recursal/Fanatic-Fandom huggingface dataset:
Medusa

In Greek mythology, Medusa (/məˈdjuːzə, məˈdʒuː-, -sə/, US: /məˈduː-/; Μέδουσα "guardian, protectress") was a monster, a Gorgon, generally described as a winged human female with living venomous snakes in place of hair. Gazers upon her face would turn to stone. Most sources describe her as the daughter of Phorcys and Ceto, though the author Hyginus makes her the daughter of Gorgon and Ceto.

According to Hesiod and Aeschylus, she lived and died on an island named Sarpedon, somewhere near Cisthene. The 2nd-century BCE novelist Dionysios Skytobrachion puts her somewhere in Libya, where Herodotus had said the Berbers originated her myth, as part of their religion.

Medusa was beheaded by the hero Perseus, who thereafter used her head, which retained its ability to turn onlookers to stone, as a weapon  until he gave it to the goddess Athena to place on her shield. In classical antiquity the image of the head of Medusa appeared in the evil-averting device known as the Gorgoneion.
The Ladon

**Ladon** was the serpent-like dragon that twined and twisted around the tree in the Garden of the Hesperides and guarded the golden apples. Ladon was in the Greek mythology. He was overcome by Hercules.

   Ladon was given several parentages, each of which placed him at an archaic level in Greek myth: the offspring of "Ceto, joined in heated passion with Phorcys. The image of the dragon (Ladon) coiled round the tree, originally adopted by the Hellenes from Near Eastern and Minoan sources, is familiar from surviving Greek vase-painting. In the 2nd century CE, Pausanias saw among the treasuries at Olympia an archaic cult image in cedar-wood of Heracles and the apple-tree of the Hesperides with the dragon coiled around it.

Diodorus Siculus gives an euhemerist interpretation of Ladon, as a human shepherd guarding a flock of golden-fleeced sheep, adding "But with regards to such matters it will be every man’s privilege to form such opinions as accord with his own belief".
Lizard People

Reptilians,( also called reptiods, Lizard people, reptiliods, saurians, Draconians), are purported reptilians humanoids that play a prominent role in Fantasy, Science-Fiction, Ufology, and Conspiracy Theories. The idea of reptilians popularized by David Icke, a Conspiracy Theorist.

Michael Barkun, Professor of political science at Syracuse University, posits that the idea of a reptilian conspiracy originated in the fiction of Conan the Barbarian creator Robert E. Howard. The first appearance of "serpent men" in literature was in Howard's story, "The Shadow Kingdom", published in *Weird Tales* in August 1929. This story drew on Theosophical ideas of the "lost worlds" of Atlantis and Lemuria, particularly Helena Blavatsky's *The Secret Doctrine*, with its reference to "'dragon-men' who once had a mighty civilization on a Lemurian continent"

Howard's "serpent men" were described as humanoid with human bodies but snake heads, able to imitate real humans at will, who lived in hiding in underground passages, using their shapechanging and mind control abilities to infiltrate humanity.
Visage of the Dead

Requires attunement.

A flat, rectangular amulet made from gold depicting an angular, skeletal figure.

Holds 5 charges, regaining all charges at midnight. When the wearer takes damage and has a friendly undead creature within 30 feet they can expend 1 charge and take only half damage, transferring the rest to the friendly undead creature. As a bonus action the wearer can expend 3 charges and become invisible to all undead creatures for 10 minutes.
Devolucion de cosmos

## ***Información:***

***Nombre:Devolución de cosmos(*コスモスの帰還)'***Usuario: Milo de escorpion(anime y manga'***)**

**Tipo de tecnica: Defensiva y sanadora.**

***Datos de la misma:*La tecnica consiste en cruzar sus brazos formando una barrera, cuando el ataque del oponente choca contra ellos este es concentrado y devuelto con el mismo poder y efecto, recibiendo el daño quien lo lanzo no Milo.**

**Aparicion de la tecnica:**

**Milo la usa en las doce casas cuando lucha contra shiryu devolviendole el Dragon naciente.**

[1]**Devolucion de cosmos(no cambiar)**

## ***Datos:***

**-Milo puede bloquear y devolver ataques solo a distancia no psiticos(mientras no revasen el mismo poder mental de Milo en caso que no lo revasen si puede) ni de cuerpo a cuerpo**

'*-No pudo devolver el Pegasus Ryusei Ken(meteoro de  pegaso) por falta de concentracion de Milo ante su ataque ya que se sorprendio cuando se transformo de Meteoro de pegaso en Pegasus Suisei Ken(cometa pegaso) por ello no pudo '***devolverlo.**

**-Milo solo requiere concentración para realizar esta tecnica nada mas, por lo tanto no requiere cosmos para realizarla**
Pegasus

Pegasus (Greek: Πήγασος, *Pḗgasos*; Latin: *Pegasus, Pegasos*) is a mythical winged divine stallion, and one of the most recognised creatures in Greek mythology. Usually depicted as pure white in color, Pegasus was a child of the Olympian god Poseidon, in his role as horse-god, and foaled by the Gorgon Medusa upon her death, when the hero Perseus decapitated her. Pegasus was also the brother of Chrysaor and the uncle of Geryon.

Greco-Roman poets wrote about the ascent of Pegasus to heaven after his birth, and his subsequent obeisance to Zeus, king of the gods, who instructed him to bring lightning and thunder from Olympus. Friend of the Muses, Pegasus is the creator of Hippocrene, the fountain on Mt. Helicon. Pegasus would be later caught by the Greek hero Bellerophon near the fountain Peirene with the help of Athena and Poseidon. Pegasus allowed the hero to ride him in order to defeat the monstrous Chimera, leading on to many other exploits. His rider, however, later fell from his back trying to reach Mount Olympus. Afterwards, Zeus transformed Pegasus into the eponymous constellation and placed him up in the sky.
The Downfall

Redirect to:

* Sijn
The Downfall was a catastrophic event in 1226 AA that shattered the world. Only a handful of civilizations, 15 in total, escaped the cataclysm into demiplanes by plane shifting their entire capital cities. Some remnants of the people left behind on Sijn survived but most countries fell into ruin.
The Kitsune

**Kitsune** is the Japanese word for fox. Foxes are a common subject of Japanese folklore; in English, *kitsune* refers to them in this context. Stories depict them as intelligent beings and as possessing magical abilities that increase with their age and wisdom. According to Yōkai folklore, all foxes have the ability to shape shift into human form. While some folktales speak of kitsune employing this ability to trick others—as foxes in folklore often do—other stories portray them as faithful guardians, friends, lovers, and wives.

Foxes and human beings lived close together in ancient Japan; this companionship gave rise to legends about the creatures. Kitsune have become closely associated with Inari, a Shinto *kami* or spirit, and serve as its messengers. This role has reinforced the fox's supernatural significance. The more tails a kitsune has—they may have as many as nine—the older, wiser, and more powerful it is. Because of their potential power and influence, some people make offerings to them as to a deity.

Conversely foxes were often seen as "witch animals", especially during the superstitious Edo period (1603–1867), and were goblins who could not be trusted (similar to some badgers and cats).
Demond picture

video

What are demons?
Demons are an evil spirit or devil, especially one thought to possess a person or act as a tormentor in hell.

What should you do if you see a demon
If you see a demon stay as far away from it as you can it will devour your soul if you don’t do anything about it, if confrontation is required then it is best advised to outwit and run away from the creature, If the direct approach is required or force it is advised to use dodge and weave tactics or the use of external exteriors to your advantage as most demons can out match anyone in almost all catogories

In the mid 18th century to the early 19th century was commented as to be the time in which demons were most frequent.

This may be due to the fact that this time was known as the age of many sins as crime was most highest and sexual pleasures went to there deepest ends to make a living.

This may have been due to the fact that through the act of sin demons could manifest that into a temporal portal into the body in which they could easily take over as a parasitic entity slowly consuming the soul and turning the body into a demonic husk of a shell.

Once the victim has become a husk the demon can manifest the husk into grotesque and abnormal designs showing little to no former identification of the host.

These grotesque forms can arrange from simple hollowing to manifestation of god like creatures.

Such an example can be the movie exorcist or the legend of Beowulf.
Otto

A strange, small squid-like creature with constantly changing amount of tentacles.

The creature can attach itself into weapons and armor made from inorganic materials such as metal and stone, fusing with the item and turning into the material that was used to make the item.

When attached to a weapon it gains a +1 to attack and damage rolls and grants advantage on attack rolls against aberrations.

When attached to armor it gains +1 to AC and resistance against psychic damage.
Aviators- Remains

Human minds
Frail and scared
Freed by death, and death is fair
Hopeless souls
Play a part
In my wicked work of art
Such relief
Every time
Taking life, to take what's mine
At the end
Here we lie
Here we're killers or we die

When the world was turned to gray
The hatred wouldn't go away
Resentment in chains
In the coldest of all hearts
A voice descends, the light departs
Madness remains

Play the game
Paint your scene
Taking this to the extreme
Masterpiece
Dark design
Your last moments, only mine
It's a need
Here in dust
Kill the world that stole from us
Take your place
Let it be
In my crimson symphony

When the world was turned to gray
The hatred wouldn't go away
Resentment in chains
In the coldest of all hearts
A voice descends, the light departs
Madness remains

I feel it in my bones
A need to be your god
A need to strike you down
When order disappeared
And madness took control
The conscience in me drowned
I want to be your guide
Into the afterlife
It's a gift, look past the pain like I do
I want to see your eyes
Just before your demise
When only fear remains inside you

When the world was turned to gray
The hatred wouldn't go away
Resentment in chains
In the coldest of all hearts
A voice descends, the light departs
Madness remains
Imp

The Imp’s appearance certainly doesn’t help him ingratiate himself with others. By all accounts, Imps are small, bony, unattractive creatures. Their faces are like masks of thin stone, which are frequently twisted into a smirk or a grimace. Oversized ears and horns sprout from their heads, just as leathery, bat-like wings sprout from their shoulders. Their skin, ranging in color from purple to red-brown to gray, may be scaly or stone-like, and they walk with an unpleasant hunch.

Some of these unpleasant creatures more closely resemble monkeys or cats than humans. Their noses are elongated into snouts, and they prefer to move on four paw-like hands rather than walking on their hind legs.

Occasionally, an Imp might be magically bound to an object, like a bottle, a crystal ball, or a staff. They may take a corporeal form when summoned from this object, or they may lose their corporeal form altogether and exist only as a spirit in the object.

Imps are talented pranksters. Switching babies in a cradle or leading someone astray in the wilderness is child’s play for them. Still, they don’t design elaborate, malicious schemes by themselves. Their pranks are nothing more than the impulse of a moment, and if an Imp is found engaged in a more nefarious plan, someone else is probably the mastermind.

Some folktales credit Imps with magical power, but all of them acknowledge that these little creatures are minor in comparison to other magical beings. The Imp does have a knack for shapeshifting, and many are good at conjuring up fire as well. They make excellent spies, as they can sneak along quietly and disguise themselves or disappear when necessary.
Hothsine Bloodstar

Hothsine Bloodstar is a young, female Griffin, or Gryphon. She is a character in a story that I'm writing when I'm bored :P She is a hybrid, because her father is an Ice Gryphon and her Mum is an Earth Gryphon. The Gryphons are at war with Dragons and other magical creatures. Hothsine lost her Mum and Dad at a young age because of Dragons.

Now Hothsine has to survive on her own, with the help of some magical creatures, such as the Wadjet, the Manticore,etc.
HellHound

A **hellhound** is a supernatural dog in folklore. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world. Features that have been attributed to hellhounds include mangled black fur, glowing red eyes, super strength and speed, ghostly or phantom characteristics, and a foul odor. Certain European legends state that if someone stares into a hellhound's eyes three times or more, that person will surely die. In cultures that associate the afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure. In European legends, seeing a hellhound or hearing it howl may be an omen or even a cause of death. They are said to be the protectors of the supernatural, guarding the secrecy of supernatural creatures, or beings, from the world. It is said to be found in Hellhound Garm Bays outside of the cavern at the mouth of Helheim.

Some supernatural dogs, such as the Welsh Cŵn Annwn, were regarded as benign, but encountering them was still considered a sign of imminent death.
Basilisk

In European bestiaries and legends, a basilisk (/ˈbæsɪlɪsk/ or /ˈbæzɪlɪsk/, from the Greek βασιλίσκος basilískos, "little king"; Latin regulus) is a legendary reptile reputed to be King of serpents and said to have the power to cause death with a single glance. According to the Naturalis Historia of Pliny the Elder, the basilisk of Cyrene is a small snake, "being not more than twelve fingers in length", that is so venomous, it leaves a wide trail of deadly venom in its wake, and its gaze is likewise lethal; its weakness is in the odour of the weasel, which, according to Pliny, was thrown into the basilisk's hole, recognizable because some of the surrounding shrubs and grass had been scorched by its presence. It is possible that the legend of the basilisk and its association with the weasel in Europe was inspired by accounts of certain species of Asiatic snakes (such as the king cobra) and their natural predator, the mongoose.

The basilisk is called "king" because it is reputed to have on its head a mitre, or crown-shaped crest. Stories of the basilisk show that it is not completely distinguished from the cockatrice. The basilisk is alleged to be hatched by a cockerel from the egg of a serpent or toad(the reverse of the cockatrice, which was hatched from a cockerel's "egg" incubated by a serpent or toad). In Medieval Europe, the description of the creature began taking on features from cockerels.
The Manticore

The **manticore** (Early Middle Persian *Mardyakhor*) is a Persian legendary creature similar to the Egyptian sphinx. It has the head of a human, body of a lion and a tail of poisonous spines similar to porcupine quills, while other depictions have it with the tail of a scorpion. There are some accounts that the spines can be shot like arrows, thus making the manticore a lethal predator. It eats its victims whole, using its triple rows of teeth, and leaves no bones behind.

The Manticore myth was of Persian origin, where its name was "man-eater" (from early Middle Persian مارتیا *mardya* "man" (as in human) and خوار *khowr-* "to eat"). The English term "manticore" was borrowed from Latin *mantichora*, itself derived from the Greek rendering of the Persian name, μαρτιχώρα, *martichora*. It passed into European folklore first through a remark by Ctesias, a Greek physician at the Persian court of King Artaxerxes II in the fourth century BC, in his book Indica ("India"), which circulated among Greek writers on natural history but has survived only in fragments, or references by those other writers. The Romanised Greek Pausanias, in his *Description of Greece*, recalled strange animals he had seen at Rome.
Insanity-Frost mix (I love this song!) :P

## Lyrics:

♬Everything is said and done. Everyone has had their fun. Time to take my exit from this Fairytale. My departure was foreseen  From the very beginning. Assume life of Insanity. Sayonara

♬Hello, nice to meet you. You seem familar. Have I meet you before? Goodbye sweetie, nice to see you. Haven't talked in quite a while.

♬Insanity! The weight of air is torture. Psychopathy! Don't know who I am anymore. Insanity! The illusion of Ingornance. Captivity! Why don't you take a chance? Insanity! The illusion of ignorance.Captivity! Try to stop it from corrupting.

♬ I was never meant to be. This paintings main centerpiece. Hiding in a corner my outlines are fading. The days have turned into nights. Darkness has consumed the light. Assume a life of insanity, Sayonara.

♬ Hello, nice to meet you. You seem familiar, Have I met you before? Goodbye Sweetie. Nice to see you. Haven't talked in quite a while.

♬Insanity! The weight of the air is torture. Psychopathy! Don't know who I am any more. Insanity! The illusion of ignorance. Captivity! Why don't you take a chance Insanity! The weight of the air is torture.  Psychopathy! Don't know who I am any more.  Insanity! The illusion of ignorance.  Captivity! Try to stop it from corrupting.

♬My heart! Why won't anyone notice the torment. This madness is causing, Terror of my own Self-concious mind's persecution, I won't survive like this.

♬Sanity! Light is peaking through the darkness, Purity! Can't feel any more of the stress, Sanity! It's already fading away, Cruelty! Instincts controlling me.

♬Insanity! The weight of the air is torture, Psychopathy! Don't know who I am any more, Insanity! The illusion of ignorance, Captivity! Why don't you take a chance? Insanity! The weight of the air is torture, Psychopathy! Don't know who I am any more, Insanity! The illusion of ignorance, Captivity! The corruption has taken me.

{{{{{This has taken me a while to create this page. I hope you all enjoy it}}}}}}
Pouch of Obsidian Shards

A thick pouch made from darkened leather, full of sharp pieces of obsidian.

The shards act as caltrops and the pouch seems to never run out. The shards can fill up to a 20 foot square area, and if any more are used the oldest ones turn to dust. They act as regular caltrops, requiring an action to spread to a 5 foot square area and requiring a DC 15 Dexterity saving throw or taking 1 piercing damage and reducing their walking speed by 10 from anyone who walks into them. Anyone who is hurt by the shards takes 1 piercing damage each time they move during their turn until they remove the shards as an action, which also ends the caltrops’ slowing effect. The wielder of the pouch is immune to the effects of the shards. A creature can choose to move at half speed to avoid the saving throw of the caltrops.
Fire Griffin

The Fire Griffin, or Gryphon, is the underworld-living Griffin. They are fairly hard to kill and, when they fly, flames follow them. Fire Griffins live near, or in, volcanoes and other flaming-hot areas. Fire Griffins, despite them being mortal enemies of dragons, live alongside the Fire Dragons. They often fight to the Death, when they encounter another creature in their territory, even another Fire Griffin.

Fire Griffins live like Lions do in a Pride; they live in a pack. But, if two different packs come together, they would fight to the death. The stronger, faster, and more intelligent pack would win the Battle. Fire Griffins feed on meat and berries, but they prefer meat.
Soma distillation instructions

List of steps carved into a large stone slab on a wall in a hidden sanctuary.

1. Secure prepared humanoid, subject it to slow exposure to raw essence
2. Contain subject until hollow, administer more essence as needed
3. Connect hollow subjects to distiller
4. Add purified water, kadarite dust and the stabilizing agent
5. Cast Contradiction and start the distiller
6. Collect the distilled essence into the glass containers and move them to storage
	1. Always label primed essence correctly
Koi

Koi is a cat with psychic powers. She has a small oval shape on her forehead which turns into a Third Eye when her psychic powers are in use. She has a fish tail, and she is different from everyone else. Sometimes she feels a bit anxious, but learns to put her fears aside and face the world. She is naturally positive and a forward thinker. She likes to think about things, but can be head strong and over protective. She meets Kitty later and they become buddies! Koi later learns to fight! (karate) and she also becomes good at controlling her psychic powers and is able to use a bow and arrow. She has a V shaped nick in her left ear, and is brown and ginger. She has pale green eyes, which turn darker shade of pale green and flare when she is using her psychic powers. She as a coral pink tail with some extra fins because koi have extra fins. She loves the RAIN! (because her tail needs to stay moist) If she ever does bleed or gets cut in the game, her blood color is just red. The blood in her tail is a pastel blue.
Perseverance-game Wiki

### ***perseverancegame.wordpress.com*** ***If you have a personal computer, you can go to it. You cannot go to the website with a school computer.***

* **If you were from the discord server, and you haven't made an account, please make one.**

## Welcome to the Wiki

The Wikia's Founder here is Kitty Dev That's me, the Game Developer! Currently, they are active and still getting things straight. NekoMeow20 is a administrator here. Marctheshark720 is also a Adminstrator here.The Goal

Our Goal is to Create a Video Game/Fan Game related to UnderTale.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Fire breathing dragons

“Fire breathing dragons are described in ancient legends from all over the world and are even described in the Bible. That no modern reptile can perform such a feat does not necessarily mean that none ever existed. In fact, various creation scientists have proposed very interesting and distinctly plausible mechanisms by which a dragon or dinosaur-like creature might actually have been able to breathe fire. While fossils do not tell us for sure whether these creatures could actually breathe fire, examples such as the bombardier beetle show God's wisdom and ability to design wonderfully complex biological mechanisms to accomplish all sorts of amazing feats.”

Now to be clear I got this info from a Wikipedia site if you think this sounds like something you read
What it's about

This wiki is about a lot of things. Though, it's mostly about dragons and demons. It can also be about MMD's Marvel, DC, Fantasy, Games and other trivial interests such as videos and pictures.

The categories Fiery Demons wiki has are movies, comics, books, video games, and many more.

I hope that you will have a good time on Fiery Demons wiki, and, please, don't cause trouble.
Azraath

Azraath is a human merchant, one of the very rare ones that deal in magical items which is illegal in most cities. Even more curiously he does not seem to deal with money at all, instead trading the items he has in store for those that a potential buyer might have. One can even request something more specific from him and he might find such an item and trade it for a price.

His appearance is simply put ordinary. He has dark brown hair, is around the height of an average human male and has no other discernible qualities such as scars, tattoos or an accent. He is usually well mannered and jovial, and wears weathered but well made clothes fit for a traveler. He also carries a backpack that seems to hold items larger than itself and is covered in dozens of amulets and magical trinkets dangling from it. Indeed, he seems like the type of man that could disappear into a crowd and be very hard to track down with simply a description.

Claims to be very old and has a strange ability to know when his name is called within cities, appearing as soon as he can to negotiate potential deals.
Quake

Requires attunement.

A large, heavy maul.

Has +1 to attack and damage and holds 1 charge which is regained at dawn. The charge can be used once per turn when the weapon hits a creature to stun the target. The creature must succeed on a DC 14 Con save or be stunned until the end of their next turn. If the target succeeds on the save the charge is regained at the start of the wielder's next turn. As a bonus action the wielder can tap the ground, gaining tremorsense up to 30 feet for 1 minute. The tremorsense ability is regained at next dawn.
Sun Blade

Requires attunement.

A longsword handle with no blade.

The user can as a bonus action summon a blade made from sunlight. The sword has +2 to attack and damage rolls and deals radiant damage instead of slashing damage, but otherwise acts as a longsword. When striking an undead creature or a fiend the sword deals an extra 1d8 radiant damage. When active, the blade sheds bright light up to 15 feet and dim light an additional 15 feet, both of which count as sunlight. The wielder can as an action either increase or decrease the light shed by the blade by 5 feet per action used, up to 60 feet of light maximum or 20 feet minimum with half of the light being dim.

As an action the wielder can make the blade flash, forcing other creatures within the light's radius make a DC 15 Con save or take 1d8 radiant damage and become blinded until the end of the wielder's next turn. Undead and fiends have disadvantage on the saving throw. Once used the ability cannot be used again until the next dawn.
Nylian Accord

A historical treaty signed by the five elven and dwarven kingdoms and the seven major human nations of Nylia over a thousand years ago. The main purpose of the Accord was to unify the war torn continent and allow for easier trade and travel over borders.

The Ensalan Calendar used this year as year 0, but was changed when the world was destroyed by the Downfall.
Vostral

Vostral is one of the fifteen plane shifted capitals to escape The Downfall.

Shares the name with the human empire from eight thousand years ago.

## History

Current form is 488 years old, previously separate smaller kingdoms until king Solnerad conquered and united them under one banner in 315 BD. Center of the human alliance and the seat of the allied council for obvious historical reasons.

## Geography

The city of Vostral is situated at the estuary of the Red river where it flows into what used to be the gulf of Aegera. There at the river delta the flow splits into many separate channels leaving dozens of islands of varying size between them. The islands are mostly bedrock as the wind and the river have stripped them clean of loose soil.

The city is most easily navigated by locating the royal palace which rises above the skyline at the center of the island group on an island called the Scepter. Generally the islands are divided into three main groups.

The Crown: the three long largest islands surrounding the Scepter, which rises far above the rest of the city (340 feet above water). On the Crown are located some of the wealthiest of the city's people, merchants and nobles alike. On the Scepter itself is the royal palace, the grand cathedral and other notable historical buildings.

 Since the city was not built for a population this large it has spread considerably along the western coastline, with the slums being divided from the rest of the city by a branch of the Red river. Between the slums and the Crown is the craftsmen's quarter on a larger island, with bridges leading between the Crown and the slums. Between the eastern side of the Scepter and the western shore of the Crown is the Herald isle which has the Royal mage academy of Vostral. Several smaller islands dot the river, most located near the eastern side of the delta. Further to the east on the larger continuous landmass are the farmlands with only the immediate coastline being urban areas.

The gateway to and from the demiplane is four miles from the coast on a lonely island called the Lantern, called so because of the large lighthouse of the same name being there.
War of the Black Rain

One of the most destructive wars the world has seen. The war started when a sudden and unexplained rift opened and endless hordes of demons overran Sozrun, the ancestral homelands of the tieflings. The demons quickly spread as more gateways opened, invading further south towards Vostral and east to Edhenon and Arakraic. The long war between Vostral and the neighboring dwarves and elves had barely ended on a tense peace and they were unable to stop the fiend’s advance.

The tieflings made one final push towards the first rift and managed to push back the demon lord whose powers were keeping the gateway open. They were however forever tainted by the influence of the fiends as was their homelands, a black rain falling over the place they called home.

As the demons weakened when their connection to their plane was cut they were pushed back and banished by the joined forces of the elves, dwarves and the remnants of Vostral’s armies.

Vostral had been dealt a decisive blow, their king was dead, their capital was in ruins and still haunted by straggling demons. The elves used ancient magics to form a barrier around the city to prevent anything from entering or leaving, as well as diverting the Red river from its original path, away from the city. Ravaged by the fiends and in disarray the whole nation of Vostral was once again divided into many small kingdoms and tribes.

Though the exact reasons for the opening of the rift were never fully known, the mages were blamed. Vostral’s mages were especially thought to be the cause as they had resorted to spells of unimaginable power to fight the war against Edhenon and Arakraic, though many also believed part of the responsibility lay with the elven archmages and druids. This led to the ban on high magic that still holds to this day, an accord signed by all mages of importance and enforced by a pact they made with Vordormir.
Rod of Shelter

Requires attunement.

A rod roughly the length of an arm. The other end seems to have been attached to a wooden pole to form a staff which has been broken off.

The rod functions as a mace with a +1 to attack and damage rolls. If the wooden part were to be replaced it would become a staff while keeping the same bonuses. In either form the rod can be used to cast Otiluke's Resilient Sphere once per day, regaining the use each dawn. The spell can only target the wielder but when cast the rod also automatically casts Aura of Purity and Aura of Life. Both spells can bypass the sphere's bounds, radiating outwards to other creatures as if the sphere was not there and last until the sphere ends.
Dragon kings

The Dragon kings of Murandao were a group of powerful sorcerers that seized control of the nation from its previous ruler, emperor Zhan Xiang, with the help of the chromatic dragons they revered as gods.

They ruled from -697 to -618 when they were overthrown by the citizens that had allied themselves with metallic dragons that felt sympathy for the people oppressed by their tyrannical cousins. The dragon gods were either driven out or slain and the sorcerers were publicly executed for their crimes.

To this day Murandao is wary of magic and many believe that even using it will corrupt anyone into a monster. This gave rise to the magebreakers, the warriors that specialize in neutralizing magic users.
Arakraic

One of the capital cities that escaped the Downfall to a demiplane.

## History

Arakraic is one of the oldest surviving nations in the world with history going back for maybe over 20 000 years, rivaled currently only by Edhenon. Said to be founded soon after dwarves and elves departed from the garden of Jidhr and settled on the western continent. Most of their history is recorded on great tapestries with each clan and family having their own though much has also been lost to the ages.

## Geography

The city itself is within the Mornaldur mountains, fraction of which were plane shifted with the city. Outside of the mountain is the Valley of the Vigilant, where a great stone road lined with massive stone statues once led to the outside world. Now the valley functions as a square for the non-dwarven population of the city. Going up the mountainsides are large farms and houses carved right into the stone which spread to cover most of the terrain. Past the massive main gates is the entrance to the city proper, which goes deep down inside the earth. Both natural caverns and halls carved by hand fill the mountain providing space enough for an entire civilization. Notable places in the inner city include the hall of Spires which is a natural cave with thousands of stalactites and other formations that acts as a marketplace and a place for meeting for most of the populace, and the great hall of legends which has large stone pillars upon which the tapestries are draped on and which are said to be enchanted to be protected from fire and physical harm.
Airship

Airships are ships that can fly. Older ones need to stop to recharge their flight while newer ones can fly indefinitely.

## Airship upgrades

### Weapons

 Rapid ballista
 Cannon

Upgrading ship weaponry to be magical is possible but requires permission from one of the governments or the aid of a powerful organization.

### General upgrades

 Reinforced hull, heavy
 Adamantine framing
 Figurehead
 Reinforced figurehead/keel

### Interior upgrades

 Kitchen
 Infirmary

### Melog specific upgrades

 Speed increase
 Magical conduits
 Displacement
 Extradimensional hull
Angry-Signs

**Angry-Signs** es un dibujante normal de los fetishes del vientre de una manera clara y un miembro del escuadrón de protección contra los haters en Fetishville, en esta isla conoce a mucha gente especialmente a las hermanas Shepard, Belinda y Emily, los Cisnes y muchas otras. . Él odia a los haters con su corazón, porque no saben ignorar algo que no les gusta, necesitan decir palabras e imprecación de su boca. Todas sus aventuras comienzan con el asalto a la isla Zexagonia y acabar con el Enmascarad Zexagon, un hater que tiene el aspecto de un Shy Guy, derrota a ese hater y se convierte en un héroe, muchas aventuras vendrán, muchos haters llegarán, pero siempre lo hará de pie y luchar por la justicia y la libertad para todos en Fetishville.

## Traducción de su nombre

Su nombre significa "Señales de enojo", " Signos de enojo" o "Signos enojados", supuestamente trata de decir que Angry-Signs siempre se enfada con los malvados haters y cuando ve a unachica morir frente a sus ojos como se ve en Angry Signs vs. the Haters

## Trabajos en Fetishville

Angry-Signs es el alcalde de Fetishville, su trabajo es evitar que los haters vengan a destruir la paz dentro de la ciudad.

También tiene un trabajo como policía en el Departamento de Policía de Fetishville y colabora con las chicas para encontrar a los haters ocultos en la ciudad y mantener la paz.

## Aspecto

Viste un casco con un as de espadas, lentes, una polera verde, jeans azules y zapatos negros.

## Apariciones

### Angry Signs contra los Haters

En la Base Anti-Hater de New Earcy , Sherwood dijo que Zexagon secuestró a Belinda, a Emily y al resto de sus amigos y comenzó su aventura para rescatarlos.

### Angry Signs contra los Haters 2

Angry-Signs comienza su viaje de nuevo esta vez para luchar contra Dhakro Zexagon I., esta vez con nuevas armas en su arsenal.
Anamnesis

Requires attunement.

A brilliant, rhombus shaped sapphire. When attuned, can attach to the user's forehead where it cannot be forcibly removed by other creatures.

The gem holds 10 charges. Charges can be used to store spells, up to 5th level spells maximum and 10 levels worth of spells total. 10 charges and an action can be used to touch another magical item with charges to immediately recharge that item, up to 10 charges or its maximum. Additionally the gem can store memories, up to 1 hour's worth which can be seen by anyone who holds the gem to their head.
Red Harvest

Requires attunement.

A large black feather with a barely perceptible pattern.

When the user makes an attack roll they can expend and roll one hit dice, adding that amount to their attack roll. When A creature within 30 feet dies the user can make a DC 15 Constitution check, regaining one hit dice on a success.
Akrius

Akrius the Sage is the God of knowledge, protection and craftsmen. He is also the current head of the pantheon. Portrayed as inattentive but intelligent when finally raising his gaze from his tomes. Scholars and craftsmen are his most numerous followers as he is said to have taught mortals many secrets in ancient times. Many also turn to him when in need of protection from the evils of the world as it is said to be his charge to protect the mortal races from outside threats.

When needed to walk the material plane his avatar is an old bearded man with large horns growing from his head carrying many books including the Words of Akram and almost always reading. Behind him trails a flying magical sword and shield that when called leap into his hands as he discards his robes to reveal a brilliant silver plate armor that no weapon can pierce. It is said that he once had a different appearance but he changed it out of respect for his chosen people.
House rules

The following rules apply to all games.

## Criticals

The damage for critical hits is simply roll once and double that, then apply static modifiers. More swingy, but saves time.

## Character creation

Standard rolling for ability scores. All characters can pick either a racial feat from Xanathar's or a skill feat from the UA: feats for skills or from the additional skill feats.

There are no gnomes on Sijn, so don't make one.

## Unearthed arcana

All UA can be assumed safe to use, but always check with the DM first.

## Training

Skills, tools, languages, expertise and feats can be trained as a downtime activity with a base duration of 10 weeks. Only 2 feats, 1 expertise and up to 3 skills can be gained this way. For languages you can learn up to 1/3 of your Int score languages during downtime.

Additional Feats are available as specialized training from factions, and even more if you officially join the faction.

Burglar, Keen Mind, Lucky, Resilient, Skilled and Tough cannot be learned with downtime.

## Leveling

Milestones for gaining levels. To level up characters need to train as downtime. The training takes days equal to half of the level being gained rounded down, so leveling up to level 7 would take 3 days and to 14 would take 7 days.
Pearl of Greater Power

Requires attunement.

A thumb sized pearl that makes a very quiet crackling sound.

Once per day the user can draw power from the pearl as an action. Roll a d8 and regain a spell slot of that level or lower if that level slots are already full. The wielder can also memorize two additional spells each day, or learn two additional spells of their class if they do not memorize spells. When learning the spells they are picked when first attuning to the pearl and cannot be changed, and are lost if attunement ends and regained if attuning again. The user can also cast Magic Missile at will.

As an action the user can throw the pearl up to 30 feet where it explodes in a 20 ft. radius. Every creature in that area must succeed on a DC 19 Constitution save or take 20d10 force damage, taking only half on a success. The pearl is destroyed after the explosion.
Bracers of Vitality

Requires attunement.

Pair of light bracers made from red-brown leather embroidered with red thread decorations.

Gives +2 to armor class. Wearer can expend and roll one hit dice plus their Con modifier as a bonus action, regaining that amount of HP. After using this ability 5 times the user must finish a long rest to use it again.
Languages

List of some languages and the script (alphabet) they use, and if they are considered dialects of other languages and are mutually intelligible. Mutually intelligible languages can be used to communicate even when speaking different languages, such as goliath and giant being technically separate but sharing enough base structure, vocabulary and using the same script allowing two people who speak those languages to communicate with each other.

Though the 15 nations can be considered to have their own languages, some of them are dialects of larger language groups such as the Edhenon language being a dialect of the main Elvish language and Vostral being synonymous with Common save for some local slang and lesser dialects.

Essardath uses two scripts for writing: the common script for everyday use and draconic for many academical texts and for things relating to magic, though this practice has declined over the years and is mostly found in older texts.
Cloak of the Trove

Requires attunement.

A crimson cloak so light it seems almost weightless.

The cloak has an extradimensional space which can hold up to 500 pounds or 64 cubic feet worth of objects. It requires an action or a bonus action to store or retrieve an item inside the cloak. The cloak can be used to cast Teleport and Gate but they require gold to use, 1000 gold and 3000 gold respectively.
Hadrian

Lord Hadrian was the fake name used by the fiend that infiltrated Arbor for his schemes. His false persona was a merchant from Taiden and he successfully negotiated many lucrative deals with local merchants and nobles. His charade came to an end when the Fortune's Favored revealed his true nature, defeated him in combat and banished him.
Edict

Requires attunement.

A greatsword made of cracked, iridescent glass. The blade in completely broken, seemingly held together only by magic and occasionally shifting. It has no handle and instead the sword moves on its own, levitating next to the user and following their commands.

The user can issue a command as a bonus action: attack, defend or disturb.

Attack command causes the sword to fly up to 60 feet and make a melee attack against one hostile creature. At the start of each of the user's turns the sword repeats the attack, moving as necessary. After making 1d6+2 attacks or if the target moves further than 60 feet from the user it returns to the user at the end of their turn. The attack has +8 to attack rolls and deals 2d6+5 slashing damage on hit.

Defend command causes the sword to break into fragments that hover around a creature of the user's choosing within 60 feet. The target creature gains +3 to its armor class and the first time each round the creature is hit by an attack the damage of that attack is reduced by 2d10. The shards remains at the creature’s side for 1d6+2 rounds and then returns to the user at the end of their turn.

Disturb command causes the sword to fly up to 60 feet towards the target creature and try to follow it around. While adjacent to the creature the target has disadvantage on attack rolls and other creatures attacking the target gain advantage on their attacks. After 1d6+2 attacks either by the target or against the target the sword it returns to the user.

The sword must return to the user until it can be commanded again.
Alvoran

An infamous necromancer of eld that sought immortality but was defeated on the final moments of his rituals that would have given him his prize. He was sealed with a spell within a golden statue, not living or dead, where he waits to be free again and continue his work.

Freed again after almost 700 years of imprisonment.
Assassin's Blade

A thin dagger and a thin sheath made from dark leather.

The dagger has +1 to attack and damage and if the user has both advantage and disadvantage on an attack roll they can still use sneak attack as long as they have no other hostile creatures within 5 feet of them. When sheathed the blade becomes as thin as the sheath and seems to bend with it as well, allowing it to be carried even strapped to an arm or a leg, giving advantage on checks made to conceal the weapon.
Dragon

Dragons are large, lizardlike creatures with strong connection to magic. They have sharp talons, fangs, powerful wings and an ability to breath out a torrent of energy dependent on their color. They can live for over thousand years and it is said that they do not die of old age and instead get stronger, physically and spiritually, as they age and finally their power is too much for them to bear and it burns them from within.

All dragons are said to be the descendants of two mountain sized primordial dragons created by Aradus and Vordormir in a divine challenge. The first one, created by Vordormir at the dawn of time, was a dark and vile creature, full of strength and fury. It lived underground, burning pathways with it’s breath that could turn even stone to ash. The other one was a noble creature, created by Aradus to keep the first one in check, clad in shimmering scales and a breath that gave life to the barren wasteland. It was inevitable that the two would fight, and when they did the battle raged for weeks and changed the shape of the very land they trod upon. Neither proved stronger however and as they both fell from the skies they rained the ground with their lifeblood. From this blood rose the first kobolds who would forevermore seek to find their masters in those greater than themselves. From the scales of the fallen dragons that touched the ground rose the dragonborn as their magic gave life to the clay underneath. As the dragons fell, their bodies shattered and broken, their flesh took a life of its own in the form of all lesser dragonkin such as wyverns and drakes. Finally when all other life had parted from their bodies they breathed their last and their very bones tore themselves free, spurred by the magic and their final breaths. These final offspring would be known as true dragons, the chromatic and metallic beasts who inherited the breath and unending vitality of their ancestors.

It is said that their eyes are the only things that remain of their physical bodies, legends stating that the eyes still hold power second only to that of the gods.
Enduring Resolve

Requires attunement.

A dull grey set of plate armor with numerous cracks filled with silver.

Has an additional +2 to AC and grants immunity to the extra damage from critical hits. Once per day when the wearer would drop down to 0 hit points or instantly die, they instead drop down to 1 HP and become invulnerable to all damage until the start of their next turn. This ability is regained the next dawn.
Eldritch Artifact

As an action you can draw power from this item. Choose either spell slots, ki points or hit dice and then choose an amount.

For spell slots you regain the chosen amount of total levels of spell slots, eg. choosing 5 can give a level 3 and a level 2 slot or one level 5 slot.

For ki points and hit dice you regain the chosen amount.

Alternatively you can choose a class feature that is regained on a short rest and regain the usage of that feature as if you had rested.

You can also choose to draw raw power, granting you +1 to your spell save DC and all attack rolls, and a +1d6 bonus to your saving throws for 1 minute.

After drawing power you must make a Constitution saving throw. The DC is equal to the amount chosen plus 2 for each time you have drawn power after the first during the same day, resetting on a long rest. Short rest features increase the DC by 5 and the raw power ability by 8. The raw power option requires the saving throw only after the duration ends.

On a fail you gain 1 level of exhaustion, or 2 levels if the save fails by 5 or more. All the exhaustion gained from this is removed at the end of a long rest and cannot be cured in any other way.