recursal/Fanatic-Fandom huggingface dataset:
Nandar

Tribe
 Capital
 Religion
 Previous Tribe

Nandar is the largest Ail'Khavir permanent settlement, built upon the savannah plains of Eastern Ar-Selukk, near the borders of Roreg Logh. Because of the Savannah's favorable vegetation for herds, humans, and horses; many nomadic people of the Ail'Khavir tribe were able to settle and build some permanent structures within it, eventually raising walls and building roads within it. The outer city hosts open fields and farms, which offer room for the wandering herders of the Ail'Khavir to pitch camps, and for the nomadic migrants to find temporary work during planting and harvest seasons. The town always boats a famous horse market, as well as bazaars, one of the few Horse-Racing Stadiums in the nation; and competitions such as wrestling and horseback archery. One of the highlights of the annual summer festival is a national wrestling match between invited tribal chieftains.

Because of its placement on the open plans, Nandar's surrounding farmland is able to produce rich harvests, and the town's market is famed for fresh produce and goat cheeses; where a fierce haggler can always strike a good bargain. The predominant feature in Nandar is, of course, the Great Tent, a standing structure nearly 1000 years old that has housed the Ail'Khavir Tribal Chieftains since its construction.
Rammat

Cult
 Location

Rammat is the goddess of serpents, and is rumored to still walk A'therys. Her domains include poisons and antidotes, swamps, vipers, broken oaths, false hope, and heresy. She is also sometimes called the Thicket-Viper. She is a former servant of Cevolo, and sometimes acts as an accomplice to Astor. Rammat is a vicious and cunning goddess, commanding all manner of lethal toxins and poisonous beasts. Though she controls no kingdom of her own, her cult operates in secret, hidden in jungle shrines and poison swamps, where she engages in dark pacts with her followers. She is distrusted and despised by all the other gods, with the exception of Astor, who she often calls upon to assist in her plots.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Calastore

The Calastore — wise and great devil — leader youth league of peasants (russian name: Крестьянская Лига молодёжи). However, Calastore is still known to harbor many secrets, which he reveals for a large payment.

КРЕСТЬЯНСКАЯ ЛИГА МОЛОДЕЖИ VK.COM/OPOLCHENIE\_RF

КРЕСТЬЯНСКАЯ ЛИГА МОЛОДЕЖИ VK.COM/OPOLCHENIE\_RF

КРЕСТЬЯНСКАЯ ЛИГА МОЛОДЕЖИ VK.COM/OPOLCHENIE\_RF

КРЕСТЬЯНСКАЯ ЛИГА МОЛОДЕЖИ VK.COM/OPOLCHENIE\_RF
Mirewalker

Tree
 Tier
 Armour(s)
 Weapon(s)

A tier 4 branch of the zealot tree, Mirewalker is a class based on damage over time. Based on a priest of the poison goddess, Rammat, Mirewalkers use poison magic to deal massive amounts of damage over time. Mirewalker can be used in teamfights and 1v1s, though is vulnerable to burst damage and stuns/roots.
House Longweather

Orator
 Status
 Founded
 Region

## History

An ancient house, it is said to be one of the first to win Thesse's favor. This privilege has not led to complacency however; agents of House Longweather are ever-alert to any and all threats to the prosperity of their masters. In addition, Longweather is said to be a cursed house, meddlers in dark magic, and bearers of misfortune, but many have attested this to the slanders of opposing houses. All in all, angering the family is considered foolhardy at best, and potentially ruinous at worst.

However, much of this is in the past. In recent history, the House has dealt with much conflict. With the disappearance of the House’s previous Patriarch, Alba Longweather, a power struggle began between his two children, Roent and Sovoy, and his bastard son, Rowan. Roent and Sovoy, fearing Rowan would attempt to steal the House for his own, preemptively plotted to have him assassinated. When the guards arrived at his quarters in the night, they found empty chambers. Rowan, escaping just moments before, had been informed of the plot. The conflict was brought to the streets where a large mass of commoners rioted to defend their beloved Rowan. The event has come to be known as “the Longweather Massacre” as the Guards hunting for Rowan’s head cut down the common folk in a shower of blood. Rowan, having escaped the slaughter, fled to Vrovona, effectively banished from his House and Aloreh. It wasn’t until the then High Mediator Carter Westwind’s reign that Rowan was pardoned and the house restored to him.

Unfortunately, Rowan's tenure was cut short when he left Aloreh in pursuit of a different life. In his place, he set up a system in which his successor mayor of the Longweather Estate and the mayors of the two major towns under the House banner shared the powers and duties of the Patriarch. This "Tri-Patriarchy" was successful for a time. The three Patriarchs of Longweather would take upon particular duties for themselves and voted upon major decisions for the House. However, like Rowan's tenure, the Tri-Patriarchy did not last. With the mysterious destruction of Nuremberg and the disappearance of its mayor, the three Patriarchs were down to two. After some conflicts with allies of the House, one of the remaining Patriarchs wrest power for himself with the explicit blessings of Longweather's allied Houses and the implicit approval of the High Mediator.

With the sole Patriarchy reestablished, it was time for Longweather to move beyond its recent troubles. Under the current patriarch, Longweather focuses on keeping their power and relevancy in Aloreh. Through a fair amount of political maneuvering involving bribery, blackmail, threats, and possibly some curses, the House managed to get one of their own as High Mediator.

1. ↑ [1]The Ancient And Noble House Of Longweather, atherys.com
Seneschal

Tree
 Tier
 Armour(s)
 Weapon(s)

The Seneschal is a weapon-oriented priest.

## Skills

**Starting Skills:**Potion (allows potion use), Alchemy (allows potion brewing), Smite (light ranged damage, heavy damage to undead mobs), Prayer (heals self or a party member with low health), Repentance (heavy ranged damage to target)

**Learned Skills:**Shield (can use doors as shields), Might (boosts damage dealt by self and allies), Hamstring (next attack deals more damage and slows target for short time), Flicker (you are invisible [?] every other second for six seconds)
Breeding Limitations

According to this 2014 post on A'therys.com, there is a limit on how many passive mobs (such as cows, sheep, chickens, etc) may exist on the server within a certain area. The current limit appears to 10 animals per 5 chunk radius.

If a player tries to breed more than is allowed within that radius, the server will prevent the new animal from spawning and shows a red message in the chat, saying "(Something about too many animals...)." This can be circumvented at least one way by breeding the animals elsewhere and leading them to the desired location. This is not recommended, however, as it reportedly increases lag on the server and moderators and admins tend to react poorly.
Lua Player NonCombatPets

Returns all non-combat pets following this unit as LuaUnit objects.

NOTE: This function returns a C# List<?> that has not been marshalled. It is recommended that you marshal the results into a Lua table using the provided toTable() function, as shown in the example below.

NOTE: It is possible for a pet returned by this function to no longer be valid. If needed, you should verify that by checking IsValid.

### Example

```
-- Get the pets.
local pets = toTable(myPlayer.NonCombatPets);

-- Loop through each pet and print it to the log!
for k, v in pairs(pets) do
	Info("Pet: " .. v.DisplayName);
end

```
Qhul-Rahav (Capital)

Tribe
 Capital
 Religion
 Previous Tribe

Qhul-Rahav is the capital city of Ar-Selukk, as well as the City state in which the city of Qhul-Rahav is located. The city was built upon a luxious spring, unfamiliar amongst the harsh desert climes. This has made the city thrive in produce of materials, food and livestock. Most of the other cities within the nomadic city states rely upon Qhul-Rahav for welfare and support, which is often left to the judgement of the Temple Government.

Qhul-Rahav oftens sees travellers and foreigners enter its walls, often seeking sanctuary from sandstorms or rogue attacks. It is home to many rich citizens, cults, and highly religious officials. Notable buildings within the city is the Temple Palace, once the home of the patron God Sav-Synav, and now the home of Raviyna av-Kulthanz. The International building offers a good place for diplomacy, or an open view luncheon. There is also an outpost of the mages guild which resides in the city walls, ever prominently visited by those who wich to further develop in the arts. The final notable building is the ampitheatre, though often used for amusement and entertainment, it does however have a darker purpose. Those whom speak out against Raviyna or envelop in religious heresy will find themselves being dragged there to the steak to be burnt... some individuals on the other hand, find it as a form of amusement.

There are also those low borns who are fortunate enough to not live beyond the walls in the vast desert, but take up residence within the capitals slum districts. There is often less complaint about living standars despite the size of the shacks they live in. Being able to freely reside in the city walls is a blessing on its own, formerly being the home of the God of Inspiration.
Acolyte

Tree
 Tier
 Armour(s)
 Weapon(s)
 Next Tier

The Acolyte is basically what the cleric is in tabletop RPGs - a religious healer. Its Tier 4 specializations are sculpted after the priests of various A'therian gods.

## Skills

**Starting Skills:** Potion (allows potion use), Alchemy (allows potion brewing), Smite (light ranged damage, heavy damage to undead mobs), Absolution (party regenerates mana faster)

**Learned Skills:**Pray (heals target), Repentance (heavy ranged damage to target)
Zealot

Tree
 Tier
 Armour(s)
 Weapon(s)

The Zealot is the darker specialization of the Acolyte.

## Skills

**Starting Skills:**Potion (allows potion use), Alchemy (allows potion brewing), Smite (light ranged damage, heavy damage to undead mobs), Prayer (heals self or a low-health party member), Repentance (heavy ranged damage to target)

**Learned Skills:** Poison (deals damage over time), Harmtouch (deals 10 damage to target), Unheal (converts healing to damage for an uncertain amount of time), Pandemic (drains health from everyone within a 10-block radius)
Heavenly Alliance

The Heavenly Alliance is the pact formed by the Elves, Men, Dwarves and Mice prior to the Orcustaadian-Rohgardian War. They had join forces in order to help one another remove their opposition. Mankind joined to take over Orcustaad, Elvenkind joined to eradicate their "evil" kin the Drow, and the Dwarves and Mice joined for glory and conquest. To this day the Alliance is still in place, and Elves, Men, Mice and Dwarves all view eachother as brothers-in-arms.
Humans

Created by the Gods of Nelemon, Humans live in the lands known as Rohgard. One of the Coastline States, Rohgard is known for it’s vast cities and immense farmland. It was once known as Orcustaad, but after years of war the battle of Berges Keep had stood as a landmark for when Mankind had finally pushed their Orcish enemies out and into the Graenoll.

Humans are the most versatile and ambitious race in this world. Ranging from doing literally every/anything, humanity is the one card that nobody thinks is that important, but usually ends up being useful no matter what. Most humans fight alongside their Warforged soldiers, making Human and Warforged characters likely to be brothers in arms. All humans are technically children of the Nelemon Gods, however a select few are known as Godborn.
Cyridon Spires

Co-Mayor
 Nation
 Region
 Coordinates
 Type

Cyridon Spire is the current home of the Mages' Guild, and serves as the modern campus for the Arcane College. Built after the accidental destruction of the original campus by three renegade students, it stands as a bastion of magical learning and history. Beckoning to all who would learn the arcane arts, the spire serves as a reminder to all who see it; magic has a storied and diverse history within the annals of A'therian lore, but it can be destructive in inexperienced hands.

## History

The complex was already under construction before the accident happened. Three young mages at the college had fallen under the sway of the Tooth Magic, desiring more than the restricted study of necromancy that was allowed. They desired power. And so, late one night, they gathered together in a secluded part of the valley in which the college had stood. They spoke the words they had studied in the forbidden tomes, and began the dark work that would funnel some of the power of Sholinto their very beings. But something went wrong. The students, far too young and inexperienced to notice as the power grew, were enveloped in it. Now unconstrained, the hunger of the Void continued to expand. By the time the other mages returned, it had claimed most of the college and anyone who had been sleeping within. The Arcane Council was able to cease the expansion of the power flux, and as they did the already-wavering energy dissipated as quickly as it had come. Nothing was left of the once-proud college, consumed by the Tooth-Magic the unwitting novices had let loose.

Work was redoubled on the Spire, as the new grounds now had to support the full brunt of the Mages' Guild instead of simply being an expanded university. The campus had been designed to honor some of the greatest members of the college, previously lost to all but the archives of the Guild. It was decided that a more personal touch to the history of the guild would improve standing, especially in such a pivotal time. The university consists of five towers surrounding a central spire, with each of the connected towers serving different purposes. Dormitories, alchemy labs, practice rooms; all are available to the students and masters.

The central edifice is the tower for which the entire complex is named, itself named for the Archmage credited with creating the modern face of the guild. The surrounding towers were named each for great mages of the Arcane Council over the centuries, and themed to the magic which they spent their lives studying. Petrav Tower, for the mage who dedicated himself to the study of terramancy and the shaping of the earth. Fernas Tower, for the mage who dedicated himself to the study of pyromancy and the control of fire. Syrros Tower, for the academic of air and the winds. Ardinil Tower, for he who studied the power of living things. And Kaherii Tower, for he who studied the whims of the blizzard. A statue of the first Archmage, Thalorus the Wise, can also be found on one side of the campus, amidst a grove of Eldrichar trees grown specifically by the college.
Character Cards

## RPSETUP (command root /rpsetup or /cc)

A character card is used to define your character with some brief items.
You can set up your card by doing /rpsetup setup, which will take you to the character card menu.

This menu allows you to add your RP character's name, age (between 12 and 150), origin (birth nation), gender, and a brief description.

## EMOTE (command root /emote or /feel)

​/emote show - Will open a menu of emotions you can show above your head

​​/emote kiss <PlayerName> - This will put hearts above you and the target player within 20 blocks

/emote hex <PlayerName> - This will put a spell effect above you and the target player within 30 blocks

/emote time DAY|NIGHT|RESET - This one is a bit experimental. If you use it, it will appear to only you to be day or night, regardless of what the actual Minecraft time is.
Yora

After the Second Calling, a new global currency came into use. Called Yora, in honor of the creator god Yeor , these gold coins serve A'therys as a common means of trade and commerce in place of ancient currencies or simple barter. Its spread has created a practical world economy of which merchants during the Age of Balance could only have dreamed. Though created by the Merchants' Guild, the currency has seen adoption across all groups and organizations in A'therys, wiping away the need for any of the national currencies that came before.

## History

Up until relatively recently, the world of A'therys did not have a common currency. This made dealing across the world quite difficult, necessitating the use of exchange rates or currency substitutes. Merchants would have to keep track of the valuation of multiple currencies, and ever-changing rates of transfer made it difficult for the uneducated to deal in foreign markets without costly assistance. All of these factors were seen as a major inhibitor to a plane-wide free economy, as well as a serious damper on their own business practices, so the Merchants' Guild chose to rectify the situation. In AU 21, the Guild took a sizable portion of its own gold reserves and melted it down, casting the metal into coins which it then flooded the market with in an attempt to spread the coins as currency. After a few false starts and significant investment, the governments of the world were convinced to officially recognize the new currency as standard. Counterfeiting was of no more concern with the new denomination than it had been with the various currencies before it, and having one consistent currency A'therys-over had a usefulness most businessmen could immediately see. The lack of smaller or larger denominations of coins ensures that as the market rises and falls, the valuation of things remains relatively stable if not constant.

The sole nation that has seen difficulty in implementing Yora as a currency is Vrovona. For millennia, the keeping of gold had been explicitly limited to the Imperial Host and the god Vrovona himself. Any material good that was necessary to the people's survival was shared among the nation, and anything more was bartered for with other items. This ancient stigma against the usage of gold or currency in general was eventually broken when the Paragon at the time issued a decree expressly allowing the use of Yora, so long as the other rules were still held to. Even now, however, the stigma still affects much of the nation, with many clans outright refusing to use the coin. It can be seen in ready use within the capital, the most modern of all regions in Vrovona, as well as within the Zhuvosk Stronghold, but in most other places the citizens will not accept it.

*Page written for the on-site A'therys wiki by OccidentalAnvil*
Hierophant

Tree
 Tier
 Armour(s)
 Weapon(s)

The Hierophant is a more advanced healer, buffer, and debuffer, with emphasis on buffs and debuffs.

## Skills

**Starting Skills:**Absolution, Alchemy, GroupHeal, K(h)arma, Mend (heals weakest party member and removes bleed), Potion, Pray, Repentance, Smite, Zeal

**Learned Skills:**Bolster (increases party's defenses by 50% for 5 seconds), MassDispell (removes 1 debuff from each member of your party), Preach ("puts enemies to sleep" - is this a stun, or...?)
Merchanting

## Definition

Merchanting is the general name for selling or buying items and services for yora, the official currency of the server. Players who practice this as a business are A'therys's merchants. There are several types of merchant, ranging from collectors of rare and exotic items to bulk goods sellers, or people who just farm a lot of materials and sell them to town owners.

## Economy in A'therys

The Yora system is a closed economy; inflation, deflation and money minting are virtually nonexistent. Instead of clicking on a sign, A'therys promotes player interaction, forcing merchants to talk and deal among each other to gain the money and items they need. Each player starts with a low amount of money, but huge amounts can only be gained through capitalizing on the community's needs (and occasionally, winning competitions). Towns and companies usually have the highest balances and spend the most yora.

A'therys has a couple competing global price list and this global price list which gives pricing estimates for players who have no experience with the economy. These list was player made and will be updated in the future if there are any dramatic changes in prices.

You can read the thoughts of a community member and merchant, Timbobuhler, in this page .

## Merchant Companies

In A'therys, merchant companies are groups of players who work together to make significant amounts of money. There is usually a form of hierarchy in place, and hard-working employees earn the most. Working for a well-known company can boost a merchant's reputation, earning him or her valuable contacts and experience. A player in need of goods or services would first go to a company for it, as a group of people is generally more reliable than a lonely worker.

## Markets

Markets are trade hubs powered by plugins. They can mostly be found in trade-focused towns and nation capitals.

Most markets operate in a simple system where the merchant buys a stall or a shop, then creates the sign shops using a server plugin. He/she can set the price and supply the shop with as many items as he/she wants, and all they have to do now is wait. A player visiting the market can click on their shop and buy their items, even if the owner of the shop is offline. The merchant will have to restock items every so often. This system makes markets more favorable for players who have limited game time.

Check out this guide by BlueChaos for more information on the creation process.
Clyde Irvine

## Traits

Clyde Irvine is a Human Sorcerer, formerly a Human Ranger, and is a member of the famous adventuring party the Goon Squad. The grandson of former adventurer Ketrin, Clyde was a town guard before being asked to join Duelo and Fayt on their adventures.

## Achievements

* the Goon Squads punching bag
* Only beast master to ever be 1-up'd by his beast
* Proved that spec-ing into only one damage type was not a good idea

## Equipment

* His faithful dragon-hound Ark
	+ Wielded the *Mask of the Dragon Queen*
* Amulet of Ark
* Staff of Frost
* *Mask of the Platinum King*

## Fate

After years of shenanigans with his former teammates, Clyde settled down with his childhood sweetheart Aurora. He also became the newest headmaster at the LeFinch Institute of Magical Studies (on account of the former headmaster disappearing with nearly all of the schools gold).
Jharov

The Stronghold Jharov controls the southern point of the western isle of Vrovona. With the warmest weather in Vrovona, the Stronghold is able to produce many crops, which lead to its stability. A progressive Stronghold, Jharov is second only to Zhuvosk in its welcoming of the outside world. Note that this is only compared to the other strongholds, and Jharov is still wary of outsiders. The capital of Jharov is Gelvance, though recent issues with Roreg Logh have caused the city to be outlawed by the Pyre Warden. It is unclear what state Jharov now lies in.
Cevolo

Cult

While Yeor is recognized for his shaping of A'therys and creating the beasts that now inhabit the plane, he was not the guardian of the trees and forests that grew. That falls within the realm of Cevolo, sometimes referred to as "The Red Hunter." His domains include the forests and glades, the autumnal season, and beasts and their hunters of all kinds. Cevolo is an ancient deity, having descended to A'therys with Baphus quickly after Yeor, and he is rumored to walk A'therys to this day.

## History

When Cevolo first arrived with Baphus to the mortal plane, they formed a tight bond. They hunted the many beasts Cevolo would create for their amusement, and they ran through the hallowed forests that Cevolo called home. He regarded most of the other gods with disdain, ignoring their rampant wars and destruction, choosing instead to spend time with his close friend. With the rise of mortal-kind after the First Calling, however, his relationship to Baphus and the greenery he guarded changed greatly.

Baphus watched as his friend become more aggressive and neurotic by the year, violently protecting his beloved forests from the encroaching humanity. Sworn to the protection of the ways of the wild, he resents mortal-kind and the gods of civilization for their attempts to deny their animal instincts. He became violent and single-minded in his defense of his sacred lands; any mortal who brings harm to one of Cevolo's groves is hunted by the wild god for the rest of their lives. This is especially true of the Red Forest, Cevolo's most sacred grove, which exists in eternal autumn somewhere among the planes of A'therys. Baphus was saddened by the change brought about in his friend as he aged, and believes that Cevolo's nature will lead to his eventual downfall. Despite their long friendship, Cevolo disapproves of Baphus' aloofness and passive nature, and fears that his ally will allow himself to be enslaved by mortal-kind.

## Appearance

Those who meet Cevolo seldom live to tell the tale, as to do so is to find him within his Red Forest. He is a stealthy hunter, elusive to the eyes of his prey, and thus glimpses of him are often one's first and last. Those who have managed to view him without drawing his ire, or have else managed to record his appearance before they met his arrows, typically describe an incredibly tall and lanky humanoid figure. His skin is a patchwork of moss and birch bark, providing him natural camouflage in his sacred glade. It would not be unreasonable to assume that he could change his skin texture to go invisible in almost any environment. He wears no clothes, as he has no need to, but for an enormous quiver seemingly made from the hides of many beasts. His arrows have never been seen, quick and sure a shot as he is, but his bow is a colossal affair that could never be wielded by any mortal man. He towers over any human but stalks his prey silently, moving with inhuman speed and grace. His mask is a large and fantastical beast skull with antlers sprouting from it, the many tines weaving among each other and decorated with mystical talismans.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Cult of Rammat

Rammat, one of the youngest gods and also one of the most conniving,

makes her home in her poisonous swamps at the edges of the Daggerlands. For millennia, she has taken in lost mortals who enter her domain, claiming those with twisted hearts as her own. Some came willingly, many more because they had nowhere else to go; the ranks of her followers burgeoned with every passing year. Secretive and cunning, the Rammatites carry out the bidding of their god even now, using their relatively unknown status to further her ambition with each passing day.

## History

In the scheme of A'therian time, the Rammatite Cult is relatively young. This stems from the unfortunate location of Rammat's swamps in relation to the rest of the world, fringing the Daggerlands as they do. The first member of cult, for indeed the "cult" held a single member for quite a time, did not make his way to the poisonous mire for nigh on a millenium after Rammat made her permanent home there. The Thicket-Viper saw something twisted within his heart, no doubt a result of years of mistreatment at the hands of Golgorai's slave-drivers, something she could make to grow and use to her advantage. She took in the escapee, finally free of the Tyrant of Rust only to fall into her hands. Rammat taught the survivor the ways of the swamp, and how to control the many poisons within. His life was prolonged by the malevolent energies of the mire, and he lived just long enough to welcome the next lost disciples from the prison camps of the Asthas-Lord.

The Cult of Rammat is most famous for one specific individual, Varo. One of the Mortal Heroes, he had become disillusioned with Rammat and her teachings and joined the Heroes as they made landfall in the Daggerlands. Legend holds that it was he who mixed the poison that weakened Golgorai-Asthas, at the direction of Iona, which led to the killing blow. After he disappeared, many curious adventurers made their way into the Swamps of Rammat, curious as to his origins and his power. Many were claimed by the poisons within, but select few were chosen by Rammat and taken into the fold; none were heard from again. Due to the lack of restrictions surrounding travel to and from the Daggerlands, the cult's numbers have grown, but it remains to be seen whether they will be able to make a name for themselves on the world stage as the Astorites once did.
PvP

The Heroes plugin's diverse features make for a unique gameplay experience.  While you can learn the finer points as you play, some would say the true test of your knowledge comes in the form of PvP (which is, for the noobs reading this, player-versus-player combat).

Here's what you'll need to start.

## Basic Heroes Information

You can't learn to walk before you learn to crawl. Refer to the Heroes Classes and Heroes Commands pages for information on how to use each Heroes class.

### Leveling

You can gain levels by killing mobs and completing quests (though not all quests give experience). Mobs do not spawn outside of the dungeons, so you will need to travel there by using the warps found in the nation capitals (free) or crafting a dungeon ticket. You can craft a dungeon ticket with 1 rotten flesh, 1 piece of paper and 1 gold nugget.

There are several types of dungeons. you can read more about them here. (page not made yet)

## Modifying your Client

Mods may help with navigation, visibility, or game mechanics. Here are some commonly used mods:

* Forge (mod API)
* Liteloader (mod API that can be "chained" to Forge)
* Macros (for Liteloader; allows you to bind commands to certain keys)
* Voxelmap (for Liteloader; useful for mapmakers)
* Optifine (can be installed into separate profile or used as Forge mod; this is for optimization and is highly recommended)

These are all compatible with Minecraft 1.8. To easily install them, you can download either of these two player-made solutions:

* A set of mods you can install: Liteloader, Optifine, and a few Liteloader mods (Macros, Pop Enchant Tags, and VoxelMap)
* Technic Launcher Mod Pack

## Communication

If you want to communicate with your raiding party without having to use Minecraft's built-in chat, you can use Teamspeak (IP: chat.gazamo.com), Skype, Ventrillo, and/or Mumble. (Most A'therians, it seems, use Teamspeak.)
Allaka

Cult
 Location

The God of the Depths, the waves, and all that lies beneath the water, Allaka is one of the lesser-known gods of A'therys. He despises all forms of air-breathing life, instead representing the fluidity and majesty of an existence beneath the sea. He considers those that breath air to be unclean and uncivilized, and views land as a domain to be conquered and purged by his endless waters. He is said to have once ruled a domain to the west of Ar-Selukk, deep within an undersea rift.

## History

Little is known of Allaka, living as he does beneath the realm of men. One of the only tales of his affairs above the sea comes, interestingly, from the holy book of a very unlikely god. During the Winnowing, he took the physical form of a great leviathan to do battle with Golgorai-Asthas, God of Rust; this encounter was recorded by the Asthas-Lord himself in the Book of Careful Practice. If that source is to be believed, Allaka was greatly wounded in this battle, further souring his interest in affairs above the surf, and he took to the depths.

Legend holds that during the Winnowing he created his own variation of mortals, the Escua, specifically to live beneath the waves as his subjects and servants. Little is known about them and most who recognize the name assume they were destroyed by Llyrrh during the First Calling. Common belief among scholars holds that Allaka returned to the Cosmic Mesh with most of the other gods at the time of the Second Calling, having no interest in a land-dominated world, but the mind of Allaka is said to be unknowable. The mystical deity may have other plans for the surface world, waiting beneath the tides for an unknown future to alert the mortal plane to his presence.

## Appearance

Because Allaka has no interest in the land above the seas, showing outright contempt for it in most of his dealings, no mortal man has ever seen his physical form. The only descriptions available come, again, from the Book of Careful Practice. Allaka, having no reason to appear humanoid, uses the shape of an enormous whale-like creature, with many fins and tails. An enormous mask covers the space between where the eyes of the creature would typically reside, appearing to be some wrinkled, inhuman face carved in an unknown material. A great variety of sea life is said to reside on Allaka's physical body, barnacles and corals and all manner of things such as this. A kelp forest grows from the space beneath the mask, giving the appearance of a colossal beard that obscures any mouth the form might have. How he was able to fight Golgorai-Asthas in this form, or make landfall, is unknown, though the descriptions of the Tyrant-God are impossible to verify to begin with.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
History

## **A'therys History**

A'therys has been through through two official 'new' versions since the launch of A'therys in 2012.

A'therys Version 2

### A'therys (Version 1)

Rose Tinted Glasses and Dreams of Childhood Glee

### A'therys (Version 2)

A'therys V2 began development in the Summer of 2013. With the foundation of A'therys V1 to work off of the goal was to create a greater mechanical product in terms of Heroes, Towny and the economy. Build ambitions were also raised with the map size becoming larger (21,000x14,000) and each nation's capitol city built from the ground up with new tools and methods. Also proclaimed as features of A'therys V2 were the late arriving Quest and Dungeon systems.

Early Access was launch on the 14th of May and access was gained through the purchase of an Early Access Pass which included the title, "Pioneer"

AV1 Players gained early access to the server on the 16th of Febuary with a midnight release.

The server finally public on the morning of the 17th of Febuary.

Some Images are available here:

A'therys Ascended Version 2 World Design

References

1. ↑ AV1 Player Access Post
2. ↑ Early Access Launch Post
3. ↑ A'therys Ascended V2 World Design Gallery
Owner

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## Owner (UnitObject+)

**Owner** is a value that represents a **UnitObject** (or a **PlayerObject** for a **CorpseObject**) that will never change. For an **AiGroup**, the owner is generally a **UnitObject** representing the unit which leads the group. For a **CorpseObject**, the owner is a **PlayerObject** representing the player who the corpse belongs to.

### Example

```
Print("Corpse of player: " + myCorpseObject.DisplayName);

```
Gemstarzha the Spider Queen

The Queen of the Drow during the days of the Orcustaadian-Rohgardian War, Gemstarzha was a prophet of the Drow goddess Lolth. After being granted power by her Goddess, Gemstarzha rode into battle as a Strider. A Half-Drow half Great Spider, she and her armies devastated those of the Heavenly Alliance. On the 10th day of the battle of Darkheim, it is said that reinforcements had arrived for the Heavenly Alliance, and the Warforged General KO the One-Man-Legion had arrived to hold off Gemstarzha. Appalled as to how a Warforged could think it would even stand a chance against her, Gemstarzha ordered her troops to stand down as she fought the General. Here is where the mighty duel began, and not many people know who actually one. The one thing that was for certain though, was the last thing the Heavenly Alliance troops saw before the collapse of the Dark's entrance was the fear in Gemstarzha's eyes as she had taken a single blow from KO.
Apostle

Tree
 Tier
 Armour(s)
 Weapon(s)

The Apostle is the healing and helping specialization of the Acolyte.

## Skills

**Starting Skills:** Potion (allows potion use), Alchemy (allows potion brewing), Smite (light ranged damage, heavy damage to undead mobs), Pray (heals target), Absolution (party regenerates mana faster), Repentance (heavy ranged damage to target)

**Learned Skills:** GroupHeal (heals party members around you), Karma/Kharma (heals a party member or damages an enemy, depending on target), Mend (removes bleed from target party member and heals slowly), Zeal (increases target party member's damage by 10% temporarily)
Dorrod Muth (Capital)

Nation
x: 10645
z: 11425
 Type

Dorrod Muth is the capital of Roreg Logh and is named after the God that rules the land.

It is the central hub of trade and travel in the nation. From the warp area, you can travel to all the capitals, as well as Cyridon Spire, Halion, New Kelin, the dungeons, the Nether, Virion Alesce, and Llern Tywogh and Tyfronough Villages.

The people of Roreg Logh can all tend to the section of the nation dubbed New Haven, a place for weary travelers to rest, settle, and relax before continuing their journey. (It's a 40-plot area where players of the nation can build and destroy within the capital.)

The markets are the main reason the capital gets its foot travel. This has a nation shop where the nation buys and sells various things and above it on the main floor is the player shop where you can find everything from weaponry to raw materials. It also houses an admin flower shop.
Cult of Astor

The domain of Astor is secrecy and the keeping of knowledge, and it is the goal of his followers to assist in that endeavor. The Astorites, as they are called, carry out his bidding without question, usually cutting themselves off from the rest of humanity in the process. Astor cares little for his mortal servants, reserving what little compassion he has for his creations in the Vault, but the power he offers and the secrets he holds tempt weak mortals no matter the cost.

## History

Humans have been serving the God of Secrets since the Winnowing, accruing knowledge and carrying out dark deeds in his name. Astor had agents inside most of the major historical occurrences in A'therys, not necessarily guiding them, but watching and waiting to see if something could be turned to his advantage. Perhaps the most famous Astorite was Iona, the Mortal Hero legend holds was the one who provided the knowledge needed to kill the Asthas-Lord. The Astorites even had agents within the priesthood of the Intertwined, the story of which delighted Astor to no end. One of the few places Astor could not install his faithful followers was within the Vrovonic ranks. The eternal foe of Astor, Vrovona despised all forms of secrecy and subterfuge, considering it the very antithesis of the honor he upheld, and all of his subjects followed suit.

In modern times, the Astorite Cult has fallen a bit on harder times. With the well-traveled conduits to the Vault long closed, his followers must wait on direct communication from him to carry out his deeds. For those he has blackmailed into his service, this comes as a blessing, but for those who truly follow the God of Secrets, a lack of contact with their deity has driven many to assume he has forsaken them. Activity in the cult has dwindled, new membership has declined rapidly, and the once-widespread presence of informants just below the surface now can only boast a few spheres of influence. It remains to be seen whether the once-strong cult can reclaim the world of secrets for their master, or if even Astor himself wishes to continue his dealings with them.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Empyr

Tree
 Tier
 Armour(s)
 Weapon(s)

The Empyr is the melee warrior priest.

## Skills

**Starting Skills:**Alchemy, Bleed (deals small amount of damage over time), Flicker, Hamstring, Might, Potion, Prayer, Repentance, Shield, Smite

**Learned Skills:** Sprint (increases speed for a short period of time), Dodge (launches user backward), Basher (passive 20% chance to stun opponent on attack), Wrestle (stuns all players within a few blocks of you for 10 seconds), PrecisionStrike (bypasses armor and does 35 damage to target)
House Shadowcloak

Orator
 Status
 Founded
 Region

## History

After the collapse of House Kastellon, very few members returned to the ruins of Altharia. Those who survived were either out of country visiting the other nations, working as ambassadors or merchants for the House, or had moved away. Upon hearing the news of Patriarch and Orator Prince Leonus Kastellon's abduction, many of the remaining House members returned to their roots, cleaning up the mess and destruction from the attacks months past. However, something strange happened. A man by the name of Rhykker Kastellon appeared and assumed the title and role of the previous Kastellon Patriarch.

Life was turning around with the new Patriarch in place. The council of leadership was rebuilt, the Knights of Kastellon returned to defend the people of Aloreh in their time of trouble, and the Noble Houses of Aloreh seemed closer than ever before.

Then, suddenly things started to change. A split in the House was occurring. Many still believed Leonus Kastellon was alive and continued to await his return, while others believed things needed to move forward, that the House continue on with the new Patriarch in place. Eventually this caused the House to tear asunder. Those loyal to the Kastellon name remained in the war torn city of Altharia, while those willing to make a change and continue in a new way of life were forced to leave.

Months had passed. Rumors were spread. And suddenly, something strange occurred. A mysterious island appeared off the coast of Aloreh, about the size of the top of a Daggerlands volcano. And who else would reside there but the lost Kastellons themselves? As time passed, a city would slowly be built. That city was Trachonos.

Many of the old Alor and Kastellon traditions are still celebrated on the island; however, others developed there as well. These Kastellons met with the government of Aloreh. Talks were made, decisions final.

A new House was born from the ashes.

Vir O'r Y Tawlach Cofiath.

We are House Shadowcloak.

With knowledge, with enlightenment, with hope, we stand.

1. ↑ House Shadowcloak, atherys.com
Cosmic Mesh

The Cosmic Mesh, sometimes referred to as "The Void," is an endless expanse of dark nothingness. It is here that all the gods first existed, as formless embodiment of their portfolios, and it is from here that all subsequent creation would erupt. All the known planes of existence float within the Mesh, some in anchored permanence and some ever-changing. It can be seen from A'therys, but is best viewed at night when the light from the Sun does not obscure it; the celestial bodies can be viewed suspended in it.

## History

The Mesh itself has existed forever, dating back further than even the gods care to comprehend. It is where the gods first comprehended their existence, and it is here that the great struggle took place before the beginning of time. Yeor was the first god to leave the Cosmic Mesh and take on a corporeal form, but he was quickly followed by all the other spirits and deities who had resided there. The Mesh is also where the gods retreated to at the time of the Second Calling, shedding their physical forms and returning from whence they came. The gods can seem to affect the planes of existence from this space, as Llyrrh once did in the First Calling, but it is understood that those gods who left hold no power over A'therys presently. Whether the gods will someday return to the mortal plane or not, none can be sure, though there are several factions in A'therys vying for and against this very event.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Valley of Greengrass

The Valley of Greengrass is exactly as it sounds. A valley of green grass. Inhabited by the **Halfling**, this small valley stands on the border between Alfa Belanore and High Hulheim. Many of the Halfling live in small houses, however some have reverted back into living in small dens right below the surface.
Classes of Grim-Gaia

## **Classes**

* **Barbarian** - Uncommon in civilization, these furious warriors hail from far outside kingdom walls.  They use their rage and the primal spirits to aid them in battle.
* **Bard** - Masters of telling stories and playing sick beats, bards are known for their knowledge and wide array of magical tricks.
* **Cleric** - Devout worshipers of the Gods, clerics call the powers of the heavens at their command, and excel equally at combat and at spell-casting.
* **Druid** - A natural warrior that reveres the wild places of the world.  Natural magic allows them to call on powerful forces to reshape the land or transform their very body into that of beasts.
* **Fighter** - Fighting men and women often turn to a mercenary life or a life of adventuring as a way to improve their pockets.  Skilled with a wide arsenal of weaponry and a variety of fighting styles, fighters learn to become fierce front-line soldiers, battle-hardened generals, or call arcane powers through their blade.
* **Monk** - A carefully trained martial artist.  Through the study of *ki* energy, these warriors learn to cloak themselves in shadow, manipulate the elements, or strike deadly pressure points on the enemy.
* **Paladin** - A fearsome knight who has sworn oaths to uphold.  Though often religious, they are more motivated by the tenets of their order than anything else.  Some vow to protect the wild, others to uphold order and justice... and some vow simply to execute their sworn foes with great prejudice.
* **Ranger** - Hunters that wander the wilds tracking specific foes and develop a close bond with wildland creatures.  Rangers excel in an array of fighting styles, and call on the power of the natural world to aid them with its magics.
* **Rogue** - Rogues possess a wider range of skill than any other class.  They often excel at thievery and disarming traps, as well as minor magics and assassination.
* **Sorcerer** - An arcane spellcaster of in-born talent.  The power in their blood, whether from some hidden draconic ancestry, being born the embodiment of storms or from the wild magic of the Chaos, allows them to cast more spells or overcharge their spells with raw and unpredictable power.
* **Warlock** - Forging a pact with a strange entity- a demon/Archdevil, an arch-fey, a shadow being or a great old one -Warlocks unleash fearsome spells and eldritch invocations granted by the master of their pact.
* **Wizard** - Students of magic, wizards possess a wide array of spells and specialize their studies, focusing on one of the eight great schools of magic.
Igneel Dragonic

## Traits

Igneel Dragonic is a half-Dragonborn half-Human crossbreed, who was thrown out of Arkhosia at a young age when his family were murdered for their "ruination of the bloodlines". He is a Barbarian, who has a fiery aura around him when he rages.

## Achievements

* Killed the Wraith of the Library
* Helped slay the Peryton who had tried to eat his ally Harold
* Was awarded the "Frost's Gauntlet", and "Dracos Bane" during the excavation of Balzahad the Great's tomb
* Was the only person who was suspicious of the Women of Scala
* Fought the Great Boa for his friends freedom
	+ Looked extremely scary during it