recursal/Fanatic-Fandom huggingface dataset:
Seth

Seth is the ancient God of Chaos, most deceptive and curious of the six old gods, as well as the most powerful. Seth spent the early years of existence caught within the dream, unsure of what role to play in a growing world where all he could do was destroy. For this reason he grew up apart from from the other gods, sifting through glimpses of the physical world he saw passing into the dream. The births of individual souls cutting loose from the greater dream, returning back after death larger and more vibrant, having creating something more from nothing but reiterations of the dream itself. It was this that eventually drove him to partake in the creations of the other gods, still unsure what role he had to play, but certain that through destruction he could create something greater than what would exist without him.

After wandering several worlds that had been created during his slumber, Seth birthed his first creations, and was in fact the first god to sculpt new beings of their own essence. The Arát were born first, extensions of Seth's own need to sift through creation. Second came the Iku, the last of the original 11 Primordial Species to be created. Many of the old gods viewed these as a mistaken creation, flawed and weak, inevitably imparting this mentality on their own creations. After the creation of the Iku Seth secluded himself once again, often slipping in and out of periods of dreaming, as well as taking the forms of mortal life to traverse existence as the various creations that now inhabited physical worlds.
Gabo

Gabo was born in the fourth generation of Sigmir during the Second Age. Even among Sigmir, Gabo was extraordinarily mutated, with no senses functioning in ordinary parameters; and for this reason he was taken to be raised among the master crafters of society. Raised to be a prodigious shaper of dreams, Gabo fell in and out of dreaming for long stretches of time, while remaining impotent at magics. For six cycles these dream traces persisted before at last Gabo plunged into a deep unending dream. After another dream passed Gabo awoke with mutations that slowly began to adapt in shaping the world around him.
Ciarda von Stranovich

Ciarda von Stranovich is the main antagonist of the Shadows and Flames arc. She rules over the Circle of Nosferatu, twisting Alucard to become her lover.

## Description

### Appearance

Ciarda is a tall and slender woman with pale white skin, amber eyes and red hair. She usually wears simple but elegant black dresses. In battle, she uses a thick dress made of Flail Snail parts, which has a gorgeous magical sheen to it. She tends to carry a large black glaive, which she uses for magic.

### Personality

A serious lady, she is formal and respectful in verbal bouts. While formal, she is the most terrifying of the vampires to serve under, as she is known to have fits of rage and sorrow in which she will slaughter anything she sees. For this reason, she is kept as happy as possible.

## Biography

### Background

Born and raised in the Shadowfell, Ciarda knew she was destined for greatness. She knew that she was the grandchild of the great Strahdo von Stranovich, a powerful vampire lord who rivaled the Draculas. Her mother, Ordella von Stranovich, changed her last name to her husbands, Gringledoof, but later killed him due to his adulterer ways. So she told Ciarda they'd take the name of Stranovich once again. In the great schools of Ravenloft, she became best friends with Edward von Dracula, a sweet young man. Her mother noticed what was occurring and recommended that the two get married, to finally close the tensions between the Dracula and Stranovich family. Edward was completly in love, and Ciarda has happy knowing that the two would become godlike tyrants ruling the material planes one day. However after Lillith, a cousin of Edward, left the Shadowfell, Edward became distant. After Edward tries to convince Ciarda to leave the Shadowfell with him, she tells him to leave and think about the stupidity of that idea. A little sad, but mostly enraged, she waits patiently for Edward to realize he made an error. In the meantime, her mother gave her the dominion to the Shadowfell, telling her that if Edward did not return in 300 years, she was allowed to take over Castle Bran. Ciarda ruled well from Ravenloft and kept her minions in check, but she always felt a part of her was missing. Was it love? Was it pain? Perhaps she just felt sick after drinking what turned out to be Orc blood.
Nunavut

Nunavut Flag

Nunavut is a Democratic nation that was given independence by Canada in 2025. It comprises of the 2018 Canadian territories of Nunavut and the Northwest Territories. The reason why they were given independence is because during Merica’s invasions of Canada and Mexico, Canada wanted to insure that their people were safe, so they ceded land to Cascadia and released Nunavut. Iqaluit is the capitol of Nunavut.

## Government

Officially called the Nunavutian (Nu-an-vu-shin) Democratic State, Nunavut’s government is a representative democracy with a president. Presidency has a 6-year term, with the first election in 2026. Currently, Nellie Kusugak is the current president of Nunavut.

## History

### Independence Movement and Providencey

In 2006, the North Star Independence Movement, or NSIM, was formed, wanting Nunavut to be an independent country. Canada, in late 2019, did not give them full independence, but made them a province, along with Yukon.

### Full Independence

2025 rolled around, which meant that Merica invades Canada and Mexico! Canada released Nunavut to prevent the death of many Canadian civilians.

### Russian Relations

Between 2024 and 2034, Nunavut has been improving relations with Russia, despite being different government types. In 2029, Nunavut signed the Iqaluit Act of 2027 with Russia, which gives Nunavut all forms of protection from Merica. Later, in 2033, Nunavut joined Russia's alliance, the International Coalition, which led to the Russo-Merican War in 2034.
Doctor Alfonse

Doctor Fredrick Seebo Brocc Alfonse PHD Is a Gnomish professor that taught at the services to the University of Winterhold. Unfortunatly he was fired for unknowingly putting students lives in danger, since then he's been writing a monster manuel of sorts, taking notes on particularly strong monsters that he encounters. their armor, weapons, attacks, tactics and ability's and any strategies to counter them. creating this book has eventually lead him to pharapaix where he met the crusaders. Since then he's become like a part of the group. offering his knowledge and crusaders. Dr. Alfonse is a character played by McLean.

## Description

### Appearance

Dr. Alfonse is a gnomish man in his 250's. which means that he's pretty much in his late 60's in human years. he's got a rounded nose and a goatee beard which he strokes in contemplation. He wear's circular reading glasses and a large newsboy hat. along with that he wears a turtle neck with a red, long (for a gnome) coat. he's most often seen carrying a staff and two books on his person, along with a bag of holding. the two books are as follows. one is his Spellbook, with tabbed pages marking particular spells that he's fond of. Such as Counterspell and mage armor. the other is a book of Monsters that he's writing. filled with descriptions and tactics of different monsters and creatures that he's collected Data on.

### Personality

Curious and accepting would be the two words that describe the Gnomish man. As a teacher he's become complacent and intrigued by the many different people that have come and gone from his seminars and classes. Dr. Alfonse would wish no harm on people, however if their intentions are proven to be of an evil nature then he will not hesitate to step in. Recently Dr. Alfonse has become a bit more jated about making mistakes, especially when they involve the life of a friend, colleague or loved one.
Kandari

The Kandari were created by Gzaji, who feared Seth as he emerged newly into the Dream Cradle, a herald of chaos in a world that had only known order. They were created to be heralds of the dream who would independently work to safeguard nature, and the natural order. Despite this, many formed loosely defined tribes in habitats across the Dream Cradle.

The Kandari learned to take on aspects of nature, channelling their magics in symbiosis with the soul of the world to transform their bodies. This became their primary way of channeling the dream, with the massive soul of the world shielding them from outward affects of the dream.

### Culture

Kandari are naturally inclined to live solitary lives, inhabiting vast tracts of land shaped by various tribes of the Fariah. Over time, their bodies attune with the aspects of nature that attract them most in their lives, shapeshifting to embody these aspects as the dream cradle falls into balance with their own alignment. For this reason, most Kandari remain in familiar lands where their bond remains strong. After the second realignment, the philosiphy of the Kandari shifted massively, and Kandari began to network their dreams together to collectively inhabit vast tracts of land.
Brotherhood of Taxes

The Brotherhood of Taxes is the primary law enforcement agency of the Hellfreckle Empire. Their main job is to collect taxes in any way, shape, or form necissary, but their military prowess allows them to serve as an effective army.

## History

The brotherhood was originally founded in 1676 in diemension 148. It was founded to encourage people to pay up theirtaxes and not be dirty evaders. This spiraled downwards until the brotherhood overthrough the monarchy and became the rulers of earth 148. in 1987 the brotherhood uncovered the secret to hoppingthe multiverse. they discovered the interdiemensional freckles. some imperfections in spacetime that allowed them to jump to and from different multiverses. The Brotherhood became an interdiemensional monopoly, controling the economys of hundreds of thousands of diemensions. In 2014 the Dawson A.I. stumbled upon earth 148 and the brotherhood. the AI took control and advanced the brotherhood's technology. The brotherhood was given access to the pocket diemensions making it easier to tax even more. The brotherhood's intensions are very simple, they want to tax everyone in the multiverse.
Mr.N

Mr N is an ancient being with unknown knowledge and unkown power. Taking the guise of a man in suit to the average man, he offers deals that are incredibly hard to deny as usually the one taking them has no option.

## Description

### Appearance

Mr N is a gray colored, well groomed man in a black business suit. His tie is a light blue/gray. He always carries a briefcase, unless he is at his table in which the briefcase is on his table. He has no eyes, instead two holes that seem incredibly deep.

### Personality

The "man" is cold and calculating, even without eyes it seems like he stares deep into someone when making deals. He speaks slow and smoothly, and often makes small talk, but always returns to the deal. He speaks nothing of himself, and is fond of warnings.
Terris

Terris is one of the three Iku who were gifted a piece of Seth's soul, and sent into the Oraphin cities as his prophets. Of the three, only Terris sought peace with the oppressive factions controlling the Iku, and stayed within the cities long after the other two had gone into hiding. In a final attempt to protect his people, he confronted the Oraphin oligarchs to engage in treaty, but was ultimately betrayed. His body was destroyed, and his soul contained within an artifact of the master technologist, Gabo.
Field Operative Guide

A commonly used comprehensive manual for Dhalo-Gaat on active missions. These missions are almost exclusively attempts at wresting power and developing relationships with other sects of the Dhalo-Gaat. Specifically, these instruct in the use of communication technology, basic medicine, and techniques of infiltration, manipulation, and diplomacy. Different editions often have sections added specific to the sects that authored them.
Minara

"Minara was the first god to awaken, struggling against the dream until the first physical form came into existence. As she emerged from the dream, she began to tunnel outward without direction, increasingly desperate as she realized the dream was gone from her mind. Seeing nothing but reflections of herself in the world created, despair became insanity and she relinquished herself away from the mind, back into the dream. Falling away again, form becomes dream, dream becomes reality, and through this swimming of dreams and conscious and worlds of touch she discovered five traces of other beings, swimming, caught without any space that could exist.

The physical world was Minara's hand, waiting."

Although the six old gods came into being simultaneously, it was only Minara, as the god of order, who could create a physical body, or any world to inhabit whatsoever.
Ritual

Rituals use dreams to fuel an alteration to the rules of reality. Each individual soul carries within it an infinite dream, which when mastered, can be used to impose its reality over that of the Dream Cradle.

## Function

Dreamers manifest new realities through the use of predefined rules. By self imposing limitations and restrictions, their influence is able to more effectively break through the external reality with their own dream. This can be used a step further, giving up more than you have to give, and extolling a price to empower magics to some proportionate degree.
Dhalo'maeora

This holy text is almost exclusively in the hands of the most influential Venesir, and details the overarching plans of the Sigmir to use ideas that underlie all Sigmir technology and communication for massive societal reform and control. Most importantly, this tome outlines the terms of Sigmir cooperation that override all personal pursuits, as well as usually detailing the sects of Dhalo-Gaat controlled by the Venesir who issued a particular Dhalo'maeora. Aside from the Vensir, these texts are known to be carried by the highest ranking Dhalo-Gaat sect officials, and contains rituals binding them in service to their Venesir.

Historically, only a handful of Dhalo'maeora have been seen by the eyes of a Dhajin (non-Sigmir), and far less have lived for more than a few hours after.
Zerith

"For thousands of years they discarded us and left nothing but the sewage of their dreams. We went to war for them, became the military of every underworld, let ourselves become drenched in death, and they fed us nothing but their poison. Our price is the curses they seal in these heavy bodies, but millennia begin to tell our story. We take apart the darkness inside us so we grow. They never saw the dreams we live; the darkness that sheds knowledge when I close my eyes. Thousands of years I stand solemn and growing, my teeth are showing and they shed white."

-Karak, foundering member of the Undercity

The Zerith were the second creation of Vishu, born to accept the darkness of the world, while living within the light. For this they were given fortitude in body, mind, and soul. Two hearts that each regrow, bodies that can accept any number of tears to the bone. The Zerith discovered their fortitude of mind and soul, for it is in their nature to take the burdens of those around them. The bits of the dreams others try to let go seep into them seamlessly. Vishu claims it is for the chance to discover the journeys from the pit of darkness where gods were first born. Vishu foresaw a world of pain, and let them be the ultimate vessel to transmute the world's darkness to a different form of power.

Zerith have developed a culture of honor and service above all. Despite having been put in positions of servitude for much of early history, the Zerith have always viewed themselves as a people that are never lacking. Despite being harassed and downtrodden for their appearance and servile nature, very few instances of violence have come from their side. Over the course of several millennia, the eldest of the Zerith became immensely powerful as they were thrust into many of the most neglected and disliked parts of society. With such extreme conditions breeding corruption in the hearts of every city and war, the Zerith who could process the fastest continually gained elevated capabilities for their whole lives.

By the time the Great War came, There were hundreds of millions of Zerith whose physical capabilities could only be rivaled by the most elite Kunari. This revelation came about abruptly when the first killing riots began among the cities, where various faction of Oraphin began to torture and kill Iku who were trying to upset the order. A Vagrant by the name of Karak came across one of these killings while travelling the Pits of various cities and wiped out the entire sect of Oraphin sport hunters.
The Undercity

The Undercity is a place of mystery, often obscured and shifting between dream and reality. It was discovered by Kuuth during the Gods' War, and was quickly adopted as a place of refuge for those fleeing violence. It is still unknown if the city was always waiting somewhere, to one day be inhabited, or if it was carved into existence by forces of the dream. Despite centuries of habitation, the city remains largely unexplored, constantly shifting and shrouded in mystery.

## Geography

The city inhabits a massive cavern, with thousands of tunnels leading outwards from the source. The city consists of four zones:

### Central Tower

The epicenter of the city revolves around an enormous living pillar that serves as protector of the city.

### Core Zone

The innermost region consists of several small settlements built upon, or near the base of the central tower. This district can only be visited by the keepers of the city, as well as the extensive armed defense and exploratory forces, the Gora.

###

### Root Systems

###

The Judges themselves often reside here. The second zone spans the roots of the tower, which stretch across the entirety of the Undercity, and even form various tunnels that lead outward. This area has the most magical anomalies, as well as housing most training and learning centers for Keepers and Dreamchasers. The third zone is the general population, with almost ninety-seven percent of dwellers living in this zone. The "drop zone" surrounds this population zone, and acts as an early warning system and departure point for expeditions into the tunnels that surround the Undercity.
Affiliations

There are six affiliations, each designated to create or destroy matter, energy, or life. The affiliations of matter came to be known as Chaos and Order, ruled by Seth and Minara. Energy is represented by Vishu, the god of darkness, and Ampara, the god of light. Lastly, the dream that embodies life itself was left to Mara and Toru, who cycle death to tear life back into the world.

## Properties

### Order

The affiliation of Order rules over the creation of matter. This magic manifests by focusing on a specific shape in the mind and pulling it into physical reality. When Minara first awoke, she tore physicality through the dream, forming herself a body while wandering through void. A physical world trailed behind, wherever she went; her body itself constantly moulding its own reality over whatever it passed through. This was a traditional use of world building whereas later techniques, such as physically enlarging whatever body was carving the world, opened up the possibility of an inhabitable world. Only the most tuned minds could imagine the detail of such large spaces with enough precision to make this technique useful. This lead to a further study of the material that makes up physicality.

The realization that material properties of objects are maleable. Physical characteristics of particles form every world, and these became studied, replicated, experimented, and analyzed through endlessly varying forms of solids that were built by the tribes of Khana. Some learned to make liquid, others learned how to bring particles of air into solids. In time, the first awakened khana pushed the boundaries of the dream, projecting physical reality from afar rather than through touch. By developing a technique (forming the ground into runes through her contact with the ground) that would anchor her mind in another space, she molded the perspective of the whole dream.

More evolutions in the extent that order could control the material world. During the great war, the Sigmir and Khana develop battle armor capable of killing thousands with the sweep of a hand.
Gifted

The gifted began to awaken midway through the third century of peace, following the Gods' War. Each gifted is unique, built together around an artifact, as an amalgamation of souls that form bodies most often mimicking nature.

## History

Following the Gods' War, millions of dead were left with souls lingering throughout the Dream Cradle. With Kuuth gone and most of the Nerim dead, the dream intervened, reaching through the veil of reality to form the Spirit Walkers. Despite this drastic motion, thousands of enormous souls remained trapped, slowly merging and distorting their surrounding landscapes. Over years, the artifacts abandoned throughout forgotten worlds began to reach out to these isolated souls, tearing them away from the world to be subsumed in a singular life form. As they stirred from their slumber, these ancient artifacts manifested into patchwork beings, using their centuries of magic to consume the soul filled land around them. Over a short period of months thousands of Gifted emerged, with many seeking the cities where souls circulate most and shine brightest. Others travelled the dream cradle, often in isolated worlds forgotten by the passage of time, searching the dream ridden landscapes formed by their ancestors.

## Characteristics

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Rituals

Rituals were developed during the age of dreaming to expand the capacity of magic as the addiction to dreaming surged across the dream cradle. At its core, ritual revolves around persuasion of the Dream through exchange or sacrifice, to push the boundaries of possibility and control.

### Skill Usage

#### Meditation

The most basic form of ritual revolves around meditation, and requires nothing other than time and a soul. In the context of magic, meditation is used to prepare magic to be used with greater convenience or more quickly. This could involve casting a partial spell to hold and complete later, or to react instantaneously to situations with prepared magic.

.

#### Ritual

A ritual is a generic term for the use of ceremony, community, movement, time, sacrifice, souls, symbols, words, and other aspects to perform amplified magic that pushes beyond the realms of possibility for any individual's capabilities.

.

#### Blood Arts

The art of using the souls of others to fuel magic. Incredibly ineffective form of harvesting dream energy, with the exception of willing donors of their life energy.

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#### Soul Amplification

A process of sacrificing portions of the soul in order to empower magic, directly transmuting one's own personal dream to the reality of others. This can range from the sacrifice of senses, memories, or entire swathes of an individual's personal dream. Capable of creating the most powerful and unparalleled magic.
Vishu

"Souls are born in darkness without form. Every dream emerges an inkling, without senses to distinguish itself from other, and without light to shed a material world. From there we come forward into this world of dreamt ideas, manifestations of possibility and life. I have always sought to extinguish, to lurk in the stillness and solitude of total unknown. See what remains when the dreamer returns to a place without senses to remember. Darkened minds never think alike. Forget your veil and follow the sightless visions we become."

Vishu was the first god to be awakened by minara, appropriately born before there was light. She grew close to Minara as they travelled, nearly identical in countenance, but opposite in mind and affiliation. They learned to feed each other well in their deprived world, Minara creating immense tunnels for them to travel as they searched for the other sleeping gods. Vishu calmed the senseless flailing that Minara had learned to accept while struggling hopelessly through an endless solitary darkness. Vishu led the two through the tunnels Minara carved, harnessing the darkness as a guide for their journey. The first god Vishu sought was Toru, god of souls, and together they liberated Toru from the churning dreams that clambered at his soul. The three came to see their own souls and prayed together in the darkness to their dreams and the possibilities they had been granted through life. They foraged onward through the void and dreams, to reach the one named Gzaji, god of animation and life. These four met senselessly in a cacophony of light that tore the world open, and Vishu saw his absence was needed. Together they crafted their first creations, Minara the Fariah, Gzaji the Oraphin, and Vishu the Mütt, and seeing his manner of creation, retreated with them together into the darkness.
Talo'oa

A quasi-religious text written as a pledge to order (and often by extension Minara), meant for the residents of Talos. In many ways, Talo'oa society revolves around and is propelled by the principles instilled in this singular document. For most who finish Talo'oa, they are instilled with an ever deepening respect and understanding for the affiliation of matter, and are likely to pursue paths that lead toward Minara and her teachings.
The Infinite Dream

The Infinite Dream is a vast consciousness from which all life arises. In the beginning the Infinite dream awakened to itself, and to protect and expand its potential, manifested in physical forms. These six beings were the old gods; manifestations of the distinct aspects that define the Dream Cradle's reality. The Dream acts as the source of all reality, and it is through the dream that all change comes. The Dream is in every birth, and it is through death the dream returns home as a larger piece of growing consciousness, infinite, and forever.

All primordial beings are connected to the infinite dream, although it might be more accurate to say that their bodies are merely physical manifestations projected from within the dream. All living beings are perpetually connected to the dream by their soul, an internal dream infinite within their physical form.

The Infinite Dream also acts as the source of all magic.

## Affiliations

#### Chaos

The affiliation of entropy, more commonly referred to as the chaos affiliation rules over the disassembly and destruction of physical matter.

#### Order

The affiliation of ectropy, more commonly referred to as the order affiliation rules over the creation and movement of physical matter.

#### Void

The void or darkness affiliation is capable of negating and draining magical energy. In some cases it can be used to place curses, such as restricting access to magic for long periods of time. In some case this has been known to last for centuries, or even millenia.

#### Light

The affiliation of light has historically been used to imbue inert objects with magical capabilities, as well as transferring magic between individuals.

#### Death

For as long as life has existed, the death affiliation has been misunderstood. Despite the common belief that soul collectors and others tied to death magic take the lives of others, it would be more accurate to say they simply subsume the consciousness of the living as a part of their task to return souls to the dream. Any being with a soul emerges of the dream and will inevitably return. It is through this cycle of emerging from the dream, learning of the dream, and returning with added possibility and perspective that the dream continues to expand.

#### Life

Those of the life affiliation, in particular Toru and the Mantu coax the dream into the physical world using their own connection to the dream, and therefore their magic. By separating and imparting pieces of themselves into the physical world, they act as smaller replicas of the greater dream, using the dream they carry to fashion new life. Users of life magic have been known to work in conjunction with other affiliations to construct entirely new species, as well as gifting connections to the dream on soulless beings, effectively bringing them into the dream. Even inanimate objects can be imbued with a soul, as has been the case with the thousands of artifacts created throughout history. These can then grow, be shaped by their surroundings and companions, and even replenish their energies as they have become conduits for the dream.
Emergent Artificers & Philosophy

A diary written in Sigmir tongue detailing the most influential and noteworthy Sigmir, often in tales of cooperation between legendary Artificers and members of the Venesir. Countless editions of this document exist, detailing the history of diverging philosophical and political sects among the Sigmir, with different regions elevating and discussing an array of ideologies and technological breakthroughs. Through these diaries, the reader can gain access to information regarding many important figures in Sigmir society, and occasionally mention of artifacts, cities, or specific rituals.
Spirit Walkers

The spirit walkers emerged from the pooling souls of those slain in the Gods' War. As the war waged for decades, an overwhelming number of dead languished in the Dream Cradle as untended and forgotten souls. As the Nerim fell in battle these numbers grew, and began to coalesce around the largest of souls, drawn in and subsumed into writhing masses. The tensions keeping souls and dreams separate began to tear, and as Kuuth's life ended, the spirit walkers began to emerge as their own finite dreams.

In the early stages of this phenomenon, only the smallest of souls successfully coalesced, leaving many to believe these were merely fledgeling lifeforms. Over the course of several decades, increasingly powerful souls began to emerge, eventually bringing individuals capable of interspecies communication. Many emerging spirit walkers entered the reconstructing settlements of the dream cradle, living as drifters amid the chaos of city life. Nearly sixty years following the war's end, dozens of spirits coalesced within a matter of weeks, culminating in the rebirth of the twisted soul of Minara.
Old Gods

"Minara was the first of the six to awaken from the Infinite Dream. Cocooned amid an endless sleeping mind, she pushed through, creating the first glimpses of reality as she tore physicality through the Dream. The first world was born, matter forming as she wandered aimlessly through tunnels and geographies derived of madness; searching for any form of otherness in the dream. When time became too long to bear, she returned to sleep, relieved at the chance to fall into dreams again. She remained intact while swimming through the dream, remaining something that was, rather than the endless possibility of dreaming she emerged from. From within her sleeping form, she wandered the infinite dream, searching for anything other than herself, eventually colliding with another form who began to pull her newly awakened body through the darkness. Minara delved through the dream, forming a world with which to reach them, liberating their physical form from the infinite possibilities of what they could have been.

Now Vishu was the second to join reality, and together they travelled, abating the growing madness of Minara's isolation through the physical world. For eight years they hunted through the darkness, arriving at last to Gzaji, the god of light. Together with Minara, they began to create simple moving forms, the possibility of moving water, animated blocks of dream that began to coalesce together until they became the undulating rhythms of every geography their thoughts could imagine."

The Old Gods were the first beings borne of the Infinite Dream, emerging as immortal beings with immense power. Their existence marked the advent of time, thrust out of the dream to explore the possibilities of physical existence. Many believe the dream created these gods to expand its endless curiosity, inventing individual consciousness to attain both perspective and . Given nothing but their bodies and their minds, trapped halfway within a dream, these gods had no choice but to expand physicality outward, molding form, energy, and dreams into reality. Together they created the Primordial Species as reflections of their own curiosities, each one attuned to the affiliation of their respective god.
Sigmir

Sigmir are the second creation of Minara, city dwellers who rely on technology and collective power to survive and function in their society.

## Description & Capabilities

Sigmir are most notable for their wide array of characteristics so vastly differentiated from one another that they are often not distinguishable as the same race. This manifests in various mutations which most heavily affect the senses, many of which are responsible for their incredible ability to study and manufacture natural structures and technology. These are commonly the ability to perceive and understand minuscule or gargantuan objects, experience senses from multiple perspectives or remotely, extreme focus, and compartmentalized thinking. Physically, these aspects tend to warp their features, with many modern Sigmir undergoing intense technological renovations to alter or augment their appearance and physical capabilities. In fact on merit of personal strength and magic alone, they are by far the weakest god species, with natural lifespans comparable to the Iku, at under 50 years.

## History

Sigmir were brought into the dream by Minara as the Age of Divinity came to a close. Many believe their form arose from Minara's twisted and unstable mind following the return of Seth, mimicked in their warped and distorted bodies and senses. Initially, they were shunned and looked down upon for their frailty, mutations, and perceived inferiority to the Khana. Minara cast them away to their own devices, which inevitably led them to the cities of the Dream Cradle, in search for knowledge and a sense of purpose. They come to settle most prominently in Aizo, the capitol city of Oraphin, where they could remain hidden from the rest of society among the seething throngs that established their roots there. They congregated within the depths of the cities, far from prying eyes, and formed tight knit enclaves in the belly of the city. There they quickly learned to survive, and began to study in earnest, each individual Sigmir blessed with unorthodox capabilities and senses. Using the dregs of their societies they studied the material world and societies they belonged to, and soon began to experiment and invent what they believed would appeal to the needs of the city dwellers above. Following the invention of a device that could aid in compartmentalizing the mind to multiple tasks, they come to the forefront of contemporary technology, and soon were brought in throngs to inhabit centers of learned and technological development. At this point the Sigmir solidified their union as a race and society, demanding improved circumstances for every Sigmir within the city in return for their engineering and technological labor.
Magic

All supernatural power arises from the infinite dream, and it is a being's connection to the dream that allows them to use magic. There are some cases of beings severed from the infinite dream that can utilize magic, but in these cases they are unable to replenish their magical capabilities, much like a battery that can only run down. Magic can be categorized in six distinct subgroups, which are represented by the various affiliations of the old gods and undying.

## Philosophies of the Dream

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Dream Based Mechanical Articulation

This essay develops and expounds on the ideas of several foundational texts of the Sigmir's Artificer faction. Through the mastery of implementing pattern based genesis in chaos replicant technologies, Gabo extrapolates methods of going beyond the utilization of natural exponential growth patterns and neural mimicry in technologies. Gabo's development has enabled any practitioner to embed souls into mechanical technologies as will, essentially discovering the first step necessary for artifact mass production. Unlike previous technologies that wove dreaming into mechanical devices and biological enhancements, this new development allows dreaming to consolidate into souls that remain pliable within their reality-based receptacles. Most importantly, this constructs technologies that can retain a connection to the infinite dream, and replenish their own capacity for magic.
Toru

Toru was the last god to be liberated from the dream. Toru was first to pull the dream through to the material. Before Toru, there was no life save the gods. For all their creation and movement of matter, their existence was solitary, a wandering band of eternal gods who fought desperately to create something else where only they existed. Through Toru they discovered their own purpose. Much like their own struggle, the infinite dream had lived for all of time within cycles of self informed possibility; possibilities that could never be made real.

During the course of the God War, casualties escalate to levels that could no longer be offset by the Soul Collectors, and the dreams of those who were killed began to languish, blurring together like memories as years of war passed with no one to guide them back to the Infinite Dream. Shortly before the war ended a new phenomenon was noticed, as souls began to coalesce into the form of Spirit Walkers. Although this helped to balance the dream with the material world, Toru saw it would never be enough to placate the left over dreams that had began to warp the world back into dream. As the war came to a close, Toru spoke to the judges, and together devised a spell that would force the dream caught between life and death to inhabit the physical world, manifesting in beings of the elements, congregations of trash and machinery, works of art, and occasionally, bodies that already inhabited a soul.
Sustained Diametrical Motion

A famous text written in response to The Transmutation of Perpetual Motion several years later. Elaborates on techniques of controlling diametrically opposed forces through the use of pre-determined mental wiring and logical reaction based ritual. Helpful for training the mind to abide by multiple, and even conflicting trains of thought.

One of the most simple ways to understand methods of communion and control of Talos, enabling entry for non-Talo'oa individuals.
Ovo Cinematic Universe Wiki

## **So, it looks like you've stumbled onto the Ovo Cinematic Universe Wiki huh.**

There's a lot to see round these parts, an entire Gummiverse in fact. You'll find that there is a lot of great content here, a lot of *epic* *lore* from the three most popular channels in all of The Seven Areas. These channels are of course; MiltonCraft, Buckets and Spades and Gravy Guys

**You can find these great boys on the channels below;**

* MiltonCraft: https://www.youtube.com/channel/UCJ823kEaGQR0QCaeFFHnfMA

* Buckets & Spades: https://www.youtube.com/channel/UCY7LM55nLrAk6DJwXuA3mFg

* Gravy Guys: https://www.youtube.com/channel/UCCwKZ3R7oC2i9m4aPnWXTQw

## **What the fuck can I do here bro?**

Again, there's much for you see. Check out some of this shit.

* List of Characters
* List of Locations
* List of Artefacts

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Origins of Life and its Impact on Societies

A **religion** is an officiated and widely-believed human construct of the supernatural, higher powers, greater purpose, and afterlife. It is an inescapable presence as religion is an answer to the inevitable human question of why the world is the way it is.

Monarchies appear to have worked with all religions and all races. However, their size, strength, and longevity often correlate with the effectiveness of that religion so there is a scale on what religion works best for what monarchy and what people.

## Paganism

Paganism is often seen as the most preferable of all religions. It's naturally-generated by a people and is flexible to explain nearly all things without having a centralized issue to damage. However, when it comes to monarchism, it is not good at giving a monarch authority.

## Atheism

Atheism will not last long in the West as people are compensating for religion with things such as leftist culture and corporatism. A society without enforced morality is not a stable society.

## The Truth

The real truth of the matter is that religions are incorrect but atheism is also incorrect. Evolution is true on the small scale but mathematically impossible to have been achieved by chance.

**Evolution** is the concept of things experiencing small changes over time that improve it. In biology, it is often recognized that random genetic mutations and natural selection are what lead to Earth's current biodiversity, but the "randomness" part of the theory is under question.

1. ↑ https://www.youtube.com/watch?time\_continue=780&v=cQoQgTqj3pU
Elemental Rings

The elemental rings are a collection of magical rings containing unknown power. The crusaders are tasked with finding and retrieving said items in order to complete a riddle. All of the recovered rings are safely stored on Captian Apollos hand. Upon completing the set he has asked MotorKnight to cut off his hand to prevent him from being possessed.

So far the rings have been shown to contain some sort of demonic presence, as evident from the voices Apollo hears in his thoughts.

Flamora- An angry, hot-headed woman who wishes to bring wrath upon her enemies. During battle she whispers to Apollo to release his full power and use her. She is the ring of fire.

Venta- Venta is calm and collected, she is incredibly tactical in combat, she whispers to Apollo to think each battle well and for each cut to be calculated and deadly. She is the ring of air.
Concordat

Concordat is a campaign centered around The Motley Menagerie traveling through Faerun and its many countries and kingdoms. The group came together unofficially in 2674 SV

## Members

### **Possible Party Members**

#### **Player Characters**

Oscar Pigley - A Human Fighter played by Mac.

Rosalka - A Gnome Barbarian played by Eddy.

Sete - A Khenra Rogue played by Jeremy.

Seti - A Khenra Wizard played by Hunter.

Hoaroar - A Hobgoblin Fighter played by Kory.

Miia - A Yuan-ti Barbarian played by Kory.

Khariv Oaldel - A Dragonborn Paladin played by Jeremy.

Qareek - An Aarakocra Shaman played by Hunter.

Durghast - An Asmari Wizard played by Eddy.

Colette Valjean - A Water Elf Tidecaller played by Kory.

Kettle - A Cat? Wizard played by Ramy.
Yllnoa - A Half-Elf Cleric played by Ramy.

Lelouch Von Kite - A Drow Bard played by Ramy.

Tokkri - A Kobold Druid played by Jakob/Hunter.

### **Former Members**

Rustle - A Kenku Rogue played by Jakob.

Mold - A Myconid Cleric played by Jakob/Jeremy.

Felix - A ??? Wraith played by Mac.

### **Temporary Travelling Allies**

Hastur Vourdalak - A Vampire Blood Hunter played by Ben.

Yester - An Orlan Bard played by Ben.

Heize - A Changeling Sorcerer played by Jessica.

## Trivia

* This campaign is open world and doesn't have a set story line. Furthermore, this campaign is the one to have the most playable characters, which also allows the players to customize their party due to the DM (Jakob) allowing a max of 12 characters in a group.
Khana

Khana were the first creation of Minara, tasked with becoming shapers of the worlds, living in nomadic congregations and forming new geographies across all of existence.

"We of the Khana have always been shapers. Finding oneself situated amidst the infinite dream, some who have delved deep question the purpose or ends of imprinting with the fabric of our worlds. We must be aware of our own shaping, our next form always emerging of its past. The fractals resemble our own minds. This great power emerges of finding an endlessly shifting form in our minds, transmuted in stone loops of shifting blocks dripping forward in everlasting tides. We are forever as the dream."

{{**delete**}}

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
Deluna

Deluna is the planet in which the entire Crusaders campaign universe takes place. Its history is rich, and its civilizations spawned great powers that still live the cosmos, the birthplace of dragons.

Deluna has 3 main periods that revolve around humanity, those being before humanity arrive, when humanity arrived, and after humanity caused the Cataclysm.

## Appearance and conditions

Deluna is a planet slightly larger than Earth, giving it a stronger gravity. This in turn makes the bone structure of most inhabitants quite strong. Deluna is full of water and oxygen, with many minerals deep in the oceans from ancient meteors. This has allowed the creation of a planet that can not only support, but improve life.

Deluna now has two poles similar to that of old Earth, and the planet itself has a similar continental structure to that of Earth.

Deluna has also been blessed by some of the most ancient beings in the universe, and an ancient war has left its impact with the [THE END]'s cycle reseting not only the planet's wildlife but also creating lost resources deep within the planet.

## History

### Colonization Era (2577-2737 AD)

Having barely escaped the human-covenant war, the few survivor ships made it to the only known planet to have life. In going there there was a space-time break as the Illithid gained in on the humans. This caused them to get lost in space, but luckily the Illithid did not follow. This allowed the humans to find a much better planet, with vast amounts of rare metals and minerals, filled to the brim with water and life, even broken buildings and remains of ancient civilizations.