with the underlying support of Ehomakwoi in this particular locale.
Lanterns

Lanterns of various kinds are frequently made and used by Chopstick Eyes for aesthetic and experimental purposes.

## Reverse Lanterns

Reverse lanterns are denizens of the Grand Bazaar. They are round sky lanterns with tentacle-like streamers, animated by magic. They manifest spontaneously in the Bazaar and feed on airborne pollutants and vapour and release oxygen, continually scouring the Sphere's atmosphere to keep it breathable. They are mildly intelligent and can probably be trained, and are quite cheerful and helpful by nature. A stranger in the Bazaar may be led to safe and interesting places by such lanterns, which chirp and purr when in good company.

## Forest Lanterns

Forest lanterns manifest in the Feasting Forest. They are terrestrial, made of stone and occasionally metal, and resemble tōrō. Like the sky lanterns, they are animated by magic, though whether they perform any noticeable air-scrubbing is debatable. Unlike sky lanterns, they are neither cheerful nor helpful, and while their wanderings through the forest may lead a stranger to many picnic-sites and odd streams and exits, and even the Abacadarium, they are unlikely to be particularly helpful unless specifically bidden by Chopstick Eyes.

## Lanternheads

The Lanternheads are a Holy Order of mannequin-like beings in eternal worship and service to Chopstick Eyes. They are headquartered in the Abacadarium, and were originally made from sky lanterns with empowered souls. See main article for details.

## Spitfires

Spitfires are a sapient species developed from the artificial hybridisation of sky lanterns, Lanternheads, and wild kites. They were originally designed as an independently fertile source of souls for new Lanternheads, and can be considered their larval form, although Lanternheads are infertile and do not play a further role in their life cycle. See main article for details.

## Other phenomena

The Alpha Serpent's divine light and song, coloured as flickering neon, guides all manner of local sea creatures into its maw.
The Saluran Mendidih

The Saluran Mendidih is the portion of the strait between the Kick and Kirron's Continent, the seabed is lined with magma brought to the surface by an enraged Vakk. This causes the water at this portion of the strait to become boiling hot and release steam to the surface. While the steam may not be fatally hot to most creatures, the water very much is, making travel through this portion of the strait to be rather difficult.

The Saluran is currently the only known home of the Lava Lamps, a diverse species of very large, sedentary organometallic autotroph. They have segmented metal stalks rooted in the lava below, and brightly coloured liquid innards, which are visible through their glassy above-water bodies. These are typically bulb, sphere or dome-shaped, though some are tangled or open-ended, like upwards-facing tubas or Klein bottles. They derive energy from the magma, and may one day be harvested for their minerals, or, more likely, used to support bridges across the Saluran. They were created by Chopstick Eyes in a fit of aesthetics.

1. ↑ https://www.roleplayerguild.com/posts/4902810
The Wen Clan

The character Wen means 'culture' or 'literature'.

The Wen Clan are the descendants of Wenbo and Ai. Their blood makes up the majority of the Galbarian Dreamers. The children of Wenbo and Ai are named as follows:

* Wen Ren: The oldest son. Remained on Tendlepog after the formation of Moksha.
* Wen Tian: The second oldest son. A free-spirited man that seems a little too excited about everything.
* Wen Bei: The eldest daughter. Generally confident and kind, though she has a tendency to get nervous in front of crowds.
* Wen Yang: Third eldest son. A scholar of the Hermian Academy.
* Wen Mei: Second oldest daughter.
* Wen Ping: Third oldest daughter.
* Wen Anhe: Fourth oldest daughter.
* Wen De: Fourth oldest son. A fatherly and joyful character - incredibly respectful of his parents.
The Pan

The Pan is a large salt pan seated among the western foothills of the mountains of the southern continent. It was created by Chopstick Eyes on an aesthetic whim upon seeing her own dry blood on the stone.

Puddles of stagnant rain- and spring-water dot the Pan, and often host pink algae, as well as tiny arthropods such as brine-flies. Other puddles are a more familiar blue-green, or too shallow to hold any colour other than a blue reflection of the sky above.

The mineral salts of the Pan have curious nutritional properties. Being made in the image of Chopstick's blood, the composition of the salt is highly similar to the blend of mineral nutrients required by most life. Used as a supplement, it can prevent deficiencies of zinc, magnesium, potassium, and other minerals.

The local pink algae has an unusual tang to it, and makes for a palatable and plentiful spice.

The Pan is currently the only known habitat of wild kites.
Ahomauoi

A young Ahomauoi

### Notable abilites

Strong Armor and Bodies, most notable is continuous growth as long as life and food can be maintained

### Might Cost

3 fp

Ahomauoi are a species of beasts made by Ohannakeloi in the late Age of Monsters. They are mostly independent but will follow either the five legendary beasts created by Ohannakeloi or any other being of sufficient command and presence. They can live in most environments which can support them, they require sources of water, however, they are adaptable to both fresh and saltwater. They are not limited by much else besides scarcity, only growing extremely large in areas of relative abundance on land or in coastal areas.

## Description

Ahomauoi (singular Ahomauoi) are a typically large species of semi-terrestrial crab. Maturity is usually reached at three years with an approximate diameter of half a meter, although they will continue to live and grow much beyond that. Ahomauoi can live for exceptionally long periods of time, in part because of their continuous growth. Around five years of age Ahomauoi will begin to shift from a detritivorous eating pattern to a more general omnivore, they are approximately one meter in diameter at that time and if foods allows, will continue to grow. In decent conditions reaching the size of a small bear by age ten. Their growing does tend to slow as they get larger however as long as they can continue to feed there is no point at which they would stop besides one reached of death.

Ahomauoi growth can be stunted by a lack of food however that usually results in the death of the Ahomauoi in question. Ahomauoi can be particularly territorial as they grow older, although they typically do not scare away creatures of significantly smaller size, preferring to attempt to eat them. Ahomauoi do not have inhibitions about eating other Ahomauoi as is reasonably common among animal species.
The Lustrous Garden

## Description

Asceal’s Sphere is known as the Lustrous Garden and can be seen from Galbar as a vast comet that illuminates the night sky and leaves a bright trail that lingers even in the day. The Garden is home to a labyrinthine network of pathways and staircases suspended by and navigating an immense forest of interwoven scintillating white vines. Erupting from crystalline ground and weaving themselves into great luminous trunks that stretch out in open defiance of gravity to reach into and sway in the celestial wind, the vines bathe Asceal’s realm in an omnipresent yet comfortable glow. There are no pathways that lead to the surface of the comet, and the network of walkways and platforms supported by the vines above and below is all but unnavigable. Or rather, unnavigable without the favour of Asceal.

There is little sense to it, but those in the Lustrous Garden who enjoy Asceal’s blessing or invitation are always able to find their way, no matter what turns they take. Those who can navigate the Garden will almost inevitably find themselves in one of the floating palaces of the Goddess of Light. Thousands of castles, all suspended by the vines that erupt from so far below, and made of brilliant crystal dot Asceal's realm. Which one she may be found in is never certain, but for those she approves of they are refuges in her brilliant but often unaccommodating realm regardless; every castle is seemingly replete with all the comforts and luxuries one could imagine. Food, art, and even entertainment in the form of Asceal's servants, the Luminous Ones, are all present in abundance.

## Bordering Spheres

The Lustrous Garden borders the Spheres of Heliopolis, The World Tree, and The Infinite Maze.
The Gate Lord

The Gate Lord is a creature of phenomenal power, created by Orvus to protect his Gateway in the Maelstrom and Veradax. The Gate Lord is a creature of immense destruction and its rage knows no bounds.

## Appearance

A truly gargantuan creature, mainly because of it's long spiked appendages that make up the lower half its body. The creature has grayish skin, rippling with scarlet red energy. It's six eyes are simply scarlet coals, and it's teeth are sharp and fierce. Two arms give way to powerful claws.

## Abilities

The Gate Lord is capable of flight, though not very fast. As it's primary home is the Maelstrom, it can withstand the brutality of the storm and thrives in such conditions.

It gets it's energy and sustenance from lightning, preferring the scarlet energy from once it was fashioned from.

It's body has many long, barbed appendages capable of grabbing and ripping flesh.

Most notably, it is capable of unleashing a beam of raw, scarlet energy from it's maw. This beam is highly destructive, and capable of completely destroying any creature lesser then it.

It has only bestial intelligence, and an instinct to protect is home from any intruders.

## History

Orvus created the Gate Lord in the Age of Monsters as a means to protect his gate from intrusion. Simple as it might be to close the gate, he doesn't want anyone near it.
Weihrds

These are forests, or **weihrds**, of Seihdhara's making. They generally have oak, birch, elder, and hawthorn trees in them. Mistletoe is also present. These forests exist in abundance on Atokhekwoi and on Kalgrun. One or two are present on Asceal's island of Istais, and a forest is also present on Li'Kalla's island.

These forests are generally inhabited by creatures created by gods previously. The only new addition are bears. Seihdhara's hair appears to have created a number of bear species to inhabit these ecosystems.

## Atokhekwoi Weihrds

The Atokhekwoi Weihrd is the largest weihrd on Galbar and possibly the most diverse. It boasts the above-mentioned trees generally found in weihrds as well as all extant species of bear, other than the polar bear. Seihdhara's hair, when creating the weihrds, 'ensured that many different existing species took up habitat in these newly created forests,' though the exact species were not specified. It can be safely assumed that all sorts of insects, reptiles, amphibians, beards, and mammals can be found in the weihrd. The specific species can also be safely assumed to be present in the Atokhekwoi Weihrd due to their pre-existing presence on Galbar:

* wolves
* canines (e.g. wid dogs)
* gemstone gardeners
* normal boars
* butterflies
* crickets
* worms
* honeybees
* frogs
* snakes
* squirrels
* woodland animals
* deer
* rabbits
* chameleons

Moreover, due to its proximity to the Great Hooflands, it can be expected that megafauna and dinosaurs are present on the easternmost fringes of the weihrd. Some species more well-suited to life in a forest environment may have even taken these eastern fringes as a permanent habitat.

## Kalgrun Weihrds

The Kalgrun Weihrd is the second-largest weihrd on Galbar. It boasts the same base trees as all weihrds and has a bear diversity similar to that of the Atokhekwoi Weihrd. Polar bears may descend to the northern fringes of the Kalgrun Weihrd during especially cold winters. It can be safely assumed that all species native to Kalgrun are present in some way in the Kalgrun Weihrd.

## The Weeping Weihrds

The Weeping Weihrd is present on Li'Kalla's island is called thus due to the constant rain on the island giving the impression that the trees are weeping. As with all weihrds, bears can be found here. The large cave bear is particularly present. Brown (or grizzly) bears, polar bears, and panda bears are not to be found here. Other species are to be found, along with any species native to Li'Kalla's island.

## The Luihgielide Weihrds

Also known as the Istais Weihrds and the Dark Forest due to the lack of bioluminescence in the trees and animals of the weihrd, unlike much that inhabits Istais. The red, black, and short-faced bears can be found in this weihrd, along with wolves and other canines. No inhabitants of the weihrd are bioluminescent.

## References

1. ↑ https://www.roleplayerguild.com/posts/4867455: 'brown bears, red bears, panda bears, black bears, sun bears, spectacled bears, cave bears, short-faced bears, and even red pandas - though those were not really bears.'
2. ↑ https://www.roleplayerguild.com/posts/4867361
Orvium

## Creation

Formed in the heart of an Asteroid by Orvus. The remains of this asteroid now rests in the centre of the Eye of Desolation, which is currently the largest deposit of orvium in the universe.

## Properties

Orvium is a black colored metal, and, very reflective. It will show no signs of corrosion, or other discoloration in its natural state. The metal is incredibly dense, and hard to work with, for it is an unstable material, known to be quite volatile. Orvium powder, if not properly bonded together, can illicit a strong chain reaction when heated to extreme degrees. The metal when under duress, ignites into an aura of desolation, turning all in its radius to dust.

Orvium has a very high melting point, only the very hottest fires would suffice. A volcano perhaps, or even a star forge. If not bonded with the right catalyst, molten orvium will also explode.

If the right catalyst was ever found, the raw potential of orvium would be unlocked, and the applications would be endless.

Salts and other orvium compounds, formed after metallic orvium reacts, are inert and nonreactive.
Vulkandr

> "The giant hand began to slowly rise - revealing more of the jagged and rocky body - before placing it upon the ash-covered rock below. As it rose, it revealed a massive golem-esque titan, complete with molten magma covering its exposed portions and had a mighty horned face to boot."
>
>

## Description

TBA

Created by Sartravius.

## History

Vulkandr was created by Sartravius from the fires of Mt Eldahverr to lead the jotundar in battle against Dragon's Foot. Vulkandr marched against the Nanhe jungle, seeking to burn it down. He was confronted by Chuanwang and they battled; it ended in a stalemate (although the great turtle lost an eye), but with some aid from Sartravius Chuanwang was driven off.

Vulkandr and his army was eventually confronted by the Abyssal Leviathan and an enormous swarm of squalls sent by Ashalla. In the ensuing battle Vulkandr was slain by the Abyssal Leviathan and his army was scattered. His remains now sit at the bottom of Vulkandr Lake, eternally boiling.

## References

1. ↑ 1.0 1.1 Vulkandr is created - https://www.roleplayerguild.com/posts/4877726
2. ↑ Vulkandr battles Chuanwang - https://www.roleplayerguild.com/posts/4888619
3. ↑ Vulkandr is slain by the Abyssal Leviathan - https://www.roleplayerguild.com/posts/4970788
The Mar Tree

*Deep within the Valley of Shadow upon Veradax, lies in wait the Mar tree. Pluck for yourself a fruit from its spindly limbs. Taste the emptiness that awaits all. Loose yourself to the reverberations of the withering.*

## History

Created at the hands of Orvus in the Age of Creation upon Veradax's hollowed ground, the Mar Tree is a deadly monument made from Orvium.

During the Age of Lords, at the request of Ashalla, Orvus deactivated the Mar Tree. Later, Abraxas impaled Orvus on the Mar Tree and reactivated it, drawing divine power from Orvus to increase the Mar Tree's production tenfold and unleash a plague upon Galbar.

## Monument Effects

The Mar Tree absorbs soul ash, much like soul oysters, but instead of purifying the ash of contaminants and removing the impurities, the Mar does away with all of that. Instead, the tree destabilizes the soul ash, stripping it of the potential it naturally held for a full life.

Once this process is complete the Mar will bear fruit. Tasteless motes of white, varying in size and shape. They will float around the Mar tree when they reach peak cultivation, and slowly begin to drift up so the wind currents of Veradax can take them beyond and up to the gateway on the moon. Once on Galbar, the Maelstrom will blow these motes across the planet.

These motes are highly corruptive, and if consumed, will fray a soul. It should be noted, much like soul ash, if touched by any being with a pure soul, be it a tree, plankton, or mortal life, they will simply sink into the being and begin the process of decay. These motes will also override soul ash, and that which it enters will have a stillbirth.

This perversion of the soul does not give way to undead things either, or creatures of broken flesh and rot. Instead, it turns life into an abomination of what it once was. Creatures of the Stellar Hum, loosing all sense of self, feelings and memories. Lifeforms affected will darken black with blotches of white, and their eyes will glow with pale light. The process of decay varies as well, but all will be consumed unless properly treated. The time scale varies for all beings, for souls were not made equally. The smaller the soul, the faster the process. Once the process is complete, death quickly follows. For the pull of the Vortex of Souls is maddening.

It should be noted, that trees are especially at risk. For if a tree is unfortunate enough to consume a mote, it will become apart of the Rooted Decay, but to a much lesser extent before dying out.

## References

1. ↑ Ashalla confronts Orvus about the Mar Tree - https://www.roleplayerguild.com/posts/4913460
2. ↑ Abraxas reactivates the Mar Tree and unleashes a Mar plague - https://www.roleplayerguild.com/posts/4960541
The World Tree

The World Tree, or the Sphere of Plants, in the Sphere owned by Phystene.

The Sphere of Plants is made up of a tree so massive it defies mortal comprehension, so massive that to call it anything other than the World Tree would do it a disservice. The World Tree’s roots form the ground, its upper branches and leaves the sky of the Sphere of Plants. The region closest to the World Tree’s trunk is made up of rainforests and jungles. As the distance to the World Tree grows greater, so too does the variety in types of forests. Tropical forest give way to boreal and temperate forests, which eventually give way to savannahs and grasslands.

Due to its nature, the Sphere of Plants possesses weak borders and the regions near its edges are easily influenced by nearby spheres. Altered by Asceal’s Lustrous Garden, the World Tree’s top most leaves emit the light as if they were stars themselves, bathing the whole sphere in a soft, nourishing light. Mangroves form endless mazes in the regions of the sphere close to Eurysthenes’ Infinite Maze. The World Tree's roots extend all the way into the World Spring from which it absorbs water. This water helps nourishes the World Tree and is also deposited into the Sphere of Plant's mangrove as well as leaks out of the World Tree's branches and leaves, thus creating rain in the Sphere of Plants. The World Tree's roots, in turn, releases sap into the World Spring which the spring can convert into more water.

The World Tree is the first plant. It is the progenitor and source of all plant life on Galbar. When new plant life is formed the World Tree blesses it with some of its energy, causing it to grow much faster and more wildly than the plant otherwise would. Symbols and ruins of civilization are quickly, comparatively speaking, overtaking by nature due to this fact. In places on Galbar where the World Tree's influence is greatest plants grow larger than normal and are more nourishing to the animals that consume them, allowing the animals to grow larger than they otherwise would.

The Sphere of Plants would have an entropic nature due to the nature of its borders if it wasn’t for the influence of the World Tree, which ensures that all within the sphere remains properly ordered. The World Tree is an upper sphere that is parallel to Galbar, meaning that it is neither visible nor accessible from Galbar through conventional means.

The World Tree has a Gateway on Kalgrun. It takes the form of an archway of roots.

"To most mortals that arch would look like nothing more than an interesting formation of plants, but it was so much more. To those the World Tree allowed, it was a literal gate to Phystene’s sphere. Phystene could see that the World Tree would be… particular about who was allowed in, and she agreed wholeheartedly with its criteria. Only those who possessed no products of advanced civilization, that being of a bronze age civilization, would be allowed through. Yes, only those in touch with nature, who had yet to succumb to the greed inherent in civilization would be let in."

1. ↑ Phystene makes the Gateway on Kalgrun - https://www.roleplayerguild.com/posts/4858337
Tonnikala

Tonnikala is a catch all term for flying sea-creatures made by Azura, be it mutated/blessed sea creatures or custom made oceanic themed sky-life.

## Abilities

All Tonnikala have skeletons that are permeated with Luft-Stone that allow them to defy gravity. When one dies its body may eventually sink/be blown down to Galbar, where mortals might scavenge their remains for their magical bones for use in construction, magic or alchemy.

Tonnikala’s flying power is sourced from the Blue, and if they spend too much time outside it this power gradually weakens. This stops them competing with Galbar’s creatures too hard, and means that summoned Tonnikala must eventually either return to the Blue or have their flying capabilities significantly diminished.

All Tonnikala know the Verse, and can be communicated with using it. The intelligent can be conversed with while the animalistic can be controlled if a singer know the right songs and even summoned if they have enough magical power.

## Species

Sky Slugs represent a set of species which form the basis of the Blue's ecosystem. Among them are Phase Motes, which drink the phantom-rivers from Fengshui Fuyou and can be consumed for accessible water, Loft Leaves, which photosynthesise, and Grazer Drakes, which are scavengers of decomposing plant matter from the World Tree.

Sky Serpents are among the largest of the Tonnikala, and are apex predators in the Blue.

Flying Tuna are a relatively mundane species, which eat sky slugs and are eaten by many other Tonnikala.

Niseag are long-necked fish hunters. Their armour and reach make them good for summoning.

Manotogs are elephant-sized tusked herbivores. They are sustained by the more abundant vegetation which was able to grow when a proper connection between Galbar and the Blue was established, allowing rain to enter the Blue.

Hammer-Drakes live in sky temples or mountain peaks and are ambush and pack hunters. Sufficiently skilled Verse singers can use them as effective all-terrain mounts.

Scrappers are rat-sized carrion eaters.

Phase MoteLoft LeafGrazer DrakeSky SerpentNiseagManotogHammer-DrakeScrapper
Zhen-zhen

Zhen-zhen is a the first-mate of Qiang Yi and the second in command aboard Zhengwu, the first mortal ship. She is a servant of the Noble caste. She is a loyal character, though strangely direct in her speech for a Noble. She tends to be fond of quick, and sometimes lazy, solutions, but in spite of this, Qiang Yi considers her a valuable advisor, assistant and friend.
The So'E

The So'E is the Sphere currently owned by Li'Kalla, Goddess of Rain. It is responsible for the existence of clouds on Galbar, mostly by simply allowing them to exist and form. It has a secondary function, however, which is as a Cloud Factory, in which water from the near infinite lake in the So'E is turned into clouds and sucked out through its Gateway to Galbar, to fill the planet with Li'Kalla aligned clouds.

The So'E itself is a rather simple landscape, consisting of a reasonably small area containing a forest, a hill with a tree on top, a luxurious manor and a large lake that is supplied with water from the Fengshui Fuyou. The So'E is extremely misty and its borders are dictated by a mist so thick that you'd hardly be able to see anything five centimeters apart from your eyes.
The Ugly Underbelly

Sitting pretty, beneath a cobalt sky resides Ekon’s domain. Heavily peppered with vibrant stalks of green grass from its rolling hills to open plains. It is a seductive oasis that beckons with the inviting warmth of a yellowed orb above. Groves of trees bearing fruit stand mightily over the expanse, offering their labor to any passersby. Pools of water dotted throughout its landscape tease with the promise of relief. Even the winds smell of sweets, bidding guests to stay a little longer. Unspoiled by progress, one could almost get lost in its sheer vastness and lack of any significant landmarks. Though, idealistic it is a celluloid paradise that unravels with time, all the while exposing its guests’ deepest fears.

Ekon’s sphere reveals its true self through trickery, toying with its guests like a toddler.  Fields of emerald suddenly appear barren and flat, before returning to their sunnier appearance. Fresh fruit withers within seconds of being plucked, worms exploding from it shortly thereafter, only for it to vanish entirely. Old fears dead and buried, arise without provocation or reason, summoned forth by the sphere’s magic. Whether that be some horrifying creature of the victim’s imagination, a resurfacing of a petrifying phobia, or the suppressed fear of a loved one’s imminent demise. All terrors emerge within his realm. Despite appearances, these frightful phantasms are illusions spawned from the mind. A Fitting albeit cruel reflection of a deity born to sow dread.

The true face of the Fear God’s sphere is that of an uninspired wasteland, lightly seasoned with desiccated plant life. Illuminated only by the slivers of light offered by perpetually cloudy skies. The land seemingly stretches into infinity, with only a single mountain at its center.  Atop its jagged crown stands a lone tower, battered by age and painted black. Its inky surface barely visible against the domain’s dimly backdrop. From this rotted construct, the infantile Fear God rules over his empty kingdom.

It should be noted that Ekon is not tied to his terrible sanctuary, it simply mimics him much like the “homes” of his fellow god’s imitate them. Though, his realm is not entirely self-contained either for its effects can be felt throughout Galbar, particularly when someone is alone. You could say his territory “bleeds” fear that seeps into Galbar’s vast landscape, saturating its inhabitants. Whether it be a familiar “cry” from a darkened cave or the glimpse of some horrible thing in the dark. Travelers emotions will race when they find themselves lost, ever heightened by an unseen forcing tugging at their heartstrings. Indeed, even those outside of the realm are not free from its taint.

The path to Ekon’s hideaway is fittingly buried far beneath the rock and soil that makes up Galbar. Due to its infectious quality, The Ugly Underbelly is also prone to the effects of other spheres though it is not easily accessed.
The Reapers

Beings of phenomenal power created by Orvus. Reapers are giant sized, bipedal creatures. There are two notable Reapers, Azadine and Ansara. Both are female, and mothers of their foul race.

## Appearance

> *"He let go up both branches, but willed them to stay afloat. As he worked upon the branches, they grew larger, longer and twisted into a crown of spikes. A blackened body came forth, one at a time from either branch, twisting down into a tail. From the torso came four arms with terrible claws, and two legs. Both took feminine forms, as scales overtook their bodies. Four scarlet coals opened upon their faces, and then eight eyes looked down upon Orvus."* - Orvus creating the first Reapers.
>
>

Black as Orvium, and rippling with scarlet veins, Azadine and Ansara are the epitome of their race. Looming over the tallest of trees, they are not to be trifled with.

## Abilities

All reapers are capable of swimming, running, climbing and preforming other simpler feats with grace and dexterity. They are nimble as they are strong and capable.

Their scales are hard and durable, while their claws and teeth are sharp. They fight like animals, and prefer to ambush their prey in packs, rather then hunt. They are not picky eaters, and will eat anything that they can overwhelm and kill.

Azadine and Ansara have further enhanced abilities, being the absolute epitome of Reaper kind.

Azadine and Ansara both also have means of asexual reproduction. This method involves flaying the soul of a being, weather they be an animal, mortal, or some other type of creature. They then drag the inflicted back to their lair, where they are in put into sacks to undergo metamorphosis into a reaper spawn.

They have minimal intelligence, enough to form some sort of hierarchy and are capable of commanding their spawn.

They are clever and crafty beasts, and have an overwhelming urge to build bigger spawns, as if it was a game.

## Reaper Spawn

The brood of a reaper. Foot soldiers, hunters, and slaves. More Information Here.

## History

Created in the Age of Monsters by Orvus in the hallowed sphere of Veradax. They traveled to Galbar, where both went separate ways. Azadine went off in the direction of Atokhekwoi, while Ansara swam off in the direction of Pāṟa. What they do next, is a mystery.
Vortex of Souls

The Vortex of Souls is the gateway between the Sky of Pyres and Galbar. It is a vast ethereal vortex, unseen by mortal eyes. It draws up the souls of the dead to be burned in the Pyres, and it casts out soul ash into the world. The Great Soul Reef was created directly below the Galbar end of the Vortex, making use of the high concentration of soul ash.
Golden City (Aztek Era)

## **Overview :**

Golden City is the main level of the Aztek Era.

It contains 500 gears, including 266 in minigames and sublevels, and 234 in the main area. It also contains 5 boxes and 2 lost characters.

## **Categories :**

* All Boss Token
* 100%
* Any% no OoB

## **Strats :**

### *All Boss Token :*

   Run with Bugs and talk to Tweety. Then charge a roll and head to the Baboon Realm level. You can also skip that Tweety and do a run bounceless. It can save up to 8 seconds, but you have to adapt in some places.

Once back from Baboon Realm, charge a roll and go to the rabbit hole near the three pillars. You may stop by the wall and climb it by bouncing on Taz's head, it saves a tiny bit of time. Call and take control of Taz, and dig the entrance of the rabbit hole. Then enter the rabbit hole with Bugs and go under the third pillar, the farthest from your position. As you are about to reach it, call Taz so he lands onto the pillar. Then bump the pillar 3 times. You may need to replace Taz at the center of the pillar to prevent him from falling.

Then take control of Taz and jump onto the building. Call Bugs and jumps on the switch with both characters. Be careful, if you call Bugs onto the switch, it may despawn the Aztek token. After the cutscene, do a long dive jump with Bugs to land at the token. You can as well thorw Bugs with Taz.

After the token is collected, roll to the Sacred Ride.

## **See also:**

* Baboon Realm
* Sam's Temple
* The Sacred Ride
* Catch the monkeys challenge
* The sneak peak challenge
* The matching blocks challenge
World Scar

The World Scar is the mark left by Narzhak's impact against the surface of Continent Kirron, and a gateway between Galbar  and the Pit of Trials. It was formed when the Iron God steered the crystalline platform granted by the Architect  into Galbar, breaking through physical space and forming a connection with a subterranean realm.

The Scar appears as a blackened, barren wasteland. The soil is broken by bottomless rifts and crevices, which spread as a web from an immense crater in its center. Scattered rocks and piles of debris suffused with an unnatural blood-red glow dot the landscape. In places, stones lifted from the ground by the collision remain suspended in the air in defiance of their weight.

Anything, or anyone, lowered into the gaping fissures in the earth will vanish from the surface and appear in the Pit. Unless travelling hither with Narzhak's blessing, intruders may find themselves in any spot in that perilous domain. Visitors who enjoy the god's better disposition will instead be certain to be deposited at the foot of a squat plateau near his seat. Stepping upon that elevation will spirit one back to Galbar and into any of the Scar's rifts.
Qiangshan Mountains

Qiangshan at its base is still a dry landscape.

Qiangshan separates the rivers Beihe and Seidhar.

The Qiangshan Mountains were created by Shengshi in an effort to separate his own river Beihe from the river Seihdhar, sprouted from the goddess Seihdhara's blood, as he found their melding abhorring. The mountain chain's name means "wall mountains", and their creation characters are 墙山. The mountain chain stretches from the oceans in the north and then southwards until it curves to the east in an effort to dam up the Seihdhar.

The tallest, yet unnamed peaks stretch roughly 2000 metres into the air. The chain itself stretches a distance of 2500 kilometres.

## Topography and Climate

While the chain is exceptionally long, it is relatively flat and could potentially host lifeforms. However, many of the young peaks are still very sharp, paving way for several sudden drops and dangerous climbs.

The tallest peaks are constantly covered in glaciers, which pour down the sides of the mountains in the form of rivers.

The overall climate is, however, rather dry, making it difficult to support life beyond that of smaller creatures and plants.
The Kayuk Tribe

The Kayuk are a modest sized tribe of Selka, originating from south eastern Atokhekwoi among the other indigenous Selka tribes. Through the divination of their first chieftain Amaruq the Wise, the Kayuk embarked on a migration northwards out of their traditional homelands. Over several generations the Kayuk have successfully migrated to the northern reaches of their home continent. Under the guidance of Amaruq III the Kayuk have begun an over-water migration further northwards with destination unknown.