recursal/Fanatic-Fandom huggingface dataset:
Elven Immortal

The Elven Royal Guard, also called Eldre'thas Immortals, are a military body comprising of some of the heaviest infantry in the Eldre'thas military. They are universally tasked with protecting the Royal District, and are under the direct command of the high elven monarch. Throughout the years their role has expanded and contracted, depending on the wishes of the monarch. With some rulers having the Immortals act as a nation-wide police force, while others generations are dispatched beyond the borders to conduct military campaigns.

Immortals make use of tower shield, spear, and a unique type of sword known as a quelblade. Quelblades are single edged curved swords with long handles, allowing for both one and two handed use. When fighting as a unit, Immortals rely on tight phalanx formations, wielding tower and spear with unmatched might. When fighting in small squads or independently, they fall back on the use of their Quelblade, whether two-handed or with shield.

Lastly, Immortals are expected to also be proficient in archery, siegecraft, and engineering. Their wide range of skills and combat prowess have made them renowned throughout the world.
Blood Wars

When vampires come to blows with one another, it is often a bloody and vicious affair. Blood Wars are when vampire conflicts escalate beyond petty turf wars into full blown conflicts. As the war intensifies, they often manipulate outside groups (typically mortals) into getting involved. Typically, it's not considered a Blood War by other vampires unless the vampiric body count reaches at least several dozen. Some of the most devastating Blood Wars resulted in the deaths of hundreds of vampires and thousands of humans.
Unification War

Tyranfaal invaded and annexed Hilgarde the following month. Lepudys' disciplined cataphracts proved more than a match for their undisciplined and lightly armored opponents. Fearing annexation at the hands of a tyrant, Elusin Kol & Dyran Kol allied with one another, effectively becoming a single state: Elusin-Dyran. They rallied and marched to war with Tyranfaal.

Rasgoth moved to occupy Elusin-Dyran farmlands, lost in a previous conflict a decade earlier. Tyr Lepudys sent a dispatch to Rasogth, offering a non-aggression pact.
Tyrguard

The Tyrguard are the elite soldiers of Tydara, who are given the finest training and equipment money can buy. At any given time there are only 2,000 Tyrguard. As members fall, succumb to old age, or simply retire, recruitment is opened up. It is considered a matter of personal pride to even attempt to join, much more so if one succeeds. The Tyrguard were instrumental in the creation of the Baranil League, and are arguably the most influential factor in creating the world as it is today.
Aaranost

Aaranost was once a proud kingdom that has since been reduced to rubble. It sided with the Liberty Freeholds during the Great War, whose lands received most of the fighting. Aaranost was one of the only true competitors to Tydara, and stood poised to recreate the Baranil League under its hegemony. It was ruled by House Astor for centuries, right up until Aaranost's collapse.

Over the years there have been several independent attempts to rebuild the region of Aaranost, typically sponsored by nobles from other kingdoms. Most expeditions have met with limited success, if not outright failure. In the intervening years, the ruins of Aaranost have been overrun by bandit lords, beasts, and other savage creatures.

## The Consortium

The Consortium is a collection of nobles, mercenaries, and ex-soldiers who once lived in, or operated around, Aaranost prior to its collapse. It was initially created for mutual defense in a post-War world, but desperation, corruption, and greed eventually pushed the Consortium down a criminal path.

To date, the Consortium has avoided Tydaran territory, content to simply eek out an existence in the forgotten lands of Aaranost.
Felarch

Felarchs are demons who have committed legendary deeds in the name of the Black Order. Felarchs command the respect, admiration, and jealousy of all those beneath them, and are some of the most skilled tacticians in the universe. They are often responsible for the invasions of entire regions of space, command scores of lesser demons, ships, and other assets. Felarchs also double as governor-militants, responsible for ruling a region of wildspace in the Black Order's name.
Anima Mundus

Anima Mundus is the name given to the realm of souls located in Aemidium. There is no true way of getting to the Anima Mundus except by having your soul trapped and stored in a magical receptacle attuned to the realm. The Anima Mundus is an ethereal place, filled with the crystalline formations of long forgotten souls.

Souls that are trapped in the Anima Mundus eventually solidify, forming complex patterns of quartz and crystals that tendril and twist throughout the realm.

Whenever sentient souls are used as fuel in enchantments, the remains of their shattered personage end up in the Anima Mundus. As a result, the realm is littered with the fragmented pieces of uncountable individuals. These soul fragments are cursed to live out what little of their mortal lives they remember, in an endless loop for the rest of eternity. Eventually, they will succumb to the crystallization process that all souls undergo when trapped in the Anima Mundus.

Particularly crafty individuals have discovered ways to raid the Anima Mundus and harvest the soul crystals, using them as a potent fuel source for a variety of magical means.
Argolon

Argolon the Welder is a massive magtheran warlord who laid the foundation for the Black Order. He is the supreme example of his race, larger than all other araghan. He is a potent spellcaster, skilled warrior, and brilliant tactician. He personally has conquered over a thousand worlds, battled the Eternal Enclave to a standstill, and even corrupted the titan's best general, Aman'Thar; who later went on to form the Black Order at Argolon's behest.

Argolon strides into battle wielding a massive halberd, covered in armor; a rarity for the magtheran. In combat he tends to lead the charge, smashing into the frontline and burying his enemies in blade and blood. He is a powerful Destructionist and a master of Illusion magic.

His battle tactics are unmatched in the Black Order. Not even the Dark Titans have come close to his brilliance on the battlefield. Even the mightiest of titan generals have failed in their attempt to best Argolon in combat.
Vrathik Blackwater

Lord Blackwater is a dreadknight in service of the dreadlord Banneroc. He was one of the first human dreadknights and also the most successful. He wielded *Balreung*, an ancient black steel runemace.

## Description

Born Jaeryn Blackwater, Lord Blackwater was once a famous human commander who founded Blackwater Keep. He served in the First War as captain of the Blackgold Pact. After the war's conclusion, a dreadlord by the name of Banneroc infiltrated the Blackgold Pact and attempted to take it over from the inside. The dreadlord was impressed with Jaeryn and informed him of a powerful magical item known as *Balreung*, an ancient runeblade of untold power. Jaeryn took up the sword, damning himself and that of his company to the service of Banneroc and the Black Order. Had had become a dreadknight.

## Active Areas

### Arnen

Blackwater reshaped the Blackgold Pact in his own image and turned them into a tool for his own desires. He lead the Pact in what would later be known as the Nostra Purge, where he slaughtered a large number of bandit lords located in Aranost. His actions partly led to the creation of the Consortium.

### Aerean

As his war against the bandit lords heated up, he came into possession of the powerful Book of Van'Nirin, which allowed him to open up temporary portals to other worlds. He used the book to relocate the Blackgold Pact to the worldshard Aerean. There he founded Blackfire Citadel. and the Blackgold Pact swelled in number. Many lesser demons had joined the Pact, and all of the mortal members had succumb to demonic corruption. Blackwater eventually replaced his given name with Vrathik, and took the title of Lord befitting his new station.

### The Slave Lords

Lord Blackwater had eventually stumbled across the Slave Lords in his extra-planetary travels. He struck a bargain with the Slave Prince Natheraxx to recruit new warriors from the gladiator pits. The Blackgold Pact was eventually contracted out by the Slave Lords to put down a rebellion on the world of Nakai.

### Nakai

Lord Blackwater didin't personally oversee the eradication of the Nakai Free Warriors, not at first. He dispatched his lieutenant Rhen Haggard who set to task with extreme prejudice. Within a fortnight the Blackgold Pact had suppressed the Nakai Free Warriors, putting most of their leaders to death.
Bael Star

When a planet, or in this case a star, is soaked in the chaotic energies of the baelfire, they are removed from the Physical Realms and transported to the Prismatic Dark. When a star undergoes this process, typically artificially (though there are natural ones such as Helmond), a similar effect occurs. The star's composition changes on a fundamental level. Rather than the life giving energies and warm glow of normal stars, bael stars bellow out negative energies and chaotic miasma. The star's color shifts to a reddish-purple color, changing the light that emanates from it. Oftentimes the Veil surrounding the luminaries Realms breakdown, exposing the planets and its inhabitants to Wildspace. Aether storms, ion storms, and other dangerous stellar phenomena.

Bael systems are favored headquarters for demonic lieutenants, as their volatile nature proves to be a good way to prune the weak. Many construct bases, sanctums, and personal domains within the swirling rocks and energy storms.

Bael stars also have the added benefit of strengthening the Prismatic Dark, as they serve as anchors for its denizens. Many demons are born, created, and constructed under the rejuvenating energies of the star. Fiends can only be created under a nbael star, as the forge-workers directly harness the raw baelfire energy of the star.
Precipice of Time

The Precipice of Time is a vast underground network controlled by the bronze dragons, and is considered to be the seat of their power. At the center of this network is the eponymous maelstrom of swirling sand, which allows direct access to the various timelines of Nivarra and its luminary.

## Overview

The Precipice of Time is a relic crafted by the titans to ensure unabated access to the timelines of each luminary they craft. The bronze dragons are often created and then tasked with watching over the Precipice, ensuring that the timelines are protected and unaltered by outside influence.

At the center of the cave network is the Precipice; a large swirling vat of sand and time which allows the bronze dragons to literally watch over time as it unfolds. Surrounding the great Precipice are relics half-buried in sand and dirt from ages past, present, and future. A chaotic menagerie of architectural styles, items, and even geography exist surrounding the Precipice. Each deposited there as a byproduct of the immense temporal energies that swell there.

The Precipice of Time is a fortress, jealously guarded by the bronze dragons against any hostile incursion. Rarely are mortals allowed entrance into the great cavern system, and when they are they're never left unattended. Any and all hostile actions, perceived or otherwise, taken on or near the grounds of the Precipice are met with deadly force.

By any definition, the Precipice of Time is the capital of the bronze dragons, and is home to the greatest concentration of bronze dragons on Nivarra. Betheldirax makes his nest here, carefully and vigilantly watching over time and ruthlessly destroying any who would dare manipulate the timelines to their own desires.

## Watchers of Time

The bronze dragons of the Precipice acknowledge that their numbers, while many, cannot hope to compete with mortals. As a result Betheldirax created a cadre of mortal dragonsworn, whose sole duties are to carry out the will of the bronze dragons. Whether this is fixing chronomic incursions, defending the Precipice, delving into regions to recover lost artifacts, or merely acting as ambassadors to mortal nations. The Watchers of Time carry out their tasks without question, backed by the full authority of the bronze dragons. Their mastery of time magics is second only to the dragons they serve.
Razormane

Crudely referred to as "boar-men", the razormane are a race of porcine humanoids native to the wild continents of Andellar and Udyra. Razormane are a resilient race, able to withstand a wide variety of physical injury before succumbing to their wounds. They possess an innate poison resistance as well as a small resistance to arcane magic.

Many scholars believe the razormane were experiments by a rogue titan, revered as Arnenon by the razormane, to combat the magical creations of both the Eternal Enclave and the Black Order. A job they have excelled at.
Hidevm

Hidevm was a powerful mage and the first of the mortal mages to learn the ability to create pocket dimensions. He built a mansion within this pocket dimension, sowed it with plant and animal life, effectively sculpting his own personal paradise. The location of Hidevm's Palace is a mystery known to a very select few. It is rumored that Hidevm is still alive out there, living a life of luxury within a personal realm of his own creation.
Ley lines

Ley lines are the veins of arcane energy crawling across the surface of a planet. Most ley lines cannot be seen with the naked eye. Most arcane users can feel the ley lines, where they go, how strong they are, and the most powerful of them can directly manipulate them. Some arcane users redirect ley lines, pointing them to their sanctums. Others still, can "raise" the ley lines from the planet's core, and bring it to the surface. Ley lines that have been exposed to the surface ooze liquid mana, which coagulates into crystalline formations.
Stellar Phenomena

There are several types of stellar phenomena; some beneficial some negative.

**Aether storms** are chaotic vortexes of primordial energy that begin in the more desolate regions of Wildspace and sweep their way across the plane. Intense aether storms form into massive hurricanes, buffeting the various Physical Realms and threatening to destroy their Veil. Aether storms also make solar travel unreliable in the best of circumstances, and prove extremely deadly in the worst.

**Ion storms** are very similar to planetary lightning storms, coupled with intense electrical discharges, rain, and high speed winds.

**Celestial Blowouts** are periodic releases of built-up energy from the Celestial Anvil. They ripple out through the Vulgaris, changing the locations of luminaries, shifting solar routes, and creating new matter. Biological life does not fare well under a Celestial Blowout, often losing higher brain functions in the best of cases, and being outright annihilated at the most intense.
Loythians

The Lokythians were one of three major races to rise in the aftermath of the Arakeen's destruction, alongside Ren-Daraz and Numeria. Of the three, Lokythians are the most elusive, as their race has seemingly gone extinct in the intervening centuries since their downfall.

Like all other major races of their era, the Lokythian Federation met their end at the hands of the Black Order. Their mighty citadel worlds and verdant hedonistic paradises were conquered by the Black Order, many of which were dragged into the Prismatic Dark to service demonkind.
Necromancer

Neromancers are arcane practitioners who utilize the arcane to animate corpses, create undead creatures, and manifest ghosts. While other arcane users may experience physical side-effects such as slight aging or whitening of the hair, necromancers are different. Over time, a necromancer will actually become undead themselves. They will no longer sleep, eat, breathe nor age. However, they also become susceptible to anti-undead effects.

## Origin

The origins of necromancy are hotly debated among many circles. Necromancy was certainly not created by mortals, but instead by demons as a means of temptation. Both neredar and dreadlords claim to have created necromancy, the former as a means of bolstering their armies, the latter as a means of manipulating mortals. Regardless of who created it, necromancy is now prolific across many different realms.

## Influences

### Arnen

Necromancy has completely fallen out of use on Arnen. Even the mere accusation of being a necromancer is enough for a visit by the Shadra Torr. Long ago when humans were first taught magic, an order of mages known as the Guardians of Tyr were created. These mages were responsible for tracking down and eliminating any and all necromancers, suspected or proven. The Guardians were highly successful in their purge, and ultimately victims of their own success. The Guardians had slowly dissolved over the following century, as its members all passed from old age. Now necromancy is so far removed from the lexicon of the denizens of Arnen, that many people don't even recognize the word.

### The Slave Lords

The Slave Lords made extensive use of necromancy to create henchmen for slave markets. Skeletons cannot be bought, do not need to be fed, nor do they require sleep. Undead proved to be a powerful tool for the Slave Lords, a tool they continue to use until this day.

### Grave Fleet

The vampiric world of Strahd was once home to necromancer and vampire both, who lived in relative harmony. However following a vicious purge instituted by the vampires, necromancers were forced to flee the planet. They took to the stars using their mastery of arcane. Dubbing themselves the Grave Fleet, these necromancer pirates sail wildspace in search of fresh corpses for their ever growing armies.
March

Elemental marches are what happens when elementals band together and invade other realms in an attempt to expand their domain. The most commonly encountered invasions by mortal populations are Earthmarches, when the elemental population of Deep Mountain bands together to conquer the surface world.

The most devastating invasions are Firemarches, in which fire elementals will invade a solar system through their luminary. Common outcomes of Firemarches are the creation of new stars. Even Wildspace is not safe from the cancerous spread of fire elementals, as it too can be dragged down into the Burning Domain.

Watermarches are similar to Earthmarches, in that the native population of a planet will rise up and conquer the world. Most often this involves pulling the continents beneath the ocean, with successful invasions turning continental worlds into ocean worlds.

Airmarches are the most rare of the four. Air elementals are a fickle sort, more likely to invade and destroy one another as they are anyone else. Airmarches commonly take the form of hurricanes, tornadoes, lightning storms and other similar weather systems. The most devastating of Airmarches are hurricanes; continent spanning super storms with monstrously high wind speeds, though thankfully are rare enough.
Glittering Worlds

The Glittering Worlds is a region of wildspace that is home to thirty relatively pristine and untouched worlds. It was often used as a sentient preserve by the titans, transporting endangered civilizations to worlds found within. It is currently under assault by the Black Order, with the Felarch in charge being Anderzhagar.
Geographic Nexus

The Geographic Nexus is a vast dimension made up of stone hallways located at the very deepest recesses of every world. The Nexus links these worlds together in a great interconnected web. Individuals with enough skill, determination, or luck, can discover the Geographic Nexus and make use of it to travel between worlds.

To date, very few living creatures have made use of the Nexus, largely due to its elemental guardians who jealously guard the entrance to it. Having to travel over a dozen miles beneath the surface of a world also has a part in protecting the Nexus from those would abuse its power.
Paradigms

Paradigms are another form of character advancement, in addition to normal leveling. Typically, paradigms require some form of narrative and/or mechanical accomplishment to gain access to them. Such examples might include picking up a runeblade, a cursed artifact, knowing specific spells, or being mentored by a powerful being. Upon accomplishing this prerequisite, the player immediately gains access to the Paradigm.
Den (vampire)

A vampire Den is the term given to a loose collection of roughly two to six vampires all working together to hunt, prey, and feed. Some are nomadic, but most are stationary. While the term Den might conjure up images of damp caves or run-down buildings, it can be virtually any time of communal location in which vampires live together.
Flame Domain

***Description of Crimson Flame clerics.***

 3rd
 5th
 7th
 9th

### Bonus Cantrip

When you choose this domain at 1st level, you gain the Firebolt cantrip if you don't already know it.

### Flame Priest

Also at 1st level, you can cripple attackers with fire and flame. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire or radiant damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Blazing Inferno

Starting at 2nd level, you can use your Channel Divinity to turn fires into infernos.

When you roll fire damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

### Divine Strike

At 8th level you gain the ability to infuse your weapon strikes with the Crimson Flame. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Crimson Avatar

At 17th level, you have developed an immunity to all fire damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to the damage. Additionally, as a bonus action you can choose to extend a portion of your power to all allies within 15 feet, granting them fire resistance as long as they stay within the aura's range. The aura lasts a number of hours equal to your Wisdom modifier. You regain this ability after a long rest.
MostLikely2Win Wiki

**Welcome to the Wikia!** We'd like for you all to read, and follow all of our Policies & Rules before you make any edits! Thank you for complying!.The wiki contains 14 articles, 52 images, and 325 edits since its creation on January 30th, 2015.

**Most Likely 2 Win**, is a show based on popularity for the audience to watch. Studies show the best form of TV is watching a group of people fight to be a fan favorite. Whether its cringy, fake smiles or genuine. You will watch a cast of 15 fight to win $100,000 with a $50,000 bonus towards a selected charity they picked.
Yacht it Takes to Make it In

previous
" N/A "
"He said, She said by the Sea Shore"

**On the very first episode of \_\_\_\_\_\_\_\_\_\_\_\_\_\_. The fourteen contestants introduce themselves on a set the night before they enter on the boat. One at a time each contestant show off their talent in front of a live audience, and their competitors as well as one of there old/current adversary they had in the past/present.**
North Macedonia

North Macedonia debuted in Season 2 of WideVision. Martija was chosen to represent the country with her song "Za Site Nas". They qualified for the final, and finished 24th, second-last, in the final with 59 points. North Macedonia withdrew in Season 3. The country returned in Season 6, where THEA represented with the song "Eho". However, this wasn't a successful return to WideVision, as they finished last in the first semi-final. In Season 7, Eurovision 2008 and 2019's Macedonian representative Tamara Todevska represented North Macedonia in WideVision with her song "Monsters". It finished 8th place in the final - giving the country its best result. Despite this, North Macedonia withdrew once again in Season 8, but returned the following season. Three non-qualifications followed in the next three seasons the country participated in. This included a 19th place finish in Season 9, a last-place finish in Season 10, and a 16th place finish in Season 11.

## Participations

     *Winner*
     *Second place*
     *Third place*
     *Did not qualify for the final*
     *Last place*
     *Disqualified*
Valren

Valren are a race of large humanoid-bovines native to the now frozen continent of Kormuda. Pushed from their homes they ventured out into the sea, traversing the ocean as sailors and pirates. They eventually found a place to call home, settling on the continent of Nordros. Valren are expert sailors and powerful warriors. While not all succumb to the lifestyle of a raider, nevertheless valren have an (unfair) characterization as bloodthirsty raiders. This is largely due to the only interaction many races have with the race is through their piratical raiders.
Forgotten Tapestry

The Forgotten Tapestry is a hidden realm containing the ruins of all previous universes, and is the foundation upon which the current cosmos is built upon. Separated from the Physical Realms by the Void, the Forgotten Tapestry contains all that once was. In it one can find the tattered remains of dead and forgotten universes.

## Overview

The Forgotten Tapestry can be likened to the foundation of the current cosmos. It sits below (or more accurately all around) all known planes, realms, and worlds. As the cosmos expands it pushes the Forgotten Tapestry ever further out. However this comes with the risk of the Forgotten Tapestry piercing or intersecting with the cosmos. This has happened on numerous occasions, with the most significant event being the invasion of the Physical Realms by demons.

## Travel

Traveling to the Forgotten Tapestry is difficult even for the most skilled of magic users.
Broodworld

Broodworlds were once celestial objects that are now entirely subsumed by brood biomass.

## Notable Boneyards

* Broodholme - This planet was discovered by the human mage Antinor on a dimensional excursion. The planet was named after an obelisk discovered on the planet, which had only a single word: brood, from which the name is derived. Nehekra was the first broodworld encountered by Nivarra. Travel to it was subsequently banned under harsh penalty.
* The Spinal Nexus - The original name of this planet was lost to time, now only known as The Spinal Nexus. While this boneyard may have once been a planet, it has since expanded. Colossal biomass-spires extend outward through space to infect the planet's six moons. From there it has begun to spread ever further, threatening to convert the entire solar system into a massive web of brood biomass. It is virtually impossible to get an accurate assessment of the number of broodforms that live here, but estimates put it in the billions.
Alythess

Alythess is an neredar who was responsible for the creation of the mugari hordes. She once boasted a powerful independent army of demons, who he used to wage her own personal crusade against the titans in an attempt to acquire magical artifacts. Alythess lost control of the mugari and attempted to eradicate them, but failed in her task. In doing so she lost a great many ships and warriors, which severely reduced her ranking among the neredar.
Hakk'oria

Millennia before the first dwarf arrived on Arnen, trolls were the supreme rulers of the world. At their height they boast a massive planet-spanning empire that touched all six continents. Hakk'oria, named after its founder Warlord Hakora, was a troll marvel. It's massive whitestone pyramids stabbed at the sky. Wild creatures roamed the wilderness, barbaric practices and rituals were commonplace. Primordial creatures stalked the surface of the world.

## Trivia

Inspiration is taken from mayans and aztecs.
Senarion

Senarion, Lord of the Keepers, is the greatest of his kind to ever exist. He is largely attributed to having created the first Verdant Aspect, and is responsible for disseminating them across all worlds.

## Overview

Senarion is an Eternal, worshiped by all other Keepers and denizens of the Verdant Aspect. Senarion is also responsible for the creation of druidism, and for teaching the first generation of druids. He has guided a great many civilizations over the years, cultivating great druidic empires and naturalist societies.

He spends the majority of his time traveling from Aspect to Aspect, safeguarding it from intrusion by the Black Order. Occasionally, Senarion ventures forth into the Physical Realms and wages his own personal crusade against demonkind and their agents.
Deathknight

Deathknights are quite possibly the greatest non-demonic soldier in the Black Order. Often they are mortals who have pledged their service to the Black Order. In exchange for their service, they are granted powerful magical abilities, as well as magical items to assist in carrying out the Black Order's goals.

A deathknight is easily identifiable by their rune-weapon; a magical weapon engraved with demonic runes which allows the deathknight to perform incredible feats of martial prowess.
Physical Realms

The Physical Realms is the name given to the collection of worlds and stars bound together in a single plane of existence. The plural nature of the word "Realms" stems from the fact that each planet is considered its own realm. Arnen and Eltharian are two separate (but otherwise similar) realms. A spellcaster cannot utilize teleportation to teleport themselves from Arnen to Eltharian, without first traversing one of the various planes between them; chiefly Wildspace and the Prismatic Dark

No one quite knows just how far the Physical Realms go. The many tens of thousands of worlds visited by the titans may only occupy a fraction of a percentage of space, and that the Realms may truly be enormous. Some postulate that the Physical Realms are limitless, its boundaries growing at a rate faster than we could ever hope to catch up to.

Of course, this raises more questions than it solves. What lies beyond the known Realms? Only the titans know the answer to what truly lies beyond, and no one has met or spoken to a titan in centuries.

## Notable Worlds

The following is a list of worlds that exist, or previously existed, in the Physical Realms.

* Arnen - The largest nature reserve for the titans to preserve sentient races from extinction. Home to humans, dwarves, and various humanoid creatures.
* Humera - The original homeworld of humanity; was destroyed in a conflict between two races who inhabited Humera's moons.
* Ren-Daraz - The ancient homeworld of dwarvenkind. Was detonated by the titans in their war against the Endless Legion to prevent the world's inhabitants from being drawn into the Prismatic Dark.
* Eltharian - Now known as Garelthar, was homeworld of the elves. Eltharian was conquered by the Endless Legion led by Forgelord Gum'garil and a great obsidian forge was built atop the World Spring.
* Gadar - A great prison facility built by the Shuraad Ai to house slain demons to prevent them from returning to the Burning Expanse. It was eventually destroyed to create a second Burning Expanse, doubling the size of the fiery universe.
* Tarn Redol - The first planet encountered by the titans, and a testament to their ingenuity. It is home to the Celestial Anvil and is vigilantly guarded by the Sentinels.
* Araghar - Homeworld of the eponymous race, little is known about the world before it was plunged into the Nether. It know serves as a gladiator-planet for Araghan wanting to join the Endless Legion.
* Dalmara - Home to the noszriel, Dalmara was once a beautiful world filled with great explorers, but bares little resemblance today.
* Arajj'an - The unknown world of the Arajj; it's location and information are kept secret by the Arajji.
* Radyn - Homeworld of the Radyth; **INFORMATION PENDING**.
Brain golem

Contrary to their name, brain golems are not golems, but are in fact a race of horribly corrupted demons. What the original species looked like is completely unknown to all except the most ancient of brain golems. Brain golems travel the prismatic dark searching for fresh meat to consume, as each pound of meat devoured increases the brain golem's intelligence.

Some of the oldest, and therefore most intelligent brain golems, are captured and used as biological computing devices for the Black Order.
Tyrannakar

Warmaster Tyrannakar is a powerful erediim, and lord of the Warhost of Blood. He wages a never-ending war against his rival Suranagor, a conflict that rages across the Prismatic Dark to this day.

### 2354 BCR

Tyrannakar launched his war against Suranagor in the year 2354 BCR. At this point neither Tyrannakar nor his rival had achieved significant status among the erediim, and thus did not possess the planet shattering armies they later would. Their skirmishing across the Prismatic Dark went on for centuries, and by 2683 and reached a boiling point.

### 2683 BCR

By this point Tyrannakar had commissioned the use of the Black Order in his conflict in exchange for the location of Golonarad, a titan armory where hundreds of thousands of stoneborne remained offline. Tyrannakar agreed and the Black Order joined the conflict. When the Black Order arrived to claim its prize, they found that the armory had already been cleaned out by another faction known as the Bloodriders of Aeron, who had sided with the beholder-led coalition the Many-Eyed Host.
Eldre'thas (land)

Home of the high elves, Eldre'thas is a beautiful and verdant area of Arnen. It has a population of over 6.3 million elves, half of which live in the capital city of Sunspire. The rest of the elven population live spread across various townships, villages, and colonies in the dense forests surrounding the capital.
Unused Concepts

The Arajji, also known as hybrids, were once a race of fair looking humanoids native to Araj'jhiran, a world infamous for its arachnid population. The humanoids and the arachnids lived in relative harmony with one another, each fulfilling a vita role in the planet's ecosystem. However it like many other worlds, were caught in the initial explosion of Pyrmonde, and its inhabits were transformed forever.

The parasitic nature of the arachnids meant that their reproduction cycle required the use of a live host. Genetic information was often passed between the host and the eggs. When the arachnids were driven mad by the star's Nether energy, they attacked the humanoids. What emerged from the cross pollination were the Arajj; hybrids.

## Description

The Arajji are part-humanoid part-arachnid. Their torsos largely resembled what they were in life; a race of porcelain skinned humanoids with dark eyes and long ears. Their lower halves however, resembled that of the arachnid. They possessed four powerful sword-like legs which allowed them to mount and climb any surface, seemingly defying gravity. Their arms were normal enough, save for their hands which had been twisted into horrible blackened claws.

### Combat

Arajj possess the intelligence level of an above average dog. They primarily live on cold, dead worlds, with an abundance of prey. They make use of their incredibly sharp limbs to hunt prey. The Arajj are pack hunters, a trait granted to them by their humanoid ancestors. They tend to surround and tear apart their foes using a mixture of their legs and claws.

## Biology

Arajji blood is acidic and is not used in the facilitation of deals; indeed Arajj do not interact with mortals in any other way than to hunt and kill them. Arajj do however lure unsuspecting humanoids into cleverly designed traps. There they overwhelm and incapacitate their foes.

In the Arajj's palm is located a stinger about five inches long, tapering off to a point. This stinger is what allows the Arajj to implant new embryos inside their victims. Arajj prefer humanoid victims, though generally will infest virtually creature (including other demons) they can get their hands on. Once infested, the Arajj will implant 3 to 6 embryos within the body, which will consume the body from the inside out.
Tinker's Society

The Tinker's Society is an organization primarily made up of, though not exclusive to, gnomish tinkers. Headquartered in the gnomish cityship Mechakagnozer, the Tinker's Society is a tight-knit group whose main purpose is the exploration of technological sciences. It maintains several chapterhouses across Arnen, with its largest being located in the dwarven capital of Steelmaar. It is largely due to the efforts of the Tinker's Society, that the gnomes have earned their reputation as masters of technology.

## Overview

### Membership

For those familiar with the gnomish way of life, the word 'tinker' conjures up images of a gnome huddled over their next invention. While the Tinker's Society is not exclusive to gnomes, very few races have managed to count themselves among the ranks of the Society. Dwarves are by far the most common non-gnome to join, as their penchant for technology and wonder is surpassed only by the gnomes themselves. Very few humans, and even less elves, show interest in joining the Society, and those that do rarely pass the exams and rigors of application.

Joining the Tinker's Society is a tough challenge, that a great many gnomes fail. A larger number tend to drop out due to the extreme workloads placed upon its members. Gnomes do not leave the workforce upon joining, and are in fact expected to maintain a steady job in addition to whatever work is expected of them by the Society.

## Organization

### Subcommittees

The Tinker's Society plays host to several inner organizations known as Subcommittees. They are as follows:

* **Advisory Council** ─ The job of the Advisory Council is to handle all internal and external legal matters, up to and including the punishment of members, settling of any and all lawsuits placed against either the Society or one of its members, and so on.
* **Steam Troopers** ─ In the unlikely event that the Tinker's Society finds itself in armed combat, it maintains a cadre of heavily armored soldiers known as *steam troopers*. These soldiers stride into battle encased in steam powered armor. To date no steam troopers have met their death at the hands of an enemy.
* **Assessment Board** ─ The Assessment Board's job is to assist the High Tinker in managing the expense and financial operations of the Tinker's Society. While in theory they have no authority over the Society, in practice they are able to exert significant influence on the day-to-day operations.
* *More to come...*

### Ranks

At the top of the Society is the High Tinker. The High Tinker's job is to maintain expenses, dole out assignments to otherwise unoccupied members, and to oversee dealings with external parties. In addition, the High Tinker sits upon the Advisory Council to break ties in the event a stalemate has been reached.
Vigilants of Tor

The Vigilants of Tor are an elite order of magi who scour the world of Arnen and ruthlessly stamp out any and all hints of necromancy. It is due to the Vigilants that there has never been a major outbreak of necromancy or undead. Any tampering with the dead is strictly controlled by the magi, and any priest who wishes to resurrect or otherwise contact the dead, is usually facilitated by a Watcher.
Pocket Dimension

Stuff will go here ;09

## Recursion

It is possible to build a pocket dimension within another pocket dimension. This process is colloquially known as "recursion", and is extremely dangerous. The instability of one's pocket dimension increases exponentially the more recursive it becomes; simply put, the more pocket dimensions built inside of each other, the more likely they are all to explode. When a pocket dimension explodes, it releases a vast cloud of nebular and stellar matter. This effectively annihilates anything around the anchor of the pocket dimension. More than one planet has been wiped from existence due to negligence on the part of their mages.
The Firstborn

The Firstborn is the term given by the dwarves to initial experiments with titanstone by the titans. Largely considered a failed experiment by the Eternal Enclave, many Firstborn were abandoned by their titan masters. Bitter about their neglect at the hands of their creators, many Firstborn view the Sentinels as "lesser" races. This coupled with the titan's seemingly favored attitudes towards the stonebloods has bred nothing but contempt between the two. A fact that has led to many wars between Firstborn and stonebloods.

## Overview

Like all titan creations, the Firstborn are creatures made from titanstone; a magical stone crafted by the titans and is the foundation of all things crafted by the titans. Firstborn in particular were large and exaggerated and often made in the image of their creators. But they were flawed and lacked the spark of life that many later creations had.

The Firstborn were loyal to a fault, and lacked any real initiative. This was considered a defect by the Enclave, who required their creations to be able to oversee the guiding of the universe in their stead. They were later cast aside in favor of the Sentinels, which proved to be a large source of tension between the two groups.

While both titanborne and therefore intrinsically bound to the will of their creators, this did not stop the two from coming to blows. On many occasions wars between the Firstborn and the Sentinels erupted, threatening many worlds. Most of the time a titan was near enough to intercede in the conflict and quell the dissension. But this was not always the case, and more than one planet has been torn asunder by titanic civil war.

## Types

There are several races that are categorized as Firstborn by the Steelhammer Archaeology Institute. They are as follows:

* Dreggs
* Giants
	+ Fire
	+ Frost
	+ Storm
	+ Sea
	+ Mountain
* Centaur
Kar

Kar the Everburning is the current lord of the Burning Domain, and supreme ruler of the element of fire. Kar was once a lieutenant, who served under Thagarros, the previous Elemental Lord of the Burning Domain.

Kar likes to imitate powerful creatures of authority, such as titans, ancient dragons, and other similar creatures.
Foundation of the League of Arnen

*History is a fickle mistress. One can never truly know if the parchments you read at your local church are accurate recountings of past events, or merely the only surviving interpretation of a much more complex series of events. Indeed, in my search for information regarding the founding of our great League, I came across many conflicting pieces of information, each filled with their own inaccuracies and deviations on events. And this is regarding an event that took place only a few centuries ago. The foundation of the League is, by all accounts, one of the most pivotal moments in our history as a race. But to fully impress upon you the gravity of its creation, I must first give context to the environment that brought about its formation.*

*The elves believe we -- that is humanity -- are dominated by our emotions. Had an elf told this to me prior to a few months ago I might have dismissed it as ignorance. But after having spent a fourth of the current year reading up on our history in preparation for this dissertation, I've come to accept this as fact.*

*Humanity's history is filled with bloodshed. The Baranor Alliance that dominated this world back in the First Era seems to be an outlier in human history, for we have spent every era since then at war with **something**. Whether it be other races, ourselves, or our natures. The best (and worst) example of this is what I have dubbed "The Great War". A war in which humanity fell in on itself over petty disputes like territory and pride. The Great War was, by all accounts, the most devastating conflict humanity has ever been a part of. As the history books show, The Great War was started by the kingdom of Rasgoth, one of the two leading human powers at the time. It was a nation of heavy military tradition, govern by complex combination of military generals and mage-lords. And had only a single event gone differently, I might be writing this in Rodan, rather than Ordain.*

*It is the year 2E 963, and the nation of Rasgoth was rapidly approaching status as a super power. They competed for hegemony over humanity with their long time rival Meraedon - my home nation. Their economy was at all time high, their population was soaring, and their nobility were looking to prove themselves. For decades prior Rasgoth had been slowly infiltrating the Hilgarde economy. Rasgoth was a chief exporter of wine and cheese. Hilgarde was renowned for its particularly cold and rainy climate, making grape farming an at-cost effort in the best of circumstances.*

To be continued...
Firearms

Firearms are long-ranged weapons that typically use explosive propellant to launch metallic projectiles down a barrel at targets. The most commonly encountered firearm is the rifle and pistol, though are by no means limited to such. Dwarves in particular have taken to creating reciprocators, large repeating firearms that require several people to operate.

## Overview

Firearms are broken down into several categories, each depending on the propellant they use. The most commonly available firearms are elemental firearms. These weapons are little more than elemental possessed objects that produce elemental effects with the pull of a trigger.

Gunpowder firearms are a purely darazian invention, created at the height of their interstellar empire. Their surviving descendants carried the technology with them to Nivarra, where its secrets remain squarely in the hands of the dwarves.
Stronghold

Stronghold is a world of perpetual winter, brought on by a global thermo-magical war. The result of which shifted the planet's orbit away from its parent star, significantly lowering its ambient temperature. Now Stronghold is little more than a cloud covered frozen landscape.

The native Yerennoc once ruled the formerly verdant world as great sorcerer-kings. However a civil war erupted and virtually destroyed the world as they once knew it. Now Yerennoc lives in near perpetual winter.

Geographically the world is craggy and mountainous. While it may have once had forests, they are little more than barren skeletal remains of a once diverse ecology.