recursal/Fanatic-Fandom huggingface dataset:
Malzyxia, The Unhallowed Realms

Below the surface of Eko, and stretching around the world in all directions, lies Malzyxia, the Unhallowed Realms. No one knows how deep it goes, but everyone is certain that it is a place of powerful evil. When the world was being created, it is said that Zyxus's uncorrupted head, Xus, could not watch while the first layers were being built around the stone, at risk of utter corruption like his twin. And so, it was only Zyx who designed and channeled the evil of the stone to make this world beneath the surface. Named Malzyxia, after the evil side of Zyxus, few from the surface dare to go further than a few miles into the subterranean maze of tunnels. As you get deeper, the gods' ability to hear and answer one's prayers fade away, as they are blocked by the miles of corruption that lie between you, and disrupted by the evil aura of the Absinthe Stone. In the depths of Malzyxia, there are no gods one can pray to, and so its inhabitants have been called the Godless Ones. These include mind flayers, aboleth, drow, duergar, darklings, and many other manners of evil creatures.
Flugantopod

Flugantopods are rare breed of giant, flying squid that live in the middle atmosphere. Despite being nearly one thousand feet long, these creatures are still easy to miss, as their skin is iridescent and reflects the surrounding light. Flugantopods aren't known for their brains, but are incredibly powerful. If one feels threatened by a passing airship, frequently it will attack the ship, spelling almost certain doom for those aboard. Once every nine years, flugantopods come down to the Albersea Islands, a small couple of islands hundreds of miles southwest of Chismea. Here, they mate with other flugantopods for two days, before they take to the skies again.

Flugantopods are the sources of a number of common magical potions on Alaria. Their iridescent skin is a primary ingredient in invisibility potions, and the gas inside their air sacs—the giant internal balloons that keep them afloat—is used in flying potions. However, harvesting either of these things is quite difficult, as killing a flugantopod is nearly impossible. If you stumble over one that's already dead, however, and if it's still fresh, it can be picked over—assuming it's already dead. When a flugantopod dies, it remains suspended in the air for months, as bacteria begin to eat through their bodies, and it can be difficult to discern between an alive one and a dead one, occasionally resulting in angry squids. When they finally do die, they bloat larger and larger until they pop, in which case all of the gasses keeping them afloat leave their bodies, and the giant creature begins to accelerate towards the ground. Most fall into unpopulated areas, though there are the unfortunate exceptions that result in death-by-falling-rotten-squid. Flugantopods that are found after falling are more nuisance than prize, as most of the body has rotted into an unusable state, and is now just a giant feeding ground for other predators on the ground. Still, their shiny dead bodies sprawled over a thousand feet of ground is a sight to behold.
Eogaheim

Eogaheim, meaning *garden home* in elvish, is one of the four protectorate nations of the Cascades of Ygg. Rulership lies in the hands Queen Ysmera, who has ruled since the Sundering. Traditionally, a new queen is appointed each age (~25,000 years), but Queen Ysmera has grown sick in the last hundred years, with no apparent cause, and no sign of improvement.

Within Eogaheim is the Drift, a massive swamp inhabited by grung. The grung make up an independent nation, governed by their own laws and officials, but are under the protection of the Eogaheim goccai.
Caspia

Named after the late King Caspia, Caspia is one of the three countries formed by the War of Three Kings. Home to nearly a hundred thousand people, Caspia is the most densely populated country in all of Alaria, with fertile soil, rich pastures, and an enormous protected bay, where hundreds of ships are pumped out every year. Far from the dangers of the wilds, the inhabitants of Caspia's biggest fears lie not in dangerous beasts, but in the powerful government, which exerts its control with an iron fist. The country is ruled by Queen Avelouria—the younger sister of King Caspia—and her deep network of spies and secret police, known as the Stone Eyes and the Midnight Men respectively. Freedoms are limited, and speaking poorly of the queen is forbidden. With eyes everywhere, most are scared of speaking of the government, which many believe can see and hear everything. All emigration in Caspia is strictly forbidden, as the ports are closely watched, and the border between Caspia and Sylke is filled with the haunted, burnt wastes remnant from the war. Magic is also strictly monitored, and unregistered artifacts and magicians who do not bend the knee to the crown are punished with death or worse. It is said that beneath Catalina, the capital city, a vast dungeon known as the Pits of Asgmoth stretches out, home to the magic users who refused to obey the strict guidelines in place.
Aether

Aether is the substance that makes up the Ethereal Plane, closely studied by the vedalken and many artificers. It's properties are not completely clear, but the vedalken understand it enough to power their entire cities on the substance, and artificers have found it as a useful energy source within some artifacts. Guesses as to the source of the energy often fall into two categories. Some believe that the energy within aether stems from the celestial energy that radiates off of the souls of the recently deceased on the Ethereal Plane with no body to shield them. Other, more religiously minded, believe it is energy that gets left behind when prayers travel up to the Celestial Plane.

## Properties

Aether has several main properties. One is its fantastic ability to power any machinery, best utilized in vedalken cities. It also has the strange trait seeping through any material but for brass, silver, and astral steel, and for this reason, most structures that use aether are built of one of those materials. Finally—a powerful but little known property—aether has strong addictive traits. Ingesting it is known to cure many ailments, heal wounds, and prolong life, but as soon as it is tasted, a constant supply is necessary to sustain one's life.

## Aether and Vedalken

The method of extraction of aether from the Ethereal Plane is a closely guarded secret by the Aether Guild, a cross-capital guild of vedalken experts who work the machines that pull aether from the plane. Those who enter the guild all must consume constant doses of aether, to ensure both good health, and—a lesser known reason—so that any kidnapping by non-vedalken enemy will result in the death of the guild worker, due to a lack of sustaining aether.
Prismatic Dragons

These enormous creatures are far rarer than short or long snout dragons, and are far more powerful. They live exclusively on the Astral Plane, and cannot be discovered by any magical means. The most famous of them are the three that guard The Fates, Kanyrr, Seondul, and Onyl.

All prismatic dragons are true natural, preferring to stay out of the way of the comings and goings of people abroad. However, their wisdom is legendary, and those who wish to one day be great leaders often seek council with these beings. Any attempt to control or capture one ends poorly, due to the devastating effects of their mind melting breath, leaving creatures unharmed but as dumb as mice.

## Stats

A Bajillion HP

28 AC (Natural armor + Int Mod)

Perfect Reflexes: Prismatic dragons know how you will act even before you do. Their intelligence modifier is added to their AC.

Breath: (Recharge 5–6) Creatures in cone make DC 20 Cha saving throws. On failure, their Intelligence becomes 1. A successful save leaves you stunned for one round.
Eagle (Aarakokra Mythology)

Long ago, Eagle was the champion of the aarakokra. Stronger, faster, and bigger than his relatives, he was the one everyone looked up to when danger arose. However, Eagle became cocky and decided that he wanted to defeat the God of Greed and show his people that he was worthy of becoming a god himself. However, the God of Greed corrupted him with promises of power and wealth, and Eagle began to forget about his friends, instead becoming an evil minion of the Lord and God of Greed. Now, eagle aarakokra are ferociously loyal, determined not to let the legend of their ancestor define who they become.
Ethereal Plane

The Ethereal Plane rests directly above the Material Plane. It bears all the features of the Material Plane, but everything is a cloudy, see-through version of its material counterpart, composed of a substance known as Aether. One can walk through solid objects on the Ethereal Plane, and regular weapons cannot hurt you. The plane is inhabited by ghosts and specters, though it is often visited by other beings as a temporary means of travel and vision.

The plane is also where the souls of all the dead go. Upon death, your soul and your shadow separate from your body, which has been somehow rendered unsuitable for life. While your shadow disappears to the Nethereal Plane, your soul rises to the Ethereal Plane, where it roams as a ghost for a short 11 seconds before an angel arrives to bring it to Limbo. Some refuse to go with the Angels—a choice that can never be unmade. These souls become the ghosts and specters of the Ethereal plane, feint remnants of their former selves left to watch on as the world continues without them. There are many reasons souls choose to remain: to watch over a loved one, to haunt their enemies, and sometimes just to watch the world unfold. Regardless, it is almost impossible to interfere with the life below, for without magic, those on the Ethereal and Material Planes have no way to interact.
Hephake

Hephake was one of the two nations begun by the ancient dwarven brothers, along with Argysis. The hills are covered in complex and mighty dwarven fortresses, almost completely impenetrable. They are very serious, ordered, and incredibly strict, with complex rules dictating many aspects of life. They specialize in defensive and siege smithery, with the best stone work, trebuchets, and fortress engineering/architecture designed by the hoodrick. They generally avoid magic due to its unpredictability. Hephake has been governed by a strict dwarven council under the guidance of Hephake CVII, which looks over many smaller, council governed cities. Everyone lives in the cities.
Confinement

Confinement is the ancient wizarding act of summoning a shadow from the Nethereal Plane and binding it to your command. The procedure is dangerous, and must be done with caution and preperation; a summoning circle is needed, as well as incenses, rosemary, and silver wards, which protect the wizard while it summons the shadow. Most importantly, the wizard must know the shadow's true name, which is used as a way of picking it out from the millions that inhabit the Nethereal Plane, and then controlling it on the Material Plane. After reading a summons (a procedure that takes no less than 10 minutes, and sometimes up to days, depending on the power of the shadow) the shadow rises from the Nethereal Plane into the summoning circle, and is bound to your commands (as per the wording of the spell *find familiar*). Dismissing the shadow requires less time, but still needs the summoning circle and other items of protection. A faulty dismissal or summoning results in the the shadow breaking free of its bonds and having the opportunity to attack and perhaps kill the wizard. This can also happen if the shadow finds itself in an area of complete darkness, where the Nethereal and Material Planes overlap, and it can throw of it's bindings and escape (once again, perhaps killing the wizard on the way out).
Catalina

Nestled cozily between the Whispering Forest and the Sea of Stars lies the great city of Catalina. Proximity to nearby farmland and abundant fish and wildlife have caused Catalina to grow to quite large proportions, housing tens of thousands of people. The populace of Catalina is starkly divided between the rich and the poor, who live in completely separate districts separated by the Keeper's Wall. Without a royal seal, one cannot pass through the gate to the rich, inner city and harbor.

Of all the centers of activity in Catalina, the harbors are by far the most popular. Catalina's harbors are fantastic to behold, stemming from centuries of investment in a massive sprawling harbor, with hundreds of docks, and a massive gate out towards the Sea of Stars. Most important, however, is the Velouria Circuit, the sailboat racing course that loops through several miles of protected waters, surrounded by rows and rows of bench seating for raucous audiences. In these weekly races, the rich race the poor, and the loser dies—devoured by the Queen Avelouria's pet Timorian Squidhulk.
Eladrin

Eladrin are native to Feyternia, and are the ancestors of all elves that live on the Material Plane. In their eyes, the elves are an inferior race, one that could not withstand the pressures of the wilds of Feyternia, and to be called an elf is incredibly offensive, likely precipitating a violent feud.
Kobuk

Kobuk, meaning den in draconic, is the name of the mountain range that holds the world's largest population of Kobolds. Too unorganized to be declared a state, Kobuk instead consists of hundreds of independent kobold villages where chieftains rule. The mountains bear very few resources, but are home to a large population of rocs, who protect the kobolds (Kobolds are too small a meal except for baby rocs, and kobolds prefer staying underground anyways).
Velouria Circuit

The Velouria Circuit, named after the reigning Queen Avelouria, is a regionally famous social event that brutally enforces the status and positions of the rich and poor, reinforcing the rigid and horrible division between them. Advertised as a fair race between those of different statuses as an honorable way of allowing friendly competition between "equals", the races are rigged, and the poor almost always lose. Their boat is always nearly broken, whoever's selected almost always doesn't know how to sail, and the rich cheat—often trying to sabotage the poor's representative boat before or during the race. A fight with the queen's pet Timorian Squidhulk for the loser of the race guarantees a death sentence for anyone from the pauper's district who is selected to race. It is known by many as a way to keep the poor in their place, and the rich satisfied, despite it's message of a platform for equality.
Classes of Alaria

All of the official D&D classes are present in Alaria. They are listed here.

## Classes

* Barbarians
	+ Ancestral Guardian Barbarian
	+ Battlerager Barbarian
	+ Berserker Barbarian
	+ Storm Herald Barbarian
	+ Totem Warrior Barbarian
	+ Zealot Barbarian
* Bards
	+ Glamour Bard
	+ Lore Bard
	+ Swords Bard
	+ Valor Bard
	+ Whispers Bard
* Clerics
	+ Arcana Cleric
	+ Death Cleric
	+ Forge Cleric
	+ Grave Cleric
	+ Knowledge Cleric
	+ Life Cleric
	+ Light Cleric
	+ Nature Cleric
	+ Order Cleric
	+ Tempest Cleric
	+ Trickery Cleric
	+ War Cleric
* Druids
	+ Dream Druid
	+ Land Druid
	+ Moon Druid
	+ Shepherd Druid
	+ Spores Druid
* Fighters
	+ Arcane Archer Fighter
	+ Battle Master Fighter
	+ Cavalier Fighter
	+ Champion Fighter
	+ Eldritch Knight Fighter
	+ Knight Fighter
	+ Samurai Fighter
* Monks
	+ Drunken Master Monk
	+ Four Elements Monk
	+ Long Death Monk
	+ Open Hand Monk
	+ Kensei Monk
	+ Shadow Monk
	+ Sun Soul Monk
* Paladins
	+ Ancients Paladin
	+ Conquest Paladin
	+ Crown Paladin
	+ Devotion Paladin
	+ Oathbreaker Paladin
	+ Redemption Paladin
	+ Vengeance Paladin
* Rangers
	+ Beast Master Ranger
	+ Gloom Stalker Ranger
	+ Horizon Walker Ranger
	+ Hunter Ranger
	+ Monster Slayer Ranger
* Rogues
	+ Arcane Trickster Rogue
	+ Assassin Rogue
	+ Inquisitive Rogue
	+ Mastermind Rogue
	+ Scout Rogue
	+ Swashbuckler
	+ Thief Rogue
* Sorcerers
	+ Draconic Bloodline Sorcerer
	+ Divine Soul Sorcerer
	+ Shadow Sorcerer
	+ Storm Sorcerer
	+ Wild Magic Sorcerer
* Warlocks
	+ Archfey Warlock
	+ Fiend Warlock
	+ Great Old One Warlock
	+ Undying Warlock
	+ Celestial Warlock
	+ Hexblade Warlock
* Wizards
	+ Abjurer Wizard
	+ Bladesinger Wizard
	+ Conjuration Wizard
	+ Divination Wizard
	+ Enchantment Wizard
	+ Evocation Wizard
	+ Illusion Wizard
	+ Necromancy Wizard
	+ Transmutation Wizard
	+ War Wizard
Destroyer

In Ravelia, long ago, a giant metal worms, constructed by the gnomes and dwarves in a joint venture to protect them from the encroaching drow. However, an error in the construction resulted in the creature going mad, destroying the workshops and ravaging the city. The worm left, and although the gnomes and dwarves rebuilt, their friendship was forever tainted as the two sides blamed each other for the destruction of the great city.
Jungle Roses

The Jungle Roses are an elite organization specializing in assassinations and subterfuge, specializing in using the lessons and ways of the jungle in their work. Founded in Chismea, they began as a group devoted to toppling their own corrupted government. However, after a resounding success, they were immediately sought after by the king of the neighboring nation of Ucrea, who realized that his brother posed a serious threat to the throne and his own life. Quickly, word spread of the skill of the Jungle Roses, and now, they are frequently hired by governments figures across Alaria to take out political opponents.
Griselia

Griselia is a nation of goblins who find no greater joy than the chaos and confusion of battle, and seek to share that joy with the entire world. Held together only barely by the strict rule of the king, the population is composed of berserk goblins seeking to raise chaos wherever they go. The Griselians live under the rule of the fat, stupid, and cruel lineage of goblin kings. All goblins directly report to and worship the king. Recently however, the king has come under the gaze of the Sinthian Lord in Anarak, and has directed the country to begin mining much deeper than they have ever done so before. Sinthians have come to the caves and have over watched progress occasionally, generally mistreating and abusing the goblins, who in return purposefully halt progress and riot and generally make the Sinthian’s lives miserable. Once making their money by raiding Drasniak and Ta Linn, they have been forced by new defenses to rely entirely on farms. Some ignore the truce between the Giblek and Sinthians and raid them anyways, increasing tensions between the two states
Ethereal Dragons

These beasts are generally smaller and less intelligent than the long snout dragons, behaving more similarly to the short snout variety. However, they possess the ability to pass to and from the ethereal plane with ease, allowing them to appear pretty much at will, and in the strangest places. They are generally not aggressive towards people, since they survive off of desiccated souls trapped on the ethereal plane, but their scales are of enormous value, and the dragons are therefore hunted ferociously. However, they are incredibly difficult to pin down, and are still dangerous, so it only the most skilled hunters take them on.

Ethereal dragon scales are both incredibly tough, as well as useful. Any gear or armor made from them allows the use to pass through into the ethereal armor at will.
Shipmarsh

A city born of necessity, Shipmarsh serves Adron as it's only westward major port. Enormous quantities of lumber flow down the Mécis River, where they are assembled into massive sailing ships. The evironment surrounding Shipmarsh is treacherous by both sea and land. At sea, dense fogs, and the Blades—a maze of sharp rocks jutting out of the water—are hazard to anyone who wishes to travel through. A complex system of lighthouses guide ships in through the fog towards port (though these turn off should invaders attempt to enter). Inland, a thick marsh makes travel and construction difficult, and the mists are even denser here. The city acts as a sanctuary from the world and the creatures within, bustling and filled with life. Most activity surrounds the massive boat yards, with most other businesses popping up to support those who work there.
Absinthe Stone

The Absinthe Stone is a source of unthinkable evil, and incredibly power, deep in the center of the planet. Anyone who even looks upon it is irreversibly corrupted to the core by the malignancy of the stone. When Zyxus arrived at the edge of the cosmos, one of his heads saw the stone, and used its corrupted power to build Alaria, around the stone itself.

Many of the inhabitants of the three parallel planes—the Material Plane, Malstaris, and Feyternia—seek the stone and its power, and have dug for miles underground, filling Malyzxus, the Unhallowed Realms with spiderwebbing tunnels that burrow down for miles and miles, all digging closer to the core of the planet.
Khothe

Khothe is the shadow of Eibur, who transcended to demi-godhood among the Under Planes when he singlehandedly brought about the Sundering by creating a rift between the Under Planes and the Material Plane, causing all manners of evil to spread across Alaria. The Prime Elementals had to start the world over to undo the damage he had done. The celestials killed Khothe as punishment, and bound his soul and shadow to the Ethereal and Nethereal Planes so he would never be at peace again. Eventually, his shadow was enslaved by the Thespians, while his soul withered and grew more corrupted as well.
New Order

The New Order is the pantheon of celestial gods who are most widely worshipped across Alaria. Although almost every culture has its own pantheon distinct to their people, they are all members of the same, greater pantheon of gods made of celestial energy, who live in the demi-planes surround Celestia. Created by the coalescing of prayers sent up from the Material Plane, these gods are products entirely of the faith of their believers, and are as beholden to them as their disciples are to their god. Unable to survive on the Material Plane, these gods instead channel their celestial energy to their followers who spread the word of the greatness of their deity.
Yuan-ti of the Painted Hood

Yuan-ti of the Painted Hood are close relatives to the painted cobra, a colorful, hypnotizing, and dangerous snake, and are not related to the yuan-ti of the silver fang at all, though their characteristics are similar. Long before the link empire, a small enclave of humans in the link jungles found that they were better suited to survive through a sort of mutual relationship with the painted cobras of the woods. Over time, and through endless rituals, the humans slowly imbued features of the cobras onto themselves.

Yuan-ti of the painted hood look like humans in many ways, though they have solid green eyes, and their hair takes on a variety of vivid colors. Few don't wear their hair long, like the hood of their cobra namesake, barring criminals who's manes are cut off as a form of humiliation, and those who wish to hide their nature.

## Features

On top of the features granted by the yuan-ti race, you gain the following benefits.

**Ability Score Increase.**Your wisdom score increases by 1.

**Hypnotic Gaze.**You may cast the spell *charm person* once per long rest with this trait. Your choice of Charisma or Wisdom are your spell casting ability for these spells.
Astral Titans

According to legend, there were, and perhaps still are, nine Astral Titans, Children of the Multiverse. Each possessed that natural ability to speak the language of creation, and each went on to create their own universes. The youngest of the titans was Zyxus, who is believed to have created Alaria.
Aasimar

Aasimar are the distant descendants of New Order gods and humans, an anomaly of nature long since forbidden. However, the aasimar continue to live their lives, if chaotic and dangerous ones. Aasimars' wellbeing are still inexplicably tied to their patron or matron gods', and their magical abilities rely on the existence of that god. For this reason, many aasimar feel responsible to live lives of missionaries, seeking to spread the word of their great divine ancestor who gave them their powers. Others, however, reject their heritage, and instead attempt to live a semblance of a normal life.
Drow

The Drow are only distant relatives to the elves, despite their similar features. Despite their abundance on the Material Plane, the drow are native to Shadowfell. A lack of emotion, common to inhabitants of Shadowfell, is often mistaken in the elves as an evil nature. Killing off the sick and old, an atrocity by mosts' standards, is seen by the drow only as culling the population to keep it strong and fit, a perfectly natural way of maintaining the health of a society.
Iron Dragon

The Iron Dragon is the enormous sailing ship piloted by Blood Beard?/Enket, the Silver Claw?. It takes the form of a dragon resting in the water, with wings for sails, and it's head as a giant battle-ram. It's made entirely from iron, and powered by a huge well of coal from deep within the ship. It docks once ever 6 months at whatever city it wants, demanding a tribute of coal to refuel its wells. If they refuse, as only few have done, the ship attacks the city, breathing fire from the dragons mouth and destroying the city in swaths of greek fire.
Fates

Deep within the Astral Plane, chained to a large boulder on the Lost Isle, and guarded by the three prismatic dragons Kanyrr, Seondul, and Onyl, live the three Fates. These faceless women hold all knowledge of the past, present, and future in the infinitely paged tomes that each hold. The first, Neiyle, knows everything that ever was. She appears as an ancient woman, hobbled and crooked. The second, Edyia, knows everything that is, and appears as a middle aged woman. Last is Lydia, who knows everything that ever will be. She appears as a young girl with a lost look in her eye.
Argysis

Argysis is the sibling nation of Hephake, founded by the other dwarves brother in the third age. However, in \_\_\_... Anyways, a metal(?) dragon now lives in the mountain. Argysis XCVIII lives on, in embarrassment, with no country, hoping to reclaim it from this dragon. (who's the dragon? Name? Minions? Goals?)
Running Man

Running Man Img

The Grand Hall

The Mansion

The Old Mansion

The Road

The Supermarket

The Theatre

Seu nome e sua imagem não faz sentido a unica coisa que passa pela sua cabeça ao ver sua gravata é que ele está atrasado pro trabalho se você pensar bem você vai concordar comigo. Mais que doideira! Bom, agora vamos ao artigo muita enrolação para surpreender o dono da Guilda.

## Sumário

O Running Man é um 'colecionável' em movimento que pode ser encontrado em qualquer parte do Pesadelo, muitas vezes correndo em direção a paredes, gretas quase invisiveis e assim por diante..

## Aparências/Usos

Na aparência, o Running Man parece ser uma figura humanóide esponjosa com pele azul, braços longos, pernas finas e uma expressão pálida e vazia no rosto. Seu traje é composto por um par de shorts, uma gravata amarela, um cinto preto fino e um par de sapatos.

Se você é novo, ou aquele que não vai muito no Nightmare eu Apoc, WIki Staff, te recomendo guarda-lo ou leva-lo ao Toaster Josh, figura parecida com uma torradeira humanóide..

## Curiosidades

O Running Man é uma versão parecida com o Running Frog, antiga badge excluida, o Running Man é 'facil' de ser encontrado por não ser muito bem programado e correr aleatoriamente pelo Nightmare ficando agarrados nelas como se fossem suas namoradas.

O Running Man caso dropado, não podera ser recuperado com o Pig como todos as chaves. Caso o player morra com o Running Man no inventário ele some.
Alaria

Alaria, Beyond the Cosmos is a world of magic and mystery, gods and heroes, and infinite adventure. The planet is split into two hemispheres—The Badlands, an uninhabited, deadly wasteland of mysterious origin, and Eko, the vast continent that stretches from pole to pole and covers nearly half the planet.

The year is 15,384
Spinopods

Spinopods are enormous, spiny backed, herbivores native to the Sarananahamaha Plains. Despite being blind, these beasts are perfectly capable of defending themselves. Fully grown adults weigh well over 15,000 lbs, and are strong enough to topple small buildings. More terrifyingly, Spinopods evolved green, spiny backs to protect themselves from rocs, their only predator besides humans. Their backsides are covered in tens of thousands of razor sharp, poisonous spines, which lay flat when they are relaxed, blending in with the grass, but raise up when they feel threatened, providing a nearly impenetrable shield to those who wish to get at the soft and delicious meat underneath. Rocs will usually steer clear of grown Spinopods, preferring their young, who are generally more manageable. Adult spinopods, however, have little to fear except of the occasional hunt preceding the coronation of a new leader among the Ta Linn.
Cyclolunar Calendar

The Cyclolunar Calendar was discovered by Annig, an ancient tortle philosopher and scholar who realized that their were ages through history, dictated by when the moons aligned. When both moons aligned on a full moon at the beginning of a new year, a new age was born. No one knows how many ages there have been, but scholars agree that each has been drastically different than whatever came previously, based on findings from ancient ruins.

Each year begins on the northern winter solstice, though divisions of time throughout the year are determined by the state of the moons. Two moons circle Eko—Leia and Ulna, named after the sister gods of magic. Leia, the smaller moon, has an orbit lasting 11 days. Each "week", called a Leiaset (lee-AY-sut), begins on the new moon. After 46 days, or two full cycles of Ulna, it is a new month. There are 200 days in a year, and since the year begins on solstice, each month roughly aligns with a transition between two seasons. At the end of the fall season, the extra 16 days are added as a time of festivities to celebrate the harvest, allowing the calendar to catch up in time for the next solstice.

Every 253 days, the orbits of the two moons align. These days are days of powerful magic, and it is said that anyone born on a double full moon is destined for a magical greatness. Conversely, if you are born on a double new moon, many believe you have been cursed.

The Current year is 15,384 PS (Post Sundering). Years before the sundering are referred with the affix AS (Ante-Sundering).
Limbo

Limbo, sometimes called the Island of the Lost, is an island deep within the fogs of the Astral Sea, and nestled in the center of the Celestial Plane in an area of planar overlap. It is of infinite size, yet has shoreline all the way around, and you can travel from one side to the other in a relatively short amount of time. It is the holding place for the souls of the dead before they are weighed on the Scales Link, and shipped off to their deity's demiplane. New souls appear every second as angels carry them up from the Ethereal Plane.
Hell

Hell is the plane of law, chaos, and devils. A rigid caste system defines rank within Hell, in which all devils are a part. A shadow that enters Hell immediately becomes a lemure, the lowest rank of devils. Through a process of backstabbing, infighting, and contracts, they can rise through the ranks.
Rocs

Found across Eko, Rocs are almost as formidable as dragons, though lack the intelligence to be truly terrifying. Most live independently in grand, mountain top nests, generally surrounded by enormous swaths of flat land where they can easily spot prey moving. Adults prefer larger megafauna, such as elephants, young spinopods, and wyverns, while their young will happily turn most humanoids into a tasty snack.
Lightning Gorges

Flat desert west of Kazül. Covered in interlacing gorges of varying widths, lighting crackles down each frequently. Orcs live here, are bound to this desert. The orcs are immortal, their lives are preserved by the lightning that permeates the area. When they leave, they begin to age again, so they never leave. No children can be born, so fairly peaceful and wise.
Black Desert

The Black Desert was created thousands of years ago when the link volcanos all erupted in the cataclysmic event known as The Breaking. Lava spewed across the entire western flatlands, turning the once arid grasslands into a stone desert. As the winds of time have eroded the rocks, the lava field has slowly turned into a desert, as black as the lava rock, and still almost as sharp. Each day as the sun comes up, the sands heat up to hundreds of degrees, baking anything and anybody foolish enough to venture out across the sands.

## Points of Interest

### The Eskazi

The Eskazi once lived in the arid grasslands, long before The Breaking. However, their cities were destroyed in the blast, leaving behind their knowledge and magic, deep under the lava sands.
Alaria Wiki

**Welcome to the Alaria Wiki!**
Alaria is a Fifth Edition Dungeons and Dragons campaign setting, and this wiki is here to structure and save all the people, places, and ideas that live and grow within it. The world was designed to include as much diversity as its players and DM could imagine, providing a platform where new ideas could flourish, and old ones could be fallen back on. However, variety and diversity is key here—if you can imagine it, it exists in Alaria. Just write it down.

A note: I (CaptainCrouton89, Founder, Idea Source, and Administrator) am currently filling this wiki with everything that I've put together so far from previous idea-gathering. I am also working on a map. A large map. A very large (20,000 pixels square) map—one that will make it much easier to see how everything fits together. I also plan on putting together a quick map of the planes, which should take considerably less time. In any case, there is a lot of stuff missing that makes further content creation difficult, so I apologize. If you think of something you want to add though, go ahead, we'll figure it out.

Join the discord here!
Typek Typkowski

## Rodzina

AUP

Typek typkowski, widz, brat i współpracownik AUPa, zajmuje się robieniem animacji

###

### **Ciekawostki:**

* Animował Filmik 15 ŻYCIE KULTURALNE POMAGA W ŻYCIU [parodia], a także moment pokazaniu "gotowego filmu" W filmiku Ten film POMOŻE Ci WYBIĆ SIĘ na YT \*na serio\*
* Nie lubi kotletów mielonych
* Gdy zobaczył na talerzu mielone, to włożył je z powrotem do mielarki po czym cała maszyneria spłonęła
* Dostał awans za debiut jako animator w poniżej wymienionym filmie o lifehackach
* Przejął studio AUPa
Planes

Many layers of overlapping dimensions exist in Alaria, as well as many planes that don't overlap with any. Most planes harbor their own geography, populations, and physical laws, though some are more similar to an overlay on top of another plane. The Planes are divided into several categories, based on their location relative to the Astral Sea, an infinite ocean connecting all of the planes.

## Planes

* Material Plane
* Ethereal Plane
* Nethereal Plane
* Astral Sea
* Feyternia
* Malstaris
* Celestia

* Hell
* Hades
* Tartarus
* Okydos
* Logos
Yelnevakai

Yelnevakai is one of the four great Vedalken capitals in Alaria. Despite being the one the smaller of the four capitals, it size is is still magnificent. This massive city of brass is located in the Eshmere Hills south of the Ondrik Mountains, and houses over 10,000 Vedalken. Residential, smelting, alchemy, research, and mining zones all stack one on top of each other in Yelnevakai, forming a mess of interconnected brass towers. Carriages pulled by gearhorses roam the streets, and arachnopods carry vedalken from library to lab and back again. Cogmen work under vedalken as research assistants and servants as their society continues to grow beneath the reigns of the vedalken masters. Huge aetherworks dominate the skies, and laboratories belch strange fumes as vedalken scientists research and discover new uses for the mysterious substance known as aether.
Chthonic energy

Chthonic energy is present throughout the Under Planes, providing magical power to its inhabitants, and eternally flowing from the Absinthe Stone. It is the counterpart to celestial energy, and as such, is also present in the souls of all creatures. Although many spellcasters believe that they are harnessing only the internal celestial energy when casting spells, they are in fact using chthonic energy as well.
Ratfolk

Ratfolk can trace their entire history back to 2569 F, when the city of link was preparing for a siege. The military leaders within the city knew that the sewer system was going to be a major weak point in their defenses against the siege, and hired powerful mages to devise a way to protect them. In a freak accident, the wildmage who was hired created a fascinating and horrifying hybrid between a sewer rat and his assistant, who ran away to disappear into the sewers. The city was lost to the invaders as they rose up from the sewers, undefended, but the rat creature was never seen again until 5 years later the city was infested and then overrun by ratfolk.

A combination of disgust from other races, very short life spans, and unorganized minds prevent ratfolk from taking over the world, despite their rapid rate of reproduction and passable intelligence. For a few years, it might seem that a leader is emerging and uniting the regional ratfolk, while in the next few years, they seem to have changed their mind. Nothing is constant in ratfolk society—not leadership, not family, nor home. Most live in the dregs of cities, or in the sewers with the rats, who are more accepting than the people above. More live underground in caves abandoned by other, more industrious creatures, and still others live above ground in pop-up settlements that spot ratfolk history, never lasting more than a few decades at most.

## Features

**Ability Score Increase**: Your Dexterity score increases by 2, and one more ability score of your choice increases by 1.

**Age.** Ratfolk age incredibly quickly, and live relatively short lives. Ratfolk reach adulthood by age 3, and live fewer than 20 years.

**Alignment.** Ratfolk inherited some of humans' variability, while gathering the rats' lawlessness. Most ratfolk are of chaotic alignments.

**Size.** Ratfolk are surprisingly tall for a cross between human and rats, generally ranging from 5 to 6 feet tall. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision**: You have darkvision out to 60 feet.

**Keen Senses**: You have advantage on any perception checks that use smell.

**Disease Immune**. You are immune to all diseases.

**Pack Tactics**: You gain advantage on an attack if a teammate is within five feet of your target.

**Rat Heritage.** You may cast animal friendship an unlimited number of times, but you can only target rats and mice with this ability.
Idea Page

## History

Every 500 years, a global sacrifice must be made. Who controls and runs it changes each time. Alaria is the center of the universe, a hub. Must make sacrifices to keep the world from disappearing. No one would dare to get in its way, but who/how it happens is always a mess.

* Need more epic ness for each aspect of the world. Then mash it all together.
	+ One species seeking to revenge the world, on eternal conquest
Okydos

Okydos is the infinite web of planes of chaos surrounding the Celestial Plane, formed by Zyxus's right hand, Kaos. Each plane is contained within every single other plane, and consistent movement between the planes is impossible. Direction and distance are meaningless in Okydos, as every direction leads to everywhere else, and nowhere at the same time. The plane consists of infinite roiling celestial energy, unbound to, and unbindable so long as it remains on the plane. All form and order are strictly resisted by the plane, and any sort of rigid body rapidly gets torn apart to join the infinite, causing Okydos to be particularly deadly to those with physical bodies.
Winter Dwarves

Thousands of years ago, the white dragon Nabuhe was put to rest by the now long-dead race of ice giants of the snow wilds. Trapped and frozen under millions of pounds of ice and rock, Nabuhe was left to spend eternity in a perpetual state of near-death. However, when the dwarves of the north arrived to mine the glaciers and collect the rare stones that filtered through them, they uncovered Nabuhe. Awoken, and seeing a plan for escape, Nabuhe convinced the dwarves to free her in return for a dragon on their side. However, the corrupting influence of Nabuhe quickly began to turn the dwarves, and Nabuhe was freed from her prison. The dwarves had forgotten their ancient gods—now, there was only Nabuhe.

## Nabuhe's Influence

Under the icy glare of Nabuhe, the hearty and affectionate personalities of the dwarves slowly turned to the emotionless ambition and determination of Nabuhe. Carefully weaving her web of lies, Nabuhe began turning the dwarves against the outside world, illustrating their cruelties and miseries, and warning that those who left her realm could never be welcome back. Instead, better to mine the glacier and purport the glory of all Naheim and her queen, Nabuhe. The few dwarves who do leave are frequently forever alone, as they are unadapted to the norms of outside life, and their cold personalities and lack of empathy skills put them at odds with others.

## Castes

The winter dwarves are divided into a strict caste system, enforced by the high priesthood with the might of Nabuhe at their back. Each caste consists of a position within a certain industry or area of dwarven life, with further sub-castes dividing each caste based on the importance of their area of work. Thus, a miner is of lower caste than a shop keeper, but a mine operator is of a higher sub-caste than a shop keeper. A dwarf's caste is immediately apparent to others, as noted by the rings of ice kept in their beards which are received at birth. Those who do not have beard rings, such as those who have left Naheim (and therefore had their ring melt) are casteless, and are unable to find work outside of the the lowest castes of labor.

## Inuiki

Not all winter dwarves follow the lead of nabuhe. Some, known as the Inuiki, have rejected Nabuhe's leadership, and journeyed even farther south and into the icy caps, where the only thing to be respected is the cold itself. Few have ever seen or spoken with the Inuiki, but those who have are frequently changed by their experiences. The Inuiki are known by their shaved beards (cut with shards of ice), and their frozen monasteries which can be spotted from miles away on a dark night, as their icy spires are lit up in greens, blues and pinks by fantastic auroras that dance the skies.

## Racial Features

You gain the normal features of a dwarf, with these additional traits.

**Alignment**: Almost all winter dwarves are lawful, and many under the influence of Nabuhe are evil as well.

**Ability Score Increase**: Your Intelligence score increases by one.

**Frost Magic**: You know the ray of frost cantrip. Intelligence is your spell casting ability.

**Soul of Snow and Ice**: You are resistant to cold damage
Eyolias Empire

The Eyolias Empire reined over most of the Jungles of Titania between the years 3,200 and 4,600 PS. Through vicious and rapid conquest, Josof of Eyolias captured, plundered, and claimed nearly a fifth of the jungles centered on the equator of Eko. Over the next 800 years, Eyolias grew and flourished, continuing to expand, and eventually covering nearly half of all of the equatorial forestland. However, as bureaucracy and administrative costs took their toll on the empire, cracks began to form. By 4,500, civil war was clearly imminent, and the might and prestige of the empire had all but faded completely away—poverty and squalor rid the cities, and corruption and greed had perforated the government from top to bottom.

Empress Sestres, the queen at the time, decided to take it upon herself to turn the empire around. A royal childhood amongst the Weze people of the Moonwilds had given her insight into the power available to those who forged their bloodline with those of animals, though she had no appreciation of the complexities and respect required. Unbeknownst to her husband, the emperor, Empress Sestres performed a dark ritual with the King of Snakes, forging her blood with those of snakes in return for semi-immortality of her children. Ten months later, she gave birth to twins, Iurugen Eyolias, and Kennet Eyolias, false sons of the emperor.

Iurugen had the torso of a man, but was otherwise entirely a snake, while Kennet had the body of a human, but the head of a snake. Even from birth, they were mortal enemies. Iurugen, being slightly older, was to take the throne, while Kennet was to be his advisor and the leader of the church. However, Kennet was much better suited for rulership, and Iurugen preferred drinking fine meads and the company of a large harem of wives, choosing to ignore any advice from his brother, believing him to be jealous. As the empire collapsed around them, Kennet turned away from the gods, and swearing that his brother had damned them all. Eager at a chance to do away with his brother, Iurugen banished from the city, for fear of treachery. Within a year however, the empire had fallen. Although immune to the effects of aging, and physical traits enhanced by those of the snakes, Iurugen was not impervious to venom (a strange anomaly of all yuan-ti—they can produce venom, but are not immune to it). Poisoned during an evening dinner, Iurugen died gruesomely, paralyzed in pain before his soul and shadow slowly faded from his body. Within a fortnight, the Eyolias Empire had collapsed. However, a new power was already rising, for Iurugen's wives all bore yuan-ti children.
Vystrilik

Vystrilik is a lizarfolk nation in the eastern region of the Jungles of Godahi. It is also one of the four protectorates of the Cascades of Ygg. The Vystrili people come off as somewhat arrogant to others, but they are otherwise un-warlike, only eating those who trespass into their own territories.

Two different races of lizardfolk live in Vystrilik—the \_\_ and the \_\_. The \_\_ live in the mountains, and make up the ruling class. Large lava tubes make up the streets and homes of their cities, and huge pits of magma warm lizardfolk skin. Large public bathhouses, oil pools, and shedding rooms dot the urban landscape, mixed in with smaller caves used as living spaces for lizardfolk broods.

In the jungles live the \_\_. Far more violent and far less educated, the \_\_ are primarily farmers, living in small, hut filled villages scattered through the forest.
Short Snout Dragons

Short snout dragons bear similar features and power to their long snout cousins, but do not have remotely the same intelligence. These dragons are about as smart as any large predator, and behave in much the same way—no hoarding, no scheming, and no business in the games of intrigue of the world. Killing a short snout dragon is seen as a rite of passage to rulership in some cultures, while others worship them, and rear them as mounts.
Hades

Hades is one of the three planes that surround the Absinthe Stone, next to Tartarus and Hell. Upon death, people's shadows are escorted by shadow hounds from the Nethereal Plane to Hades. There, under the evil influence of the Absinthe Stone, many choose to enter Tartarus or Hell, where they will become a demon or devil respectively. Those who don't are left to wander in desolate misery for the rest of eternity.
Cascades of Ygg

The Cascades of Ygg are a confluence of six major rivers that meet in the center of the Jungles of Godahi, where they fall into a bottomless pit in the ground. In the center of the falls stands the life tree known as Ygg, which grows up from the very pit of the planet, and stretches all the way to the heavens above. The area is sacred to many creatures, and is fiercely protected by the Circle of Four, a druid circle made up of one representative from each of the neighboring nations sworn to protect the tree.
Ekos

Ekos, huge kenku city, and echo of an ancient thriving city. When newcomers arrive, they are mobbed by kenku and their words are repeated over and over again. Vocabulary is currency here. Ruled by an elite class of kenku with the greatest vocabulary. Will not speak in front of commoners at risk of sharing larger variety of words.

A very extreme caste system is in place, where you must copy the job of your parents perfectly, and there is not movement allowed ever from your position.