recursal/Fanatic-Fandom huggingface dataset:
Champion Races

The champion races are a group of six ancient races native ot Xaekla whose bloodline has been kept aloft through the several millennia since their initial creation. These races have a number of subspecies that have evolved over time to be incredably distinct from one another with the most varied of the champion races being elves. They were often also called the first people, Lydiar-mortah in elven meaning lydiar's first (lydiar was the original name for Xaekla), Jungtan meaning grand in standard dwarvish, or Uggler Bag meaning first of us in standard gnomish.

## The First People

Based on fossilized bones, tools, and weaponry as well as stories passed down from generation to generation it has been determined that the following were the original races of Xaekla or, when they were first created, Lydiar.

* Dragons, reptilian flying race that was created by the gods primarily to act as companions to the humanoid races of the realm, decending from them are the dragotaur, sa'atres, krokodil, and other reptilian, flying, and scaled races.
* Dwarves, a hardy humanoid race that was created after gnomes, they lived primarily in modern-day Ravera, mining, forging, and preforming great feats of stoneworking, from them came various types of golems and rock/earth spirits.
* Fae, an elegant race blessed first with the powers of divine magics though they were just the third of the champion races created with their divine magic they created various spirit races from animals and plants they saw around the realm. They left to live on Neraida during the Cosmic War in the hopes to escape.
* Gnomes, the first of the champion races are the inventive and quick-footed gnomes who often lived alongside dwarves as their interest meld very easily; A gnome was the first creator of all metal-based golems with the aid of a dwarf.
* Merfolk, the first amphibious race and fourth of the champion races, they were extremely solitary with a fierce love for all bodies of water and a fasination with surface-dwellers, from merfolk came the equally amphibious vosleu and ngeru races.
* Minotaur, were the last of the champion races and often lived in nomatic tribes that traveled around the previously connected landmass of Xaekla, from minotaur came volkyos.

It is a common misconception where dragons are replaced by humans though at this time humans were still but apes as this was far before they began rapidly evolving into what we know them as today. As for dragons they seen by most as merely monsterous and therefore does not constitute as a race despite their blatent sapient qualities, though this misconception is primarily found in the less educated of the realm.

After the champion races were created the gods took a brief break from creating races to create creatures and observe how their creations interacted with the enviornment. Though after this period of time they created more and more races to fill out the realm while others evolved into what they are today.
Chaos Races

The Chaos Races are a group of seven different species united under the banner of the King of the Seven Hells, they were created by Aphistollyon to be his unbending warriors on the surface of Xaekla where they could fight on his behalf. Because he wanted his species to not question him he cursed them with stupidity, a curse which was gracefully lifted by the goddess of the mind, Vremya, sister of Zafrielia. Their are a number of more unsavory names for these races which have continued to be used through the ages due to the immense amount of prejudice most have for them due to their history, despite most members of the chaos races entirely disassociating themselves from Aphistollyon and his ilk.

* Tharc (orcs), intelligent schemers who enjoy control and money, during the time of the Cosmic war orcs were the primary leaders of chaos race legions commanded only by their demonic betters.
* Thagre (orges), goliaths of strength and fortitude resembling their sibling race the orcs, they are largely unintelligent but good at following orders.
* Telokro (goblins), tricky creatures prefering the night over the day, they steal live solitary and isolated unless enslaved by another race.
* Dainimenos, a humanoid race mixed with a demon or fiend, often sharing a fiendish appearance and fire resistance.
* Vampires, undead beings of great power that cannot eat meat nor plants as they must sustain themselves on a diet of blood. The more intelligent the creature the better the taste and greater the strength they gain from it.
* Hti Strixx, natives to the planet of Dak'fet they have became homeless after their planet was destroyed by Zafrielia in order to free the race they enslaved.
* Harpies, bird-like humanoids with a taste for other sapient species and preference for aeral combat.
Citrusberry

Found all across the southern portion of Nibar and all of Luxam, though it originates from Luxam it was imported to the lasmerian empire so that the could compete with the hold the Republic of Duen had of citrus produce. It is a simple fruit often found in the wild though like strawberries can be farmed for a decent amount of coin. It has a sweet but tart flavor that is often considered sour by those unfamiliar with their taste.

## Sociocultural Information

### Distinction(s)

* Dark pink flesh
* Extremely small seeds

## Description

Citrusberries grow on short lying bushes in clusters of 2-5 with the berries themselves being just an inch in diameter they are small and provided minimal nutrition unless consumed in larger amounts. Soft and somewhat squishy, citrusberries have a thin outer membrane colored a pale pink to contain the juicy dark pink flesh on the inside, with seeds so small they often go unnoticed they are a simple and easy treat that can simply be popped into ones mouth.

## Usage

Besides just being eaten citrusberries are popularly used to make different jellies and jams as well as teas and paints. A common practice in the more tribal communities on Nibar and Luxam are to mash citrusberries into a fine paste mixed with oil to use to paint ones skin in a rich pink color. Some believe citrusberries have an inherant medicinal quality and so tea is popular in communities where the berries are easily avaliable. Citrusberry juice is thought to help children grow stronger, especially if mixed with goats milk and honey.
Lasmerian Citrane

The Lasmerian citrane is a sweet and juicy fruit belonging to the genus citrus. Despite the implications of the name, lasmerian citranes are grown in the Republic of Duen (just south of Lasmeria) and is the nations main export to its neighbors in Lasmeria as well as Blackburrow. Additionally, lasmerian citranes are a favored component in consumable potions as they can add a sweet and tangy flavor to an otherwise bitter and gross concoction.

## Sociocultural Information

### Distinction(s)

* Pinkish tint
* Fat seeds

## Description

Lasmerian citranes have a thick outer skin that is pale orange with a pinkish hue. The outer skin is pockmarked with grooves. It is about the size of ones palm, roughly 4 inches (10cm) in diameter. On the inside the fruit is naturally divided into rounded creasant moons seperated by a thin skin that is pale yellow. Its seeds are rounded with a sharpened point on one end and about an inch long and wide.

The trees lasmerian citranes grow on are known as citrane trees, they belong to the Ostrya virginiana genus and share appearances with ironwood trees, though they are only 8 feet tall compared to the average ironwoods 40. The trunk is rather thin with the branches being moreso.

## Usage

Other than simply being eaten lasmerian citranes have a number of other uses they can provide such as being cut up and boiled in water as an air freshener, the inner flesh of the peel can be rubbed against the skin and work as a semi-effective insect repellent, and the peel can be put in bathwater or the juice squeezed and mixed into bath oil. In many Duenite dishes orange juice is incorporated to give the dish a sweeter or tangier flavor, in addition to most native desserts having citranes incorporated such as the popular citrane dessert being slices of a peeled or unpeeled citrane dipped in a sugary glaze then left to harden and dipped in chocolate.
Noxious Orange

Noxious oranges are extremely bitter and poisonous, a single slice of its fruit can cause severe nausea, vomiting, and diarrhea. As such, this fruit is not primarily used for consumption but is a rather useful ingrediant in various potions, balms, and poisons since nearly every part (if grinded, sliced, or boiled) can provide a different edge to a concoction. Because of its utilization in the creation of poisons it is outlawed in foreign nations such as the Kilvarian Empire but can still be obtained through less savory means.

## Sociocultural Information

### Distinction(s)

* Poisonous
* Purple Flesh

## Description

Akin to their cousins, lasmerian citranes, noxious oranges have a thick outer skin a little over an inch in depth protecting the squishy inner dark purple flesh. Contact of the juice on the skin often causes a rash to breakout, red in color with symptoms of itchiness, swelling, and blisters; if the juice is drunk or the fruit eaten it can cause swelling an itchiness of the throat, difficulty breathing, and the aforementioned nausea, vomiting, and diarrhea. Due to this it is handle with gloves and special equipment to ensure the user doesn't harm themselves.

They grow on simple trees named noxious orange trees, they belong to the classification of aurantioideae within the sapindales order. It shares appearances with the common orange tree though the blooming flowers are purple rather than white it still proves to be a point of confusion for less knowlegable individuals.

## Usage

As mentioned before noxious oranges are a primary component in a number of potions, balms, poisons, and other such concoctions. When the peel is grinded it can add a bitterness and thickness to a balm, when the fruit is juiced and boiled it loses much of its poisonous nature, leaving a bittersweet taste, when the seeds are properly cleaned they can be roasted and served as a snack (a stable in the Emberam Dynasty).
Redpelt

**Redpelt** is a reddish ginger tom, with blue and green eyes and a white-tipped tail.

**Redkit** was born to Dapplepelt and Blackfur alongside his brother and sisters Coalkit, Bluekit and Honeykit. Later, he was told by Dawnheart that Bluekit and Honeykit were her kits and he had a sister called Petalkit who died. While his littermates hated her for what she did, Redkit understood why she did it and forgave her. As he grew he took an interest in the medicine cat den, until Dawnheart asked him if he wanted to be her apprentice.

He became **Redpaw** and starting his training to be a medicine cat. Shortly after he became a apprentice, he was attacked by a fox, almost dying. He stumbled into a Twoleg clearing, where two Twolegs took him, they nursed him back to health and took him back to their nest, where he met a kittypet called Pepper. With his new name Blaze, he sat on the fence waiting to see a familiar face, for two moons he sat on his fence until he saw his mentor Dawnheart. He went back to ThunderClan and finished his training, earning the name Redpelt.

He stayed in ThunderClan while Dawnheart went to find her fellow medicine cat Jayfeather. Redpelt watched sadly as Jayfeather retired to the elder's den and died from greencough. He became the sole medicine cat after Dawnheart left the clan to find who she really was. He took on her son Firepaw as his apprentice, training him, until Dawnheart returned. He welcomed her back into the medicine cat den as his fellow medicine cat. A moon after she returned to the medicine cat den, he was attacked by a fox while collecting herb, and later died from his injuries.
Undead Dragon

Undead dragons may have once been alive but are now, ultimately, dead. Their previous magical abilities are nullified from their death and so all that remains are the necromantic powers their body absorbed when it was made to rise again.

## General Information

### Subspecies

* Skeletal
* Putrid
* Corpse
* Lich

## Description

Unlike Spirit dragons, undead dragons do not have a base type with there instead only being the subspecies/categories for a dragon that falls under the term undead. There are 4 subcategories of undead dragons which are: Skeletal, Putrid, Corpse, Lich.

Skeletal undead dragons are entirely bones risen from the grave long after the flesh fell from their bones leaving just the shell of a former great dragon risen again. Putrid undead dragons is an undead dragon raised while in the midst of decay, frozen in time after the necromantic magic takes hold; however the effects of decay don’t fully stop as a putrid scent follows them wherever they go, thus they are named. Corpse undead dragons were raised fairly recently after their death, before the effects of decay can be entirely noticeable. Lich undead dragons were once mortal dragons who attempted to reach a celestial form, however, they were greeted with the shell of themselves; they resemble skeletal dragons however black in bone color with glowing white eyes that hold the torment of eternal knowledge.

### Breath Weapon

Most undead dragons will be stripped of their previous magics from life, so an adult fire dragon killed and risen again would not have their signature fire breath; or even their reddish scales; but instead would have one befitting an undead dragon. So an undead dragon's breath weapon is a concentrated “beam” of necromantic energy which saps the target of energy and willpower as well as damaging the target for a massive amount of damage that would kill any common rabble.

### Ecology

Undead dragons, no matter the subspecies, prefer to make their lair in a low lying and moist cavern or cave system where they can easily hide from the world when needed and conduct their private experimentations. Due to their necromantic aura that exudes from them, in an around of about 200-400 feet out from the center of the lair in a circle crops and plants will begin wilting or fail to grow altogether.

All undead dragons prefer magical items over coin but will suffice to take coin from time to time as a tithe from the a local village who's discovered the dragon resides within the area.

### Harvesting

Due to its undead nature, anything that would have once been of use in life is rendered entirely useless but for a few key items that are worthy of harvesting if one is able to fell such a creature.

**Eye of the Dead**: *"harvestable from all except skeletal dragons, the Eye of the Dead, or simply Deadeye as some prefer to call it, is about as big as the average human head, perhaps a little smaller; This Deadeye can be altered slightly and crystalized to create an entirely unique orb that enhances and aids in the casting of Necromantic magics, highly useful for any Necromancer to have."* - Gilroy P. Ferrywink III
Dodger

"Leave my airspace or I will abruptly land you myself"

## Background

"The power of flight has made ensured our conquest of the skies, the dodger will ensure that we keep the skies to ourselves by clearing the way of other aircraft, allowing for our bombers to safely reach further"

~Royal Military Department

## Unit Details

### Traits

* Flight: Can fly over all terrains and obstacles
* Very Fast Aircraft: Can move 6 tiles per turn, 175 base initiative
* Dodge: +50% Evasion
Qo Elf

The Qo elves, also called forest elves, barbaric elves (commonly by sky elves), and Vir'Qasire'fae, were seen by the sky elves as savage and barbaric due to their nomatic and tribal way of life. They are the most abundant of the ground elves, possibly of the whole of the elvish race, and are disliked by most of the other races of Xaekla as they are willing to do anything in order to survive and protect their family/clan. Forest elves are trained as children in order to become warriors for the clan, being taught how to use weapons such as the crossbows, bows and arrows, and shortswords, how to track and hunt, and basic medical field knowledge.

## Description

Qo are the shortest of the elvish race, standing between 5'5 to 6 feet tall and being quite lean but muscular due to their naturalist life. They stood tall and confident despite their reputation with skin ranging from tan to dark and eyes the color of dirt or leaves. A qo's hair was often brown, black, or ginger and, rarely, dirty blonde, with it ranging from wavy to coily. They had softer features, though often pulled tighter over their skin due to their athleticisim, with a hooked or steep nose and supple lips. A large part of qo culture is tattoos, specifically those obtained with significance, for example when one is chosen for the role of chieftan or leader within a tribe, they are given a tattoo on the forehead of plant or animal the tribe associates with. Amoung the Reimak (dragon) tribe, individuals who come of age and slay their first predatory beast or, in some cases, humanoid, they are given a tattoo to mark the occasion and show that they are allowed to hunt and roam without superior supervision, that tattooed mark is a dotted stripe on the tip of each ear.

## Abilities

You would be hard pressed to find a qo who did not know how to use at least the most basic of weapons; such as the blowpipe and short or longswords; but that is not to say it is impossible. Most qo tribes train their youth in a ranged and melee weapon special to the clan in some way or just easy for the clan to obtain/make, in this case spears are the most commonly used weapons of the clans as they can be made from wood, stone, glass, or other glassy materials like obsidian; axe are likewise quite common for similar reasons as the spear. A favored range-specific weapon is darts which can be thrown or shot out of wooden pipe.

### Innate spellcasting

The innate spellcasting elves gain from their elven heritage and patron goddess allows them to cast several cantrips and spells once they reach a certain age or experience level. From birth an elf can cast these cantrips: Illuminate, Druidcraft, and Bonfire. Upon reaching teenagerhood they gain access to Charm Person and after reaching adulthood they are able to cast Chaos Bolt; both spells could only be cast using their innate magic once per day.
Dapplepelt

Dapplepelt was born to Squirrelflight and Brambleclaw alongside her two brothers Graykit and Whitekit. After her half-sister's mother died Dawnkit joined their litter. She left the camp as a kit, and ended up being cornered by a fox. If her littermates hadn't found her she would have died. She went back to the camp and alerted her father, but got her apprentice ceremony delayed. She became an apprentice with her most of her denmates, getting apprenticed to Brackenfur. As a apprentice she fell in love with Blackpaw, and later as warriors they had kits together. She supported Dawnheart as she discovered that she had feelings for Jayfeather. She finds out that her sister is expecting kits at the same time she is, and tells Dawnheart that she might take her kits in. After her only daughter Petalkit, died shortly after birth, so she agreed to take her sister's kits, Bluekit and Honeykit. She named her other kits Coalkit and Redkit. She supported Dawnheart's decision to tell the kits about their true parentage. She supports Redkit's decision to become a medicine cat, and his devastated when it is believe that he is killed by a fox. When he returns, she promises to never leave him. When Jayfeather goes missing, she goes with Dawnheart to track the tom down. After they return, she comforts her sister when Jayfeather dies, realizing that she is expecting kits again. Shortly after she moved into the nursery, her sister approaches her and tells her that she is expecting kits again as well, asking if Dapplepelt will take them in again. She agrees, and later gives birth to one kit called Mistlekit. She took in her sisters kits, Jaykit, Firekit, and Cloverkit.
Sapient

The realms have a large number of sapient species. These sapient species can range from being able to use primitive tools to one’s able to do god-like feats using Magitech, all have some form of culture and way of communicating.

* **Ameixikai (changeling)** - also known as changelings or doppelgangers, they hold the ability to change their form into any humanoid shape.
* **Celestials** - beings from and of the Ether, different from Etherans in that they are created by the gods to act as their servants
* **Dainimenos (tiefling)** - a humanoid ancestry mix with a demon, fiend, or devil, often sharing a hellish appearance and fire resistance.
* **Dragons** - creatures of the elements that are highly adaptable and reside on nearly every realm.
* **Dragonkin (dragonborn)** - believed to be the children of the dragon exusian Cromantugak, they are more humanoid in appearance than a regular dragon but retain a weakened version of their breath weapon.
* **Elves** - beings of magic, similar in appearance to humans but with pointed ears, goat-like noses, and translucent wings.
* **Etherans** - beings from within the Ether itself, they often have an otherworldly and non-humanoid appearance.
* **Golems (warforged)** - beings made of non-living materials usually to perform a duty by its creators.
* **Human**
* **Dwarf** - partially earth elemental humanoids made from stone, metal, or crystal though the material acts similarly to flesh, just much stronger, and they can still be targeted by regular healing spells like any other organic creature.
* **Gnomes** - ranging from 1-3 feet tall, this ancestry typically lives in small fringe farming or industrial villages.
* **Irath** - beings from the realm of Irara, also called demons, fiends, and devils
* **Noids** - beings of large or larger size.
* **Slimoids** - beings made of slime able to take on a human form if they wish and compact their body to fit into tight spaces, they originate from underground.
* **Spirit** - beings that are magical in nature and hail from the plane of Neraida.
* **Taurians**
* **Undead** - beings who once died but were brought back through means of necromancy.
* **Zviera**
Edward The Sixth

Resurrected by his descendant Edward The Eighth, Edward The Sixth relished the chance to walk the mortal realm once more.

## Key Dates

### Died

1 BTG

Edward The Sixth was a ghoul necromancer and former ruler of The Eldritch Citadel. Slain hundreds of years before The War of The Keys, he was resurrected by his descendant Edward The Eighth and used as an undead weapon against Twisted Fate. He was killed during a battle with Twisted Fate and the silver dragon Silverfang Argenti.

## History

Sixth in the line of Edward, Edward The Sixth was a violent and capricious leader, whose lust for bloodshed would often jeopardies his people. After provoking a war with Kha-Li-Daz, Edward was killed for the first time, interred in a tomb with his undead dragon familiar and buried deep below the earth far from The Eldritch Citadel.

Hundreds of years later, his descendant Edward The Eighth found his tomb and resurrected the fallen leader, binding him to the Eighth's will. Now a servant of his more magically proficient kin, The Sixth became the chief weapon used to hunt down the group known as Twisted Fate. Their first battle occurred in The Sixth's former tomb, which was located below the ruins of Illithien. After ambushing Twisted Fate, The Sixth was eventually driven off, much to The Eighth's displeasure.

The Sixth then assaulted the gates of High-Hill itself, during The Eighth's attack on The Highlands, and managed to kill Bill High-Hill's wolf companion Finnigan, as well as the dwarven assassin Vigori. He then fled to Devilsarm and began to plot the eventual death of Twisted Fate. After a week of preparation and waiting, The Sixth's trap was sprung and Amon Mordai, Bill and Jaeger Flamefeather were ambushed on the road to Devilsarm. Calling upon the silver dragon and close friend Silverfang Argenti, Twisted Fate managed to not only defeat The Sixth's ghoul hordes, but engaged and trapped the necromancer and his dragon mount.

During their confrontation, The Sixth fought a back and forth battle with Amon Mordai and Bill High-Hill while Jaeger Flamefeather and Silverfang fought the undead dragon. The Sixth could only watch in horror as Jaeger shattered his dragons skull, destroying it completely. He himself was then slain by Mordai, his soul sent back to the depths of Dorchadasdelve.
Species Mutations

These mutations are characteristics that individuals of multiple species can experiance by being exposed to matter from another realm or if they are physically altered through chemical and/or magical experimentation. It is important to note that species mutations can effect every race and creature differently but there are a few base characteristics that can identify what kind of mutation is afflicting a creature.

## Planar Infusion

* Irara-Touched: infused with the essence of a layer of the seven hells
* Ether-Touched: infused with the essence of the ether
* Fae-Touched: infused with neraidian magic
* Fey-Touched: infused with swuwalan magic
* Chaos-Touched: infused with the essence of chaos
* Blessing-Touched: infused with a fragment of an exusian
* Shadow-Touched: infused with the essence of the shadow realm
* Air Infused
	+ smoke
* Water Infused
	+ ice
* Earth Infused
	+ ooze
* Fire Infused
	+ magma

## Man Made

* Cyborgification: replacement of over half ones body with functional augments
* Chemical Alteration: change of ones appearance, disposition, and/or chemical structure
* Magical Alteration: change of ones magical essence be it enhancing, giving, or taking
	+ infusion
	+ omission
	+ enhancement

## Sensitivies

* Magic Sensitive: can sense magic through sight
* Psionic Sensitive: can sense psionic pulses through sight or tremorsense, often involves psionic capabilities as well
* Spiritualist: can sense the undead, souls, and spiritual disposition, can sometimes speak with souls and/or control spiritual essence

## Creature Type

* Therianthropy/Beast-touched: has the ability to transform fully and/or partially into an animal; examples include lycans which can turn into wolfs or werewolves. Can be turned into one from a bite, scratch, or being cursed
* Vampirism: was bitten and turned by a vampire or cursed, must drink blood to sustain self
* Lich Transformation: preform the ritual to transform oneself into a lich
* Zombification: is risen from the dead and/or cursed
Passages Between Realms

There are physical passages between realms which are what make the shape of the web. These passages can take many forms and will often reflect the realm that they are nearest to, morphing and changing even as you pass through it. The most well known passage is Through Heaven and Earth, a passage that spans from the top of the Heavens; Gias; to the depths of Hell; Caajin, it is a path that many take by accident.

### Known Passages

**Stone Moor Path:** The inner-most and circular pathway which crosses through Neraida, the Elemental Realm of Earth, Kyris, and the Elemental Realm of Air.

**Ethereal Path:** Between the Innerweb and Outerweb, the Ethereal path is connected to various small, unmapped realms.

**Slick Pass:** The Astral Pathway which crosses through Astral Law and Astral Chaos.

**Through Heaven and Earth:** The straight pathway which begins at the top of the Eight Heavens in the layer of Gias, traveling through Kweg, the Elemental Realm of Air, Xaekla, the Elemental Realm of Earth, Swuwal, and the Seven Hells ending at the layer of Caajin.

**The Swirl:** A diagonal pathway which begins at the Shadow Realm and travels through Madayus, Xaekla, the Everpools, and ends in the realm of Uncharted Sands.

**Squalor Path:** Another diagonal pathway beginning at the Squalid depths; for which it is named after; traveling through Ki'mander, Xaekla, Sokyal, and ending in the realm of Bright Heights.

**Lost and Found Path:** Cutting through the center, this path travels through Limbo, the Elemental Realm of Water, Kyris, Xaekla, Neraida, the Elemental Realm of Fire, and ending in the realm of Hapire.
Transitive Realms

There are three transitive realms, the Ethereal Realm, the Astral Pathway, and the Elemental Chaos. The Ethereal Plane is what all the realms reside within, it is a cold and desolate realm in which no species can survive outside of the very few that were created to assist the gods, it is a mix of purples and pinks which pop against the dark void-eques backdrop. The Astral Pathway is the interconnecting web that allows passage between the various realms, but it also contains realms of its own, realms that exist within their own time and space in the Astral Pathway. Elemental Chaos is a transitive realm which creates the boundary between the Innerweb and Outerweb, it is a vast region where all the elements and sub-elements blend and mull together into true chaos, hence the name.
Moving Realms

The Moving realms are realms which are not stationary as the other realms are believed to be but rather revolve around the edge of the Farweb and Outerweb. There are only two known realms of this nature named respectively Astral Law and Astral Chaos.

The two realms of Astral Law and Astral Chaos bleed together to make the whole of the Astral Sea which is constantly moving and bending outside of the physical Ether-space though the size of the realms remains always the same and appear in the same place on the Astral Map even when they are not in the same place.

**Astral Law**

A plane which respects law, to an extent. It is a sea of purple, pink, and red with stars of varying sizes always in the distance but no matter how far you travel, you will never reach them. It is like swimming through water though with the mind with one needing to concentrate in order to be able to move as it is like floating within the Ether. Small realms float through this space with very few being fully mapped or documented, there are just a few known inhabitants of Astral Law.
**Astral Chaos**

A sea of red, black, white, and pink with planets of varying sizes floating in the distance, it is unknown if you can reach these planets, no one who has ever tried has returned though. Similar to the realm of Astral Law you must use your mind to move through this plane. The inhabitants of this realm are twisted and alien to most, with few ever being seen but only heard.
Toadstep

**Toadstep** is a heavy, thick-furred black-and-white tom.

**Toadstep** was a ThunderClan warrior who served under the leaderships of Firestar and Bramblestar in the lake territories. He was born as **Toadkit** to Daisy and Spiderleg, along with his sister Rosekit. He later became an apprentice, his mentor being Cloudtail, and later a warrior, **Toadstep**. He fought in Great Battle and survived, but a while after the battle ended, Toadstep nearly died from a greencough outbreak along with Hazeltail and Icecloud, where he fell in love with Ivypool and they had two litters of kits, Bristlekit, Thriftkit, Flipkit, Moonkit, and Oakkit. He became the mentor to Blackfur, and later to Nightsky
Patchfur

**Patchfur** is a ThunderClan warrior under Firestar's and Brambleclaw's leaderships in the lake territories. He was born as **Patchkit** to Lionblaze and Cinderheart alongside his littermates Redkit, and Sorrelkit. He was apprenticed to Molewhisker as **Patchpaw**, and fell in love with his fellow apprentice Goldenpaw. When Sorrelpaw was injured, Patchpaw felt sorry for his sister, but didn't want to wait to become a warrior, although he agreed to suspend his warrior ceremony until Sorrelpaw could join them.

After it was decided that Patchpaw and his brother, Redpaw, had to receive their warrior names without their sister, he became **Patchfur**. After his apprenticeship was over, he and Goldenpelt grew close, eventually becoming mates and having kits, Lunarkit, Sunkit, Stripekit. After a unjust battle against ShadowClan, Patchfur saw a chance to prove himself to Bramblestar, and went with his brother Redwing to attack the ShadowClan camp. Just as the battle broke out, Patchfur didn't think that it was a good idea, and left. Scared that he would be punished, he didn't go back to ThunderClan, but left clan territory. A short while later, he was joined by his brother Redwing, but Redwing decided to go back to the clan. He met a rogue, and fell in love. Three moons later, Patchfur was told that the rogue was expecting his kits, he decided that he should go back to ThunderClan. He was welcomed back into the clan, and realized that his mate had had kits, Heavykit, Lichenkit, and Robinkit. He was accepted back into the Clan, and was given Fallowpaw as his apprentice.

When a group of rogues threatened the Clan, Patchfur recognized a cat by the name of Lucy. After the rogues left the camp, he snuck out to follow them. When he reached their camp, he spoke to Lucy, asking her how their kits were. He realised that he was going to watch his kits fight each other, to the death. During the battle, Patchfur refused to fight back against his son, Flame, and Flame killed him. He ascended to StarClan, wishing that he had never left his home.
Hero-gods

The least powerful of the exusians, hero-gods are typically made through mortals who have gained the attention of a respective god and have been elevated to godhood by a god of a higher status; deities of idol power or above are the only ones able to do this. Typically the hero-god will serve under the deity they were created by until their death where they may be transformed into an angel or until they are promoted to the status of demi-god, these are the only exusians that lack immortality but still gain enhanced strength, speed, and hearing with some having greater intelligence and memory than they did in their "lesser" life.

## Description

Hero-gods are the few deities which keep the same appearance in divinity as they had in mortality but somewhat elevated, they gain no aura as one would gain when reaching demi-godhood but tick off as a celestial if observed with a Detect Nature spell.

## Abilities

Their abilities are heavily muted compared to divinity above this status, but they do have a number of powers and skills which are readily available for the mortally divine life, these powers are: improved strength, improved speed, improved hearing, celestial nature, protection from good and evil, enhanced intelligence, enhanced memory.

As for abilities in martial combat, this can vary depending on the gods output and skill in their non-divine life though there is a certain skill that is gained through their divinity which acts more as a way to more easily understand how martial combat and forms may work, this similarly effects other things like books and spellcasting; if a hero-god was once not bookish in life, the may be able to better understand complex things like poetry or philosophy in their divinity, though most still prefer not to indulge in such things which are out of their realm.

Like their lesser divine counterparts; the celestials; hero-gods have immunities, resistances, and vulnerabilities to certain elements, magic types, and damaging effects, these include: Immunity to charming spells, fire, and cold, resistance to poison, and paralysis, and vulnerability to necrotic damage. However, unlike their divine counterparts they still need to fuel their bodies with food, water, and sleep, though they are better resistance to diseases and illnesses so they can eat raw meats with ease and not fear certain disease brought on by the food they must eat as well basic non-magical illnesses.

## Worship

Hero-gods will very rarely have any sort of worship, while they are divinity and are respected as such with their bolstered health and enhanced abilities, they are still not necessarily in need or of power to be worshipped. There are those who do pay homage to the hero-gods but this doesn't improve upon the hero-gods powers and abilities as it may with a greater god. It is more common for individuals to pay the hero-god in some sort of wealth which they can enjoy during their still mortal life, some clerics of other deities may even bring the hero-god back from the death if they had aided their deity in harsh times.
The New Holy Devils

The New Holy Devils were a clan created following the absorption of the Doloram Crime Conglomerate into the Holy Devils. TNHD was designed to develop new regiments which the members of the CCDC may be assimilated into and absorbed, growing from 65 members to 345. They attempt to gain a monopoly on power in Doloram, to be able to fight the Reno virus.

## The AntiRe War

Shortly after asborbing the CCDC, a new organization sprouts up and attacks TNHD’s Primus Regiment, owned by Zeneth. At some point through the battle, Zelena, Kor and Barram learn that AntiRe is owned by the Crusade. The Primus Regiment is sent by the Absolutes of TNHD off to war the Crusade, and so an attack is launched, in which Zeneth's battalion tragically loses. In a twisted turn of fate, AntiRe backstabs the Crusade, destroying them to gain power for themselves, seeing a chance of weakness to overtake their mob overseers. TNHD soon retreats to fight another day.

## "Raw Conflict."

TNHD, continuously expanding it’s territory, is halted by the Leader of RAW. The Leader and Zelena, TNHD and RAW, war. RAW at first seems to have an advantage, using their mystical power, however, TNHD’s highest ranks reveals their ultimate Trump-card thus far, the Otaxtar, a weapon in the works for ages, finally coming to light, which obliterates the RAW forces. RAW then itself to the Land of Bulb.

## Civil War

Former Templaro, present TNHD member, Ireland, tries to find a way to maximize TNHD productivity in fighting the infected Reno patients. TNHD member Ireland begins a slave ring in TNHD behind the backs of the Absolutes. Ireland begins to militarize her youth-battalion of the TNHD, and prepares to send them off to war in the Reno zone.

In the meanwhile, Zeneth is demoted from his post for his failure under the AntiRe war, and the new recruit, Yurian Guderian Hyperion takes post as the new General of Primus, at which point the Jesters of Chaos infiltrate the Primus Regiment, letting in countless spies such as Whim, the Ace, Bancer, and others.

Super Legion member of TNHD, Kingry uncovers Ireland’s plan. Kingry declares a war, believing the rest of TNHD to be in on Ireland's evil. Him against TNHD. TNHD is destroyed and blown to pieces by Kingry. The Absolutes recover from the mile wide rubble as they look across the horizon to see the entire underground TNHD lair has been leveled by Kingry.

## Return

Years after TNHD's destruction at the hands of Kingry, TNHD's leaders, Zi and Washington, as well as Frankentek and Sir Saint, gain word that Yurian Guderian Hyperion's battalion primarily survived, and has left for the newly formed Coalition Grade.
Rosepetal

**Rosepetal** is a lithe, dark cream she-cat with amber eyes.

**Rosepetal** was a ThunderClan warrior that served under Firestar's, and Bramblestar's leaderships in the lake territories. She was born as **Rosekit** to Daisy and Spiderleg alongside with her brother, Toadkit; however, Spiderleg felt awkward around his kits and didn't know how to act around them, leaving the kits without much of a father figure. She was given Squirrelflight as her mentor, and after becoming a warrior, **Rosepetal** mentored Molewhisker and participated in the Great Battle.

Later she mentored Marshfur, and grew close to him, eventually becoming mates. Having two kits, Silentkit, and Flowerkit. After, she became the mentor to Bristlefrost and Willowpaw. After Marshfur died in a battle against ShadowClan, Rosepetal became very depressed, not knowing how to continue on. Her daughter, Flowerpaw comforted her, and told her that Marshfur was in StarClan waiting for her. During the battle against the rogues she fought beside her apprentice Willowpaw, avenging her as a rogue killed her, she ended dying after the battle, joining Marshfur, and Willowpaw in StarClan.
Seasons and Weather of Xaekla

There are a number of weather effects on the realm of Xaekla which are magical in nature, often occuring during one of the more powerful months (asvain and eruku) though they can occur at any time in the year. effects such as raining glass, shard lightning storms, howling storms, etc.

## Seasons

There are 4 seasons on the realm of Xaekla which go as follows: Gelna (the months of uiplius and iliamis), also called galtal, hravbjorr, and sunsgrow, is often considered the "first season" and the start of new beginnings, it is a season of growth, rebirth, and renewal, with the plants and wildlife swinging back into their prime, it is also commonly the mating and hunting season of many animals like rabbits and deer; during Gelna Druidic magic is known to be more powerful than it is at any other time of year.

Following gelna is asvain (the months of aetamor, lorem, cordai, and terisnum), also called galdre, skelgr, and moresun, it is when the sun is at its highest and the days are their longest; it is an essential time for planting crops and the harvesting of various herbs that can only be gathered in this season; during Asvain Divine magic is known to be more potent.

After asvain comes arayin (the months of raitium and lixuad), also called dneb, quant, and sunswilt, growth of plants and animals begins to slow as the leaves fall from the trees and animals prepare for the short dim days of Eruku, farmers harvest their largest bounty as they themselves prepare for Lowsun; this is a time of Arcane magic where it seemly fills the air and makes the use of this type of magic more powerful.

Finally, comes the season of eruku (the months of caddo, daeum, siedlis, and vonux), also called guruth, fyhain, and lowsun, it is a time of short nights and chilled air where many must rely on the plants previously harvested and preserved to survive, many of the lowest class die of famine during this time; Eruku is when Necromantic magic is most powerful.

## Weather

Depending on the region, nation, and magical influence areas can have a number of different weather effects ranging from major to minor, typically there are a few weather types associated mostly with each season not to say that other season cannot have that type of weather phenomenon it is just far less common. Here is a list of all major and minor weather phenomenons that occur on the realm of Xaekla; a few of them even occur on other realms:

Major: tornado, hurricane, blizzard, drought, acid rain, acid snow, glass storm, necrotic storm

Minor: rain, reversed precipitation, magic freeze, radiant storm, psychic storm, blood rain, negative thunderstorm.
The Seven Hells

A realm in which mortals may attend after death are called the Afterlife Realms, Irara, more commonly called the Seven Hells by those who are not its inhabitants, is a realm of multiple planes believed to be stacked one on top of the other in a cone-like shape with the upper most plane, Kibir, being the largest and the lowest plane, Caajin, being the smallest. These planes are home to the spirits of the dead as well as other beings that live within these realms but are not bound to it as the dead are.

## Geography

### Kibir

The first and most tame layer of the Seven Hells is Kibir, the least offensive and terrifying fiends and demons will be found here with some examples being the Succubus/Incubus, Cambion, and Glutton Fiends. These beings are, of course, still terrifying, but are significantly less dangerous in comparison to fiends that are found in the lower layers of the Hells. It is similar in comparison to the sub-elemental realm of magma with its heat comparable to a hot desert in the Core realm of Xaekla, a sky lit dark red, and the constant loom of distant rocky mountainous volcanos. Rivers of molten lava cut through the realm like a knife. A mortal that is not native to this realm would find it difficult to breath without aid as the level of oxygen is extremely low compared to carbon, in addition, the heat of the realm for those not native or accused to such high temperatures can cook a creature in a matter of hours if not minutes. To combat the heat travellers may were cooling charms and to aid in breathing a necklace of breathing.

### Meharo

The second layer of the hells was a flat wasteland plain covered in a fine layer of charcoal colored dust which is constantly picked up in the hostile winds. Deep inky pools and rivers run through the layer smelling putrid like a decaying body on a hot day, it is said that the pools connect Meharo to Xaekla at the core realms lowest depths. The sky was a dull orange with red and yellow lightning chased through it like magma. The city Lust was the only one of its kind on the layer, miles larger and built entirely of thick vanadium plates which build up the outer wall and all the buildings within. It was a city which focused on the trade of people and creatures, nicknamed the city of chains.
Draug

Draug or draugr (plurel: draugur) are revenants, or animated corpses with a corporeal body, rather than ghosts which have incorporeal spiritual bodies. They are the guardians of ancestral tombs, often a member of the family which achieved some level of honor as a warrior who is buried as normal but then "resurrected" in a sense.

## Physical Traits

Draugur are often described as "hideous to look at" either a pale blue or grey in color and reeking of decay. They possess superhuman strength, compared to their withered physical appearance. When lying dormant, they would rest in the sarcophagus or coffin they were buried in, surrounded by their treasures with their weapon across their chest. Draugr were beings of vampirism, they drank the life essence from their enemies to regain health and weaken their enemy.

## Behavior

Any person can become a draugr and as such there are many with conflicting "values". There are those who are born from greed, envy, and bloodthirst and those whom are born from honor, protection, and bloodthirst; it is common that these two differing sides will fight each other, even if they are to protect the same tomb, and so the choice of who to make into a draug must be precise.

### Greed and Envy

"Evil" draugur were primarily motivated by an unconscious greed, be it because they were greedy in life or otherwise, this greed causes the creature to viciously attack anyone who dare enter the tomb; be they family or not. But other than this insatiable greed, the draug is envious of all life, perhaps from a longing for the life it once had. Their envy shows itself in conjunction with their bloodthirst as their victims are any living thing they might come across which they then mutilate and drain the life out of.

### Honor and Protection

"Good" or neutral draugur, brought forth into their corporeal form through a magical ritual preformed by members of its still-living family, these draugur protect their family's crypt from intrusion while being harmless to the members of its family. They are far less aggressive as such, often observing those whom encroach upon the tomb to see their true intentions before attacking though they also possess an unquenchable thirst for blood which exact from those whom have ill intent within their crypt. That is not to say these draugr do not also have excursions from time to time.

### Bloodthirst

It is common that draugur victims are not limited to those who trespass into their home. Those that wonder from their tomb feast on livestock, devastating a farmers livelihood, and those who travel at night or live near the tomb. Shepherds or farmers themselves may become pray for the draug if they venture out on the night of the draug's excursion.

Animals that feed near the tomb of a draugr might be driven mad or simply die from exhaustion by the creatures influence. Creatures which fly overhead might suddenly crash to the ground, resulting in their death.