recursal/Fanatic-Fandom huggingface dataset:
Borak

"Fat Bastards"

Denizens of the Anchor's mountain's frozen lakes, the Borak are semi-aquatic creations of Boris the Boar, conceived during the Age of Creation.

* *“Large, ugly, semi aquatic hairless animals.”*

## Appearance

The borak are large flippered marine mammals created by Boris. Lounging at the length of two average humans, these creatures sport a thick feathery skin that protects them from the harsh environments of Anchor. Their tusks are capable of breaking through the icy surface of frozen lakes and piercing the scales of any fish hiding underneath. Docile and pack animals, the borak are plentiful high in the Anchor's hard to reach peaks.

## Abilities

* Semi Aquatic: Borak are capable of living underwater for extended periods of time.

## References

1. ↑ https://www.roleplayerguild.com/posts/5091369
Surface Reefs

An aquatic assault on the shore...

## Summary

The Surface Reefs are a collection of environments created by Klaarungraxus as an attempt to match the perceived majesty of the Tree of Genesis' forests. Though originally creating on Toraan, terrestrial reefs can be found across numerous coastlines all around Galbar and vary considerably to match with local flora and fauna. The ecosystem is unique and filled with life reminiscent of those found in the sea. Though limited to coastlines at their creation, the potential for inland growth remains promising.
Diane Anderson

**Diane Anderson** was a reporter who worked for SBC News.

## Behind the Scenes

Anderson was voiced by Jemma Locke in the second and third seasons of Chronicles of Humanity and by Chloe Curtis in the fourth. The character was initially voiced by Michelle Ann Dunphy in "The Titan Incident".

## Appearances

* The Titan Incident
* "Fugitives"
* "Politics"
* "Rebellion"
* **Chronicles of Humanity: Uprising**
* "Apocalypse"
* "Salvage"
* "Chains of Command"
* "The Gods of War"
* "Revelations"
* **Chronicles of Humanity: Renegades**
* "Redemption Part One"
* "Redemption Part Two"
* "Redemption Part Three"
* **Chronicles of Humanity: Redemption**
Telluric Magic

The thrum of the world...

## Summary

All across the surface of Galbar, energy is created and released by the monumental natural forces unleashed by the Divines and their works. It is from this energy that Klaarungraxus, God of Oceans, created the first means by which to direct. Telluric Magic is the broad category of magical schools of thought that rely on the natural energies of the world rather than Mana, one of the other major types of magic on Galbar. Telluric Magic, through a number of means of direction, deals primarily with the physical, elemental forces of reality.

## Telluric Energy

Telluric energy refers to the immense amounts of kinetic, electric, chemical, and other forms of energy released into Galbar, primarily by the acts of the Divines that inhabited it and the results therein. Throughout the Primordial Age, the actions of the Gods such as the raising of the Anchor Range, the growth of the Tree of Genesis, and the rising of the Great Ocean. In addition to these original energistic releases, considerable energy continues to be released into Galbar through sources of natural making, like storms or earthquakes. This energy travels throughout the world as leylines, connecting major points of telluric energy all around the world. Telluric magic

## Forms of Telluric Magic

Telluric Magic can be broken down into a number of categories, resulting from the variability of ways by which to control or direct the energies of the world.

### Telluric Sorcery

Telluric Sorcery, similar to Mana Sorcery, is the basal form of Telluric magic known to the mortal races of Galbar. Telluric sorcery is the simple direction of telluric energies through any means mortals can devise. Some of these involve the casting of telluric through somatic movements, while others might be connected to words. No matter the path in which the individual sorcerer determines how best to direct those energies through themselves, sorcery will always be limited to the direction of energies rather than any form of manipulation.

### Deepspeak

Deepspeak, called Vonu in its own tongue, is one of the numerous forms of Telluric magic. Among the oldest practiced by mortals, when spoken in its truest form Vonu directly effects the world around the speaker. For those with rudimentary understanding of the language or with limited vocabularies, this may present itself as the gentle ripples of water, the rolling of pebbles, or a brief gust of wind. For those who are more learned in the language or, in the case of the Vrool, speak in inherently, this can be eventually directed as great releases of power like the raising of waves, the crushing of stones, or even the calling of lightning.
Deepspeak

The Ocean speaks in a tongue all its own...

## Summary

Deepspeak, or Vonu in the ocean's tongue, is the innate language that the Great Ocean speaks ever since its creation by Klaarungraxus, God of Oceans. It is a guttural tongue unintended and in many ways nigh-impossible to utter by mortals. To mortal ears, Vonu is heard as vocalized sounds of the ocean, ranging from crashing waves on specific types of sand to the gentle gurgle of rushing tides; even the sound of magma boiling up and crackling as it cools can be heard intoned in this most ancient of languages. It is the primary language spoken by Klaarungraxus and his creations, the Vrool, but can be learned to varying extents by the mortal races across Galbar.

## Telluric Sorcery

Vonu is one of the primary means by which Telluric Sorcery can be directed. To speak in the Ocean's Tongue with high proficiency can makes waters move, sands twist, and sea creatures scatter. Those races such as the Vrool who are gifted the tongue at creation have limited control at birth, able to move water with their words but cause little beyond such miniscule actions. Among those well versed and long educated in the oldest language of the world, Vonu is a powerful tool that can part waters and raise waves, even summon hurricanes.
Coral Mites

Gribbly and numerous...

### Notable abilities

Variable by species; instances of mites with flight, venomous barbs, burrowing abilities, powerful hides, and much more.

## Summary

Coral Mites are the inordinately numerous collection of species that inhabit both surface and aquatic reefs as well as the environments directly adjacent, such as shorelines. They vary in size considerably but the largest have only been noted at roughly the size of a small dog. Due to their variability in form there are a considerable amount of different abilities noted in their numerous species.
The Veil

The Veil, unveiled

The Veil is Azaris' realm and home. To any being but Azaris, it appears only as an infinite blackness in all directions. Additionally, no sound of any sort can travel through the Veil, meaning communication must be done by other means.

Azaris reserves the ability to unveil any object in her realm at will, rendering it visible to others if the need arises. The actual form of the realm is a beautiful city of purple and black, sharp spires and ornately designed stairways abundant. The pathway into Antiquity is a swirling blue portal, hidden in the same way as the rest of the city.
Kirins

Created by Sirius, as guardian-beasts for the outer reaches.

"Next, he required guardians. For something of this magnitude, he could not just grab something for Galbar. From the heart of a dying star, he forged majestic beasts resembling stouter white-furred deer, with ivory scales covering their faces and descending to their stomach. Glided starlight erupted from their hooves, and golden antlers adorned their heads. They had lustrous white manes and tails, and spiked ridges running down their back. They were the kirin, and they had represented the unbroken stars."
Jehudiel, the Regent

Leadership given form.

## Jehudiel

Jehudiel, the First Regent, is a Gravitational created by Enmity to lead the entire species. He resides in the Fortress of the Constant, and he and Enmity are the only two to know all its secrets.

### Titles

Leader I, Jehudiel can navigate the reigns of power efficiently and can better inspire underlings.
Gravitationals

Created by Enmity in the primordial age, Gravitationals are devoted to the Universal Constant and resemble a sphere of electricity and refracted atmosphere, with tendrils of refracted air spreading out from the center. They own the Fortress of the Constant, though can live anywhere on Galbar.

They can lift heavy objects and are capable of flying, as well as being much harder to kill conventionally due to their incorporeal form.
The Painted Cat of Genesis

The Painted Cat of Genesis began as a large, albino panther, toiling away in the Jungle, whose unusual skin pigmentation made her unable to hunt. Taking pity on the creature, the lifeblood transformed her into the beast she is today. Shortly after transformation, she took up residence in the Genesis Tree, the only one large enough to support her immense weight. Since then, she has spent her days hunting the ample bounty provided by the beating heart of the rainforest.

## Appearance:

In shape, the Painted Cat of Genesis remains quite similar to the Jaguar-like creature it was before being blessed, a muscular panther. The Painted Cat of Genesis stands has almost perfectly mastered the art of active camouflage, it's skin a highly realistic mural of the surrounding jungle that shifts with the cat's movements, allowing to blend in with its surroundings with near perfect precision. At 25 feet long and 15 feet tall, the Painted Cat is more than capable of taking down whichever prey it chooses.

## Abilities:

In addition to sheer size and strength, The Painted Cat also possesses certain boons:

* The aforementioned active camouflage, rendering it nigh invisible to onlookers.
* An exceeding nimbleness, allowing it to to move through the dense branches of the Genesis Tree with frightening speed.
* While not Sapient, the cat posses a hunter's instinct and a heightened intelligence compared to others of it's ilk, adept at problem solving and pattern recognition.
Sorrowsting

*Sorrowsting* is an artifact created by Neiya, the Goddess of Love, in ancient times. It takes the form of a black-hilted spear with a dual edge made out of a silver-like metal. On inspection, neither the material of the hilt nor the blade appear to be anything regularly found on Galbar. The hilt is almost glass-like in it's reflective gloss, and the blade seems to grow and shrink in the corner of the viewer's eye.

Sorrowsting feeds off of the negative emotions of its wielder, cutting with more lethality and accuracy the deeper in sorrow they are.

## Titles

*Bitter Blade* II:

Sorrowsting feeds on the negative emotions of its wielder: Grief, sorrow, despair, and rage borne of loss imbue the weapon to cut deeper, strike harder, and hit at strange angles.

## History

*Sorrowsting* was first created in ancient times, when gods still walked on Galbar. A human woman named Sanya happened upon the goddess of love, Neiya. As Sanya declared sorrow-filled lust for revenge against the humans and troll who had destroyed her tribe, Neiya granted her favor by creating the spear, moulded from a horn from her own shoulder.

Later, Sanya used *Sorrowsting* in an attack upon the Sentti tribe, who had played a part in raiding her village and killing her family. The weapon compensated for Sanya's lack of skill, and seemed to guide her hands as her thoughts were overtaken with grief and rage.
Nicolas the Stargazer

A male hero created Sirius, God of Hope. An early human who was outcast from his tribe and left to die, as he was dying, his hope reached out to the lifeblood and the newly formed Sirius anointed him and told him to move west towards the island with the celestial sheep.

He encountered Cadien, who perfected his immune system and encouraged him to eat the magic berries which granted the other humans sentience but refused.

## Titles

Stargazer I - Is able to use the stars to navigate easily.

## Blessing

Perfected Immune Systems (By Cadien):  Immunity to all natural poisons, toxins, and diseases.
Magnus Pods

The bigger "brothers" of the Minus Pods, the Magnus pods are extremely upscaled versions of the Minus Pods. While the smaller Minus Pods are at their bigges the size of a golf ball, the Magnus Pods have been recorded as reaching a whopping 5 meters (about 25 feet) in diameter, with legends regularly making rounds of a mythical variation of Magnus Pods that are even bigger. These big, peaceful guys care only about two things: The first being pollination by Bees or Vespians, and the second being travelling far and wide to spread their species all over Toraan. The way they fly is the same as their smaller siblings, being extremely light for their size. They will however tend to ride on Mana Streams when they find them, which boost their speed dramatically and allow long-distance travel to become a reality for the mortals crafty enough to tame one of these guys and put some kind of saddle on top of them.

Like their smaller siblings, these guys will land when pollinated, but will not produce any glue when doing so.
The Heart Pierce Spire

The heart pierce spire has no entrance at the base, and instead the base is completely solid as a declaration to the Neiyari superiority over the grounded humans.  It features an open air dungeon at the top, accessible only by air, where they keep said humans and Aiviri with cut wings who they want to extract knowledge from, enslave etc. In the middle there are a few landing platforms which lead into comfortable and spacious living quarters for the Neiyari elite. There is also a throne room near the top which has no walls and instead the roof is held up by sturdy pillars so that the rulers can easily down at their domain. The throne room features a number of Inventions to protect its occupants from harm despite its exposed looking appearance, as well as quick access to the more defensible living quarters down below.

## Location

The Spire is found within a clearing in the forests of the Luminant. The Lake of Radiance is found to the south west and the Solar Bastion beyond it in the same direction.

## Titles

### Reinforced stonework II

The stonework used to construct the keep is unnaturally sturdy, allowing it to withstand most mundane attempts to destroy it.

### Seat of Authority II

The holder of the spire receives increased legitimacy for their regime, reducing the likelihood of rebellion and increasing the loyalty felt towards the owner by all members of the owner’s civilisation. This also makes it a prime target for those wishing to overthrow the civilization’s rulers, so the owner must maintain an air of unassailable power, via fear, victory in battle, public works projects, divine favor or other methods. The effect works by line of sight and drops off gradually when the affected person can’t see the tower.
Tearfall Lake

At the foot of the southernmost mountain in the Boreal Highlands, the waterfall that eventually drifts out to create the many rivers in the highland first pools into a lake. This lake glows with a silver and azure mist, and the waters are reflective enough to resemble a mirror when still. The entire area is filled with an air of tranquility, and all sound seems to be quieted. It was consecrated to this state by the love goddess Neiya, when she found the original lake and marvelled over its beauty.

## Titles

*Gentle Memorial* I:

Looking into the waters of the lake draws out painful memories in the observer. The area is imbued with a stillness that provides the perfect place for reflection and dealing with emotions.

*Coping Water* I:

Submerging in the water of the lake provides emotional catharsis by dulling bitter emotions and easing sorrow.

## History

In ancient times, when gods still walked upon Galbar, the love goddess Neiya came upon a tranquil lake at the foot of the southernmost mountain in the Boreal Highlands. She was so taken by its peaceful beauty that it reminded her of what fleeting peace she had experienced before, and she fused part of her essence with the lake to create Tearfall Lake.

Later, it was the site of a visit from Qael'Naath, as the energies from the lake attracted his attention in hopes of healing his wounds. It proved incapable of providing him with any healing, and instead inspired doubt and anger at the events he had gone through. Qael froze the lake temporarily and flew away.

Not long after, Gibbou and Neiya met by the lake, unfreezing it together. It had made Gibbou uncomfortable, and not long after, she and Neiya had a turbulent encounter in which Neiya opened the moon goddess mind to sadness and grief.

## Prestige

+4: https://www.roleplayerguild.com/posts/5096245

+5: https://www.roleplayerguild.com/posts/5097007

Total: 9
Ink-stained Sky

> And as that raging, swirling, storming cloud of spattering colour and canorous sound bellowed hither and thither listening and sighing, breathing and crying, *painting idly and deftly dyeing*...
>
>

The sky of Galbar has been permanently ink-stained by the Ink god, Meghzaal. The heavens are no longer blue by day and black by night as they were originally made, but permanently aurora-esque. This occurred shortly after the god created the Worldsong and, inspired by its beauty, went dancing and singing in the form of an immense storm of ink & poetry across the world. While the sky itself is now an ever-shifting aurora of a thousands hues, clouds remain as they are - white and grey or orange, pink, purple, and red by sunset.

Beyond being mere stain, the colours of the sky are attached to the Worldsong, and so the sky's colours in each locale hint at the coming to life of certain weather patterns such as windiness or rain. So, for instance, a sky that has a greater number of hues of blue may suggest it will soon rain, or one that is shifting and boiling dangerously may suggest a coming storm.

The colours of the sky are not subject to the day-night cycle, and so are visible during the day just as they are at night.

## References

1. ↑ https://www.roleplayerguild.com/posts/5093001
The Office

There is a vast open space, spanning along three different dimensions, with thick fog hiding the horizon. Nearby is a single stone brick wall, with a thigh-high table and several chairs and stools of varying sizes. On the wall near the table is a door made of a dark-colored wood which opens up to a room with a desk and beige-colored walls lined with shelves, as well as an orb of light to illuminate the room in the center of the star sapphire gem ceiling. The desk is covered with various documents and calculating devices, and the shelves hold even more books and scrolls containing documentation and information of every single business transaction by every person and business entity.

Behind each shelf is a door, each leading into a room filled with various devices that suit her various abilities. Most are empty, but will be filled as her power grows. One such room contains living quarters for her first Avatar, including a cot and a few shelves for various knickknacks and souvenirs.

In this realm, violence and other similar forms of interference are forbidden. Magic and artifacts fail to function, except those used to conduct business and ONLY business, and physical strength fades. While some divine entities may possess a resistance to the Office's effects, even they are not completely immune to it. In here, the only power that can be wielded is the amount of wealth one has, and, more importantly, the ability to conduct business using it.
Aquibeophatian Helm

The Aquibeophatian Helm is an artifact made by Thaa. It is durable and can change its form to match the head of the owner, strong as any mortal helm and has many abilities that denote its Owner and User as favored by the Lord of Death.

## Appearance

The Helm is noteable in that it doesn't attempt to mimic the look of a mortal helm beyond form or function, it is almost entirely golden in color. There is a small amount of design work on it but in general its shape and appearance is highly malleable, changing to that which would cover and protect much of the head of its owner.

## Titles

Form Changing I: The Aquibephatian Helm changes form and size to better match that of its owner and user, in absence of a head shape the helm will not change to accommodate its owner and user.

Durability I: The Helm is supernaturally durable and can survive environments and impacts that would destroy mortal helms.

Supernatural Protection II: The Helm protects the owner and user from harm, attempting to deflect, stop, or lessen the impact of harmful objects and things approaching the owner and user. If it cannot deflect or stop a blow it will attempt to shift the impact to a less dangerous area for its owner and user. All such actions are done by an otherwise intangible force emitted by the Helm.

Soul Sight I: The Helm allows the owner and user to see souls if they so wish, generally because of the suffusion of souls in almost everything, it is less than useful except as a sense of where things are at distance. In close proximity the owner and user may be able to make out things more specifically, and thusly tell for example where rats are in a barn, or if someone is hiding around the corner.

Undying II: The Owner and User of the Helm can continue to function even after they've sustained injury that should have put them out of the fight. This does not heal the injury, nor does it prevent further damage. It instead keeps the soul of the wearer tied to their body and their body fighting, they may already be dead in effect, but as long as they wear the helm they may finish the fight. This is a longer term effect, and may sustain the owner and wielder till they can gain assistance to more permanently survive, although it is likely to be unable to keep the wearer alive through more severe injuries.

Soul Shield II: The Owner and User of the Helm is defended from attacks on their soul, whether in attempt to change or rend their souls from their body. It has practically no benefit to Divine beings, although divinely influenced beings may achieve a nigh similar state of protection. Ordinary mortals wearing the helm will attain a great degree of protection and resistances, but may be unable to completely prevent a determined assault from impacting their soul.
Manarachnid

Manarchnids were created to serve a greater purpose later in time. Like most fauna created by Qael’Naath, Manarachnids do not consume normal food. Instead, they consume mana to power a form of photosynthesis. Because of this, Manarachnids are able to spin very thin webs of a special substance, upon which mana tends to stick. Which is then eaten by the Manarachnid. Unlike normal webs, a manarachnid’s web is almost silk-like in strength as well. Do not underestimate a Manarchnid however. They are fast and vicious creatures that will defend the webs they’ve built high up in the trees with their lives. Their poison is the bane of any mage, as it cuts one off from mana. One might not offer much of a challenge, but should an entire brood descend upon you, there is but one thing you can truly do: run.
Sphinx

**Sphinxes** are legendary beasts created by Qullqiya. They are fusions of men, lion, and bird. Wise and immortal, they are isolationists and unable to breed. Some of them are friendly to those who can reach their lairs while others will just be annoyed and try to eat the intruders, most of them like to play games with mortals.

> They were few and were unable to be born naturally, like most fused species, but they did have the advantage of being free from aging. All were picked from people who had great magical abilities... and peculiar personalities. Each Sphinx would have a personality of their own, based on the humans they were made from, however, along with magical powers, Qull made sure to pick isolationists as she didn't want these creatures just strolling into settlements for casual chats. Each type of isolation took its own form, some would be friendly to the wise, others would be sadistic and play deranged games, some would rather not deal with mortals and avoid them entirely, that is unless they felt like having a quick snack, they were still part lion after all. Qull just let them hang about, their bodies were wonky and they couldn't really multiply, so she was sure this wasn't like the mortal species, but she had hoped they would make for interesting creatures to inhabit the lesser-known sides of the world.
>
>

## References

1. ↑ 1.0 1.1 https://www.roleplayerguild.com/posts/5096920
Sea Serpents

Danger noodles of the sea...

## Summary

Sea Serpent is the term used to describe the medley of sea creatures made by Klaarungraxus at the raising of the Great Ocean, noted for their long, serpentine bodies. The qualities found commonly among Sea Serpents are large size, primarily carnivorous diets, and static-electricity generating organs. There are, of course, exceptions to the rule across the many Sea Serpent species of Galbar's oceans.
The Ones Who Hunger

They-Who-Hunger are a subterranean species of immense power and strength created by the Lifeblood in the early days of Galbar. Resembling something like a cave centipedes writ large, They-Who-Hunger are resistant to most magic, are incredibly tough, and without outside intervention or lack of resources, immortal. They are native to caves deep below the surface of Galbar, although they are adaptable to most environments.

The first of their kind was made from an existing creature deep in Galbar's cave systems. The Lifeblood gave them the immense power and driving hunger of their kind as well as the ability to spawn more of their race. No doubt should a number of their kind be brought to the surface they could wreak some great measure of havoc on the mortal races of the surface
Cult of the Horned Goddess

Created by Neiya in Turn 1, the Cult of the Horned Goddess are a holy order devoted to worshipping the love goddess. They operate primarily by converting others into pledging their loyalty to Neiya. They also actively vandalise, deface and steal holy implements and symbols belonging to other religious beliefs than their own, believing the love goddess to be the one true god. They also have a predisposition towards stealing other treasured possessions that are not necessarily of religious value, due to their need to never disappoint their goddess.

## Titles

Eternal Love II: (Neiya has shared a sliver of her affection, and in turn the affected love her unconditionally. Their devotion to the cause extends beyond mortal loyalty, and as such they are resilient against corruption, betrayal and interrogation.)

Green-eyed II: (Loyalists are compulsively drawn to stealing possessions treasured by others as well as defacing religious symbols, and are blessed to act with increased skill and guile when doing so.)

## History

The Cult of the Horned Goddess originated in the city of Ketrefa. During a noble houses' grand wedding celebration, the revelers prayed for Neiya to bless the couple-to-be with her everlasting love, and as a joke included everyone else as well. Neiya visited the minds of those present, nobleman and servant alike, and imprinted upon them a considerable taste of the suffering and emotional turmoil that she experiences. As the mortals lost their connection to reality and sanity, Neiya offered them warmer emotions and her presence as a comfort, creating an inherent need in those who survived the process to continue to feel her affection. As a result, all living mortals in the estate devoted themselves to Neiya, creating the Cult of the Horned Goddess.

## Notable Named Members

Mira

Kalet

Yaren

'Old Man' Akellos

Yesua

## Prestige

+4: https://www.roleplayerguild.com/posts/5103880
The Great Expanse

Khesyr - The Eastern Reach

## Summary

Entirely uninhabited as of yet, the Great Expanse is easily the largest sub-polar glacier on Galbar, spanning many miles of Khesyr's Eastern Reach. Within its center is the Heart of Ice, a holy site created by the Dreaming God. The Great Expanse is--all considered--a frigid wasteland of constant harsh seaborne winds and a sense of icy desolation. To the people of Khesyr it is almost a god in its own right, for from it flows a great river, and from that springs life. Though it is frigid indeed, and the winds which blow off its surface are of the same sort, it shields them those sheltered in its shadow from greater storms that might attempt to drown them.

Indeed, it is a blessing and a curse.
Eòghan

Eòghan and Aoife

Eòghan is a young human man 'blessed' with the ability to master new instruments, song styles and musical techniques by Neiya , the Love Goddess, in order to win the heart of the target of his affections, a young druid novice named Aoife. Due to his wording of his request, his blessing carries on after his death to his descendants. Furthermore, he suffers from a compulsion to outdo others in musical performance. This has resulted in an illustrious musical career, though wracked with many a rivalry and emotional competitions.

## Titles

Compulsive Rivalry I:

Whenever this Eòghan hears music, singing or folk tales, he is compelled to outperform them.

Idea Thief II:

Eòghan has an innate talent for mastering new instruments, singing techniques and cultural niches of musical entertainment, but only if he sees someone else performing it.

## Prestige

+5: https://www.roleplayerguild.com/posts/5106522

+2: https://www.roleplayerguild.com/posts/5111313

## Physical description

### Eye color

Sad

Total: 7.
Gylbraxas

**Gylbraxas** is the realm of Fe'ris, god of Ambition, a dark and sprawling land of only red sandstone caves, populated by bats and insects. There is but a single entrance to the ground above, where a giant orange harvest moon shines down, never waxing or waning.

## Gylbraxas

### Inhabitants

Fe'ris

Gylbraxas exists entirely underground, as an endless complex of twisting, turning tunnels. The cavern walls are primarily sandstone, but they are subject to change, and can appear as any and all forms of rock. The caves are prone to opening up into massive caverns flooded with magma and sulfuric acid, and there are an infinite number of dead ends, sudden drop-offs, and bottomless pits.

The walls of Gylbraxas' many tunnels perpetually weep mysterious fluids, usually around areas with veins of copper, iron, or nickel. Usually, these liquids are simply blood, but on occasion they can drip with water, acid, magma, spinal fluid, plasma, and poison. These liquids help support the massive bat population, which acts as a hive mind and all rushes out of the singular skylight at once, when the desire arises.

There is but a single place of peace in Gylbraxas, and it is where Fe'ris sits on his throne of black basalt. At the Heart of Gylbraxas is a lake of mercury, silhouetted in the orange light of the massive moon above. In the center of that lake is a floating dais, carved with various scenes of intense ambition throughout history. There sits the throne, large enough to contain Fe'ris' entire bat dragon body.

Finding Fe'ris in his own realm is easy, as all tunnels have a way to reach the Heart. To find Fe'ris one must simply follow the trickle of blood that oozes down every corridor, and make their way across the toxic lake of mercury for an audience with the god. If successful, it is likely for one to receive a blessing for making it through the caves without losing their mind, though exposure to all the deadly chemicals within the caves will probably result in them dying anyway.
The Gardens

The Gardens are a region in southern Toraan. Located along the southern edge of the Anchor of the World, they are marked by incredible fertility, a flat surface ideal for agriculture and construction, and a large array of produce that could one day be used to start an agricultural civilization by a future people. A large number of rivers run through the Gardens, irrigating the soil and feeding it sediments from the Anchor. This region was created by the Lifeblood in primordial times.

## References

1. ↑ https://www.roleplayerguild.com/posts/5089016
The Dark Side of the Moon

The Dark Side of the Moon is a place of eternal shadow, save for the faint glow of bioluminescent growths.

## Summary

The Dark Side of the Moon is the home of the moon goddess Gibbou. Gibbou’s home is in a place where even her sister’s light cannot reach. It is a place of eternal night, where the only light to be found is the dim glow of Gibbou’s bioluminescent plants and fungi, which form a great, humid forest here, or the wild eyes of whatever nocturnal beasts may be lurking. Here, various blind animals, fish and insects all roam about as they would on Galbar, rather content about life in a world without vision. At the centre of the woods lies a villa (though one wouldn’t be able to tell by looking - rather, perhaps, by walking into it.). This is Gibbou’s house, a place where she rests during the day and keeps various adopted animals and mortals in eternal, peaceful sleep. Whether these creatures are at her estate willingly, is a question for another time.

## Places of Interest

#### The Moon Mansion:

* Gibbou's house in the centre of the Winking Woods.

#### The Hall of the Eclipse:

* The dormitory of a million species - a place where Gibbou keeps the life she collected from Galbar as she left.
The Moon

The Moon contrasts the Sun in that its light is tranquil and kind.

The Moon is the first creation made by Gibbou, goddess of the moon. While Galbar now has many moons, references to "the moon" always refer to the largest one, that being Gibbou's, unless otherwise specified. In addition to being the home of the moon goddess, from which she can no longer leave, it is also home to the Hall of the Eclipse, a barrow of tunnels running throughout the moon's interior, filled with the sleeping specimens of every species on Galbar.

The Moon is an object of many blessings and carries the following titles:

* **Feylight I:** Imparts a psychic boon to those touched by the Moon’s light, clarifying their thoughts and granting subtle peace. Its effect is easily dispersed and fades quickly with the setting of the Moon or removal from its rays. Should a sleeping mortal be touched by its rays, their dreams will be a balm to waking life, bringing clarity and peace.
Lords Over Nature

A holy order make by Artifex who's goal and skills orientated around the domination and modification of nature using mana magic for the good of mortal kind.

## Titles

Entokinesis II: the order has a knack at studying or inventing magic related to insects, such as commanding modifying or creating them

## Prominent members

### Silandrazz

A Vespain Servant from a desert tribe who met the Avatar Kallak. Desires to use magic to change the nature of her hive's Swarmlings to be less aggressive, so that Vespain can have an easier time interacting with other races. Friend of Kallak.
Rima-Tinrur

**Rima-Tinrur** is a humenaki witch and servant of the Qabar-Kirkanshir culture on Kubrajzar. She was given up by her parents to a *kayhin* as a babe, as is the custom amongst the people of the Qabar-Kirkanshir. The *kayhin* raised her away from all civilisation, training her in magic and teaching her self-control, as well as instilling in her the philosophies and necessary mental and emotional fortitude that would carry her through life as a healthy and functional humenaki.

On reaching maturity and passing through the tattooing ritual that marked her passage into adulthood, the *kayhin* offered to take her back to her family, to which she agreed.

## Abilities

Rima-Tinrur is a consecrated hero with the following abilities:

* *Soulsinger V*: Rather than singing aloud, this person is able to communicate with the world and so weave mana, telluric energies, and the Worldsong by using the song of her soul or spirit alone.

## References

1. ↑ https://www.roleplayerguild.com/posts/5184148
Isle of Xal-Zastarha

Isle of Xal-Zastarha – Also called the floating isle. It originally laid east to the Moon-Reef and north of the grassy Hilllands. These days the Isle of Xal-Zastarha floats along the many Mana streams flowing along the world. Slowly but surely. The island is crowned by five large, dormant
volcanoes and has numerous smaller fresh-water lakes between the thick, sprawling jungle. Caves that could not drain became underwater lagoons. While others became part of a grand network that eventually lead outside below the main part of the island. Allowing excess water to pour down upon whatever is below it.

## History

### Age of Creation

Qael’Naath created the island and intended it to be his home. But it wouldn’t just be a god’s resting place. He intended for the island to be a place of worship and magic, shared with mortals. The whole island was to be covered by a sprawling temple complex. Where every grove, every lake, every mountainous path had it’s purpose. To this end, the Isle of Xal-Zastarha is the most meticulously designed creation of Qael’Naath. No tree or plant grows where it does without his direct attention. Every stone, every pebble has been placed with pure intent.
Elemental Mana Bees

Made by Artifex these bees collect mana, store it in honey and use sorcery to protect themselves

## Abilities

They can absorb mana and use it both as sustenance and to cast sorcery spells, swarming together and then unleashing elemental attacks on predators that might attack their nests. They also produce honey, which stores elemental mana, making it highly prized by mages. Visually the bees are simply bees with elemental colors instead of their yellow stripes. The naturally occurring species of bees can be crossbred to create new elements.

## Subspecies

Air bees, who live high up or in free floating hives

Earth bees, who live underground and often build their hives from metal

Water bees, who are aquatic and live in freshwater

Fire bees, who live in deserts and who light fires to stave off the cold desert night
North and South Poles

The **North and South Poles** were created by the Lifeblood in the great age of creation before the retreat of the divines from Galbar;

> There could be no snow without land. Filled with new resolve, The Lifeblood tugged deep inside itself, and an outcropping of blank stone jutted from below the waves. It pulled and pulled, eking out more and more stone to shape, until finally, there was yet another island, this one long and fat and stretching not far from the mainland's coast. With a single touch, the stone exploded into white, besieged by snowflakes of infinite shapes and sizes. Now, whenever the snow touched the water's edge, it turned hard and ever colder, spreading across the water in a sheet of crackling, frosty sea ice. ...the Lifeblood sculpted, shaping figures from the ice. Figures with thick fur, insulated against the elements, shaded white and gray to protect themselves from predators, or perhaps to conceal themselves from prey. Brown, hooved shapes with antlers that would fall to herald Gibbou. Swift, silent vulpines and lagomorphs for them to hunt. Hardy lichens and mosses to eat away at the rock beneath, paving the way for future grasses. Tall trees that grew at a glacial pace, with medicinal bark to heal those that might find themselves injured in what seemed a wasteland. Beneath Oraelia, it would thaw, and the many creatures would prosper. And beneath Gibbou, they would sleep, guarded by her long night. ...Even in the most brutal of climates, it seemed, life would still teem. Somewhere far to the south, an identical land sprouted, as equally icy and inhospitable as its northern counterpart.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5088735
Ava

Ava is a human woman 'blessed' with agelessness and divine attributes by Neiya , the Love, War and Sin Goddess. As punishment for taking Neiya's name in jest, Neiya imbued her with the inability to turn down employment offers and deals, as well as divine traits suited to her personality.

She wields Rainfall, an artifact created by Neiya.

## Titles

Critical Hitter II: (After studying their opponent for a full ten minutes, the next attack they make will hit a vital organ, a defenseless area, or another similar weak spot.)

For Hire I: ( This hero cannot turn down an offer of employment so long as they are promised a reward - it does not apply to obvious duplicity or extremely unfavorable terms. )

## Prestige

+5: https://www.roleplayerguild.com/posts/5152289
The Rings of Perfection

The Rings of Perfection are five magical rings created by Cadien. Each one is made of silver and has a gemstone set in its center. They automatically resize themselves to fit the wearer's fingers, but there is a limit to how much they can grow. The wearer of a ring can sense when another ring is near.

Should all five of these rings be collected and worn, the wearer will be made ageless.

## The Ring of Beauty

This ring's stone is an amethyst. When worn, the wearer's form shifts to become more attractive, depending on their own perception of beauty. When removed, their body will shift into what it *should* look like at the time of removal, as if they had never worn the ring at all.

**Current Location:** Pakohu

## The Ring of Strength

With a ruby as its stone, the wearer of this ring becomes considerably stronger. Their muscles expand, and they suddenly find themselves at something slightly above peak strength (according to the standards of their species.)

**Current Location:** Ketrefa.

## The Ring of Constitution

An emerald lies at this ring's center. All who wear this become more durable. They have tougher skin, greater stamina, are rendered immune to all disease, and their lifespan may even be increased by anywhere between thirty and forty percent.

**Current Location:** The Tree of Genesis.

## The Ring of Dexterity

Dexterity is represented by a sapphire. Those who wear this ring have their speed and reflexes greatly enhanced, with their perception of time slowing down whenever their life is in danger.

**Current Location:** World's Anchor.

## The Ring of Perception

A yellow topaz is set in this ring. Those who wear this ring will find that their sight, hearing, and smell have become flawless.

**Current Location:** The island to the west of Toraan.
The Tairseach

The Tairseach, otherwise known as the Threshold, is a Holy Site created by the twin gods Àicheil and Fìrinn. It is a great slab of silvery crystal, approximately 10 feet tall and six feet wide, and its surface is completely reflective. The Tairseach is the first true mirror, the progenitor of divine reflections, and the anchor to which the Láidir Suíomh is bound.

## Function

The Tairseach is the physical anchor to which mortalkind's capacity--and compulsion--to dream is bound. It is the barrier between the waking world and dreams; it is the first of the steadfast bastions to which the Uil-fhiosrachd is bound, and it is the portal through which mortalkind's Truth enters reality.

The Tairseach also contains a reflection of reality, or perhaps reality's dream-self, in which a maximum of ten mortals can remain indefinitely. They cease living and become one with the Láidir Suíomh, able to directly influence the Collective Unconscious from beyond the Tairseach and align reality with truth.

## Title(s)

**Reflective Reality V:** Those who are Chosen and gaze upon their reflection in the Tairseach cease to exist in the physical world and are entombed within it, living out a life within a reflection of reality.

**Hidden from Perception I:** Only the Chosen are capable of perceiving Tír na Íomhá or the Tairseach in any capacity.

**Convergence I:** The Chosen are inexorably drawn towards the Tairseach while awake and dreaming, as if by some strange magnetism.
Houllin Berry

Created by the Lifeblood in the early history of Galbar, Houllin Berries have the ability to sustain mortal creatures who eat it for a number of days far beyond what would be expected of a simple berry. They are found to grow near the Grove with a Gate in the Weeping Plains. The Berries are the primary form of sustenance for the Thumblings.

## Excerpt

> The single springs of green curled at the tops and never left a foot off the ground before suddenly producing a head of violet buds and four speared leaves. In moments, the buds sprouted into white and purple flowers with a sticky scent, and in moments more the blossoms produced tiny berries -- berries with the strange property of filling entire stomachs for days with impossible nutrition -- a unique staple to this budding grove, a houllin berry.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5088817
Celestial Wrens

Created by Sirius, as a method to have diligent watchmen for the sky

"He shouldn't rush such things, but some matters need to intend to quickly. He quickly looked around Galbar for an ideal species before landing on the Wren. They were quick, diligent and observant birds. He reached up and pulled them into the sky, adapting them to the environment immediately. Even as a god, keeping a watchful eye over the entire night sky would be difficult. They would aid him in this endeavor. They would represent being observant"
Koine

## Business as Usual

The ultimate goal of business is to create profit, whether it be for yourself or for whatever other goals one has in mind. Either way, it will be beneficial, in one way or another. All that matters is that you are the one to gain the benefits.

## Money Makes the World Go Round

No business is capable of functioning without the means to pay for goods and services. Money is a driving force in just about every civilization, and those smart enough to wield it understand this. Just be sure that any form of money used is approved by Koine. She frowns upon forgeries and counterfeit, and any attempts to pass them off as the real deal are met with severe punishment.

## Persona

At first glance, Koine is a whimsical goddess, seemingly doing random things such as amassing various shiny metals and gemstones, or donating a few goods and/or services to those in need of them. She chats up a pleasant enough conversation with others, and even strikes up a few laughs every now and then. However, every move she makes is calculated, intended to create profit. Those metals may have turned out to be used for weaponry and armor, with the gemstones sold off to provide payment. A few honeyed words here or there could be used to spark up minor conflicts with certain individual conflicts, and Koine would have the means to provide for their private armies, albeit with a price attached. Ultimately, it is profit that motivates her, as well as seeing other beings attempt the same. How these genius minds are able to move their funds about, including skillful bargaining and hiding their trail. Such processes are of significant interest and amusement to her, and she is keen to see just where such minds will go. Should they hold her fancy, she may even offer a bit of a helping hand, subtly creating a hint for their next action. Koine realizes that it is in her best interests to remain in good favor with others, and so keeps up a friendly attitude towards others. It would be bad for business if she needed a powerful favor and there were none to be found, after all. Unfortunately for her, this mindset makes it difficult to genuinely like someone, but at the same time, it is equally difficult to truly dislike someone as well.

## Appearance

Base Form: Koine takes the form of a human female, except her body appears to be made out of gold and various gems. Her eyes are tiny star sapphires, while her long, wavy hair is made of strands of white gold. Even her lips are composed of rose gold, and her teeth are actual pearls. Her left hand is adorned with 5 silver rings, each fitted with a different gem: sapphire, ruby, emerald, amethyst, and padparadscha, from thumb to pinky in that order. Her thin, rectangle-shaped glasses have a dark silver frame and fitted with quartz glass lenses. Her nails, cut to perfection, are pure diamond.

Domain Form: This form is much the same as her base form, except now she appears entirely human. Her hair is platinum blonde and her skin is peachy. Her eyes are sapphire-colored, and she has pearly-white teeth for a perfect smile.

## Creations

* Avatars:
	+ Pen