recursal/Fanatic-Fandom huggingface dataset:
Pluralist

1. An advocate of a system in which two or more states, groups, principles, sources of authority, etc., coexist.
2. A member of the clergy who holds more than one ecclesiastical office at a time.
3. Relating to or advocating a system in which two or more states, groups, principles, sources of authority, etc., coexist.
4. (of a member of the clergy) holding more than one ecclesiastical office at a time.

Disclaimer
Chamber of Deputies

The Chamber of Deputies of the Turanian Empire was the lower house of the General Assembly. Unlike to the upper house, the Senate, the members of the Chamber of Deputies were elected by the general Turan populace, although suffrage was limited to males of a certain financial standing, among other restrictions that varied over the Chamber's lifetime.

The initial selection of Deputies was made by the directly elected Administrative Councils in the kingdom, who acted as an electoral college for Deputies and also as local governments. The first Chamber met on 19 March 4877 of the Hyborian Calender. Its main power was its right to vote on annual budgets submitted by the Turanian Council of Ministers. All members of the council, including those in the Chamber, had a right to free expression and were immune from arrest and criminal prosecution during their term, unless their chamber voted to waive this right for a member.

The Chamber of Deputies had 130 members and reflected the distribution of the resources in the empire. The actions of the Chamber were subject to a veto by the upper house, the Senate (whose members were selected by the King), thus limiting the Chamber's power.
Path of Metamorphosis

Followers of the path of metamorphosis use knowledge not for others, but for themselves. Those who become seekers live lonely, introverted lives as they discover their own capabilities. They rely on riddles and fragments of information, and usually give similar answers in return.

* Main Deity: Knorneth

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Righteous
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: No marriage
* Divorce: ...
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Shunned
* Deviancy: Shunned
* Male Adultery: ...
* Female Adultery: ...
* Kin-slaying: Shunned
* Witchcraft: Accepted

#### **Clergy Doctrines**

* Clerical Function: Control
* Clerical Gender: Either
* Clerical Marriage: None
* Clerical Appointment: Temporal, Revocable
Imperium Realms Wiki

**Welcome to the Imperium Realms Wiki!**
This site is designed to be a hub for both players and staff of the Imperium Realms Community to post Character Bios, Short stories, server lore and other information about the Imperium Realms.

What is The Imperium Realms?

The Imperium Realms is a server located on the survival game of Conan Exiles. Its theme is heavy Conan Lore, mixed with a Med- Fantasy setting. This includes custom factions, races and more.

## Important articles

FactionsRacesServer LoreGeneral Conan LoreServer RulesGuidesCharacter BiographyLaws of the LandHouses and ClansEmpires and KingdomsGodsReligion

*Important Pages to read*

* Getting Started
* Disclaimer

If you have any questions or concerns please feel free to contact Administration and Moderator Team within the Imperium Realm Discord or sever itself.
Raids

Raids are defined as a intentional destructive operation against a player structure or followers in or around it. These usually take the form of one group assaulting another group’s base with explosives with the aim to take something or someone by force or destroying the base.

## **Initiating raids**

1. Raids must always have a reason born from RP and build-up with the target.
2. Do not start a raid with an overwhelming force: Overpowering a clan of three with ten people is allowed, however consider having some members sit out or keep watch to give others a chance at defending themselves.
3. Offline targets cannot be raided.
4. A raid is initiated by emote from the raid leader followed by a time stamp using /time.
5. Raids do not need approval beforehand is the attacking side ha -less then five- players. More however will need approval.
6. After the raid, a timestamp screenshot of the initiation emote + Proof that the target was online should be given to staff.
7. Should the target log off before the raid is started the raid he then canceled.

## **During a Raid**

1. All participating players should emote their engagement as per regular PvP rules.
2. Characters who are downed during the raid, from any sorce, are out of the fight and follow normal PvP rules.
3. Placing items down during Raids are not allowed.
4. Defenders should not log out mid-raid to avoid the raid or death without notification.
5. Always emote throwing or setting down explosives or siege equipment.

## **Ending Raids**

1. If the defender manages to escape the raid without being chased, they can safely log off in successful retreat.
2. A raid is considered finished once assault stops, wheather by victory or defeat.
3. If the assailants flee from the raid and the defenders choose to pursue them back to their base, the raid is still considered on-going.
4. Timestamped screenshots of the initiation, proof of target online status and summary of the raid should be submitted to staff.
5. Keep in mind that unless agreed upon by both parties one CANNOT take player thralls.

Disclaimer
Hereditary Monarchy

Hereditary monarchy is a form of government and succession of power in which the throne passes from one member of a ruling family to another member of the same family. A series of rulers from the same family would become a dynasty.

Hereditary Monarchy is historically the most common type of monarchy and remains the dominant form of monarchies. It has the advantages of continuity of the concentration of power and wealth and predictability of who one can expect to control the means of governance and patronage. Provided that a monarch is competent, not oppressive, and maintains an appropriate dignity, it might also offer the stabilizing factors of popular affection for and loyalty to a ruling family. The adjudication of what constitutes oppressive, dignified and popular tends to remain in the purview of the monarch. A major disadvantage of hereditary monarchy arises when the heir apparent may be physically or temperamentally unfit to rule. Other disadvantages include the inability of a people to choose their head of state, the ossified distribution of wealth and power across a broad spectrum of society, and the continuation of outmoded religious and social-economic structures mainly for the benefit of monarchs, their families, and supporters.

In most hereditary monarchies, the typical order of succession uses primogeniture; (the right, by law or custom, of the firstborn legitimate child to inherit the parent's entire or main estate in preference to shared inheritance among all or some children, any illegitimate child or any collateral relative. In most contexts it means the inheritance of the firstborn son) but there exist other methods such as seniority and tanistry (in which an heir-apparent is nominated from among qualified candidates that are related in some way to the pervious ruler).
House Crowbane

* ....

* Fyrayn Fortress

Zamora

* ....

The House of Crowbane (or House Crowbane), is known within the lands of Zamora, within the Black Kingdoms to be one of the oldest and most influential noble families of Zamora. With a tall bloodline of aristocrat, whos origins can be traced as far back as before the [[Age of Hyborian]]. Their wealth steamed from silver mines located to the north of the ‘Wall of Kings’. With the introduction of breeding and training Bird of Prey such as; Falcons and Red-tailed Hawks, as messengers and fetchers only increased their wealth and soon they where also wildly known for their well-risen birds.

Rumors of occult practice also spread as the House of Crowbane grow, taking over more of the outskirts near the city of Shadizer, taking over the fields as physicians as the silver mines of the North dwindled in resources.

When the Earl Clayton Crowbane was accidentally killed while hunting, his manor and estate was left in the hands of his Daughter Mirissa Crowbane…

In Current Time However, The House of Crowbane though still holding lands within Zamora and training Well-breed Birds of Prey, they are now the ruling family of the Sanguis Empire with their High Matriarch marked as one of the rulers of the Empire. They are now considered Royal Bloods within the Exile Lands, hence why they still hold heavy influence in Zamora as well to this day.

## ***Disclaimers***

*This story has been flushed out for over five years. Everything before Orolian's era was created for the purpose as background story, while everything during Orolian and Alerion's era are cannon, and were actual pieces of lore RP'd by players.*

*This page uses the Quel'thalas Foundation Calendar, starting -6841 years ago, with the foundation of Quel'thalas. It is depicted to, at Mists of Pandaria, to be at year 6841, while the King's Calendar is at 632.*

*All Flamearrow Characters are up for modifications upon approval of Hector, Orolian and Alerion's player. Requests to be added onto the Flamearrow Household is open for discussion with Hector, or Lani'lea's OOC player as well. All of the Flamearrow History may be changed as Hector flushes out the full details for the Flamearrow History.*
Rogue

The rogue is a lightly armored class that specializes in melee damage. With their distinctive Stealth abilities, rogues are capable of sneaking through the

shadows unnoticed, dispatching their foe in a whirl of attacks, then vanishing from sight. Rogues can also stifle their opponents with a variety of poisons, bleeds, stuns, and other disabling effects. Rogues are renowned for their elusiveness, having a number of defensive abilities that make them adept at escaping combat when the odds turn against them.

## **Common Fighting Styles**

These traits are pairs with racial traits.

### **Assassin**

The assassin is a rouge with a stealth based fighting style who uses ambushing and poisons in combat to take down their foes.

* **Paralyzing Poison:** Throws a poisoned flask at the target area! This causes a poison gas to fill the air and will paralyze anyone within the AOE area for five rounds. Will only work on those who fail an athletic save to escape or counter the gas.
* **Poisoned Weapons:** Coats a weapon of choice in poison causing +5 in poison damage for three round when a target is successfully hit with the blade.
* **Stealth:** Allows the caster to hide in the shadows, allowing them to gain save passage or attack a target first.
* **Agility Mastery:** Agility is a main stat. +10 attack damage to target for every agility perk unlocked.
* **Weapon Mastery:** Duel-Swords, Daggers. When using these weapons +10 damage to target.

### **Pirate**

A Pirate is a ruthless fugitive who stands toe-to-toe with enemies.

* **Ambush:** Must be stealthed before using. Ambushes the target from behind, causing the target an extra +20 attack damage if target fail a perception and Athletic check.
* **Blinding Powder:** Throws blinding Powder in the face of a close by target, must be facing target. Will stunned for three turns if they fail the athletics check to doge.
* **Weapon Mastery:** One-handed Axes, One-handed Maces, one-handed Swords, Fist Weapons. +10 damage to target when using these weapons.
* **Stealth:** Allows the caster to hide in the shadows, allowing them to gain save passage or attack a target first.
* **Agility Mastery:** Agility is a main stat. +10 attack damage to target for every agility perk unlocked.

### **Shadow-Blade**

A Shadow-blade is a dark stalker who leaps from the shadows to ambush her unsuspecting prey.

* **Shadowblades:** Enchants a weapon of choice with shadow magick. +10 Shadow damage to target when using this weapon.
* **Throwing blade:** Throws a throwing blade from the shadows, +10 Damage to target is it hits!
* **Weapon Mastery:** Daggers, one-handed Swords, Fist Weapons. +10 damage to target when using these weapons.
* **Stealth:** Allows the caster to hide in the shadows, allowing them to gain save passage or attack a target first.
* **Agility Mastery:** Agility is a main stat. +10 attack damage to target for every agility perk unlocked.
Wilderness Stalker

A wilderness stalker uses stealth to slip unseen and unheard through the woods and sneak in close to her prey. Born of instinct in ancient times, the way of the wilderness stalker has become a set of skills passed from one generation to another - and to the occasional ally, such as the orcs of the Horde.

A wilderness stalker emphasizes thrown weapons as well as bonding with the world around them. Wilderness stalkers are true creatures of the wild. They gain mastery over the terrain in which they battle, learning how to use the environment to their best advantage. No one can match a wilderness stalker for her ability to survive in harsh environments. Wilderness stalkers claim that that the lands speak to them, aiding them in their hunting and protecting them.

Though a wilderness stalker excels at closing on unaware prey, she knows that their prey will occasionally sense her before she can get within reach and thus, many wilderness stalkers are also skilled at throwing weapons at a bolting target. A wilderness stalker may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas and other similar terrains) at her normal speed without taking damage or suffering any other way.
Kieran Crowbane

## Lord-Magistrate Kieran Crowbane

### Position(s)

* Emperor of the Sanguis Empire
* The Lord Magistrate of the Sanguis Magistrates

### Titles

* Emperor of the Sanguis Empire
* Lord-Magistrate
* High Lord
* Archmagus

### Place of Birth

The frozen wastes of the North in the Exile Lands

### Occupation

* Emperor of the Sanguis Empire
* The Lord Magistrate of the Sanguis Magistrates

### Relatives

House Crowbane\*Rezella Crowbane (Mother)

* Kamaria Crowbane (Sister)
* Selena Crowbane (Sister)
World's End

World's End was a mysterious land of no return on the far eastern portion of the Thurians Continent, beyond Grondar and the River Stagus. Even during the time of King Kull, almost nothing was known about this region since those who were brave enough to venture into it never returned to tell about what they encountered. All that could be said was that it was a vast and barren expanse of wastelands and deserts. The most common way of reaching World's End was by crossing the River Stagus with the help of Karon the boatman. It is uncertain how much Karon knew about what lay beyond. He described World's End in vague terms as a realm of horror and mysticism, magic and the unknown, with ghastly shapes of doom lurking in the obscurity of dusk.

When Kull and his men were pursuing the fugitive adventurer Felgar across the continent, the chase had led them across the Stagus.

Disclaimer
Thievery and Spying

These rules are comprise rules and etiquette elements for infiltration, thievery and spying respectively. Even if you are not role-playing a thief or spy, involving yourself in such actions means you must adhere to the very same rules.

## **Infiltration**

1. Always emote when entering a base: Even if you think nobody is around.
2. Breaking in forcefully: This counts as a raid and follows the same rules of initiation.
3. Locking picking doors doesn’t count as a raid: Even though this doesn’t count as a raid this much only be done if said target is in fact online. Lockpicking is a audible action and may be reacted to by anyone in local range. Entry that does not require lockpicking can be done at any time.
4. Catching unwanted presence: If you find someone in your base this is a valid reason for hostile RP. Adhere to the PvP rules and wait for their emote response before taking action. This goes for everything: Attacking, fleeing continuing conversation.
5. Thralls and pets do not act as witnesses: Unless the thief player desires to include them in the clues left behind.
6. **Egress doors: Even if you guess a password on these doors, you are still not welcome inside. No, they are not able to be overcome or picked.**

## **Thievery**

1. Lock Picking chests or doors requires the target to be online: Taking things from an open container can be done at any time. Breaking open chests and doors with the usage of explosives is done as any other raid report. Screen shot of what was taking and emote is preferable.
2. Emote lockpicking: Always emote Lockpicking chests and doors, taking items or thralls. Even if you think no one is around.
3. Always leave clues: Leave clues describing signs of entry and theft via Ravencrest’s Written Notes which can be placed everywhere regardless of land claim. This note should be in a noticeable area.
4. Please DM a Mod or Admin with a post-theft report: Once you have completed your theft, please DM a report using the following:

\*\*Thief:\*\*

\*\*Target Clan:\*\*

\*\*Stolen items:\*\*

\*\*Screenshots of items, RP, and note:\*\*

## **Spying**

Spying is eavesdropping on a conversation from a hidden position or a disguise in order to extract information.

1. Speech that is in local is IC: If you can read it, your character can hear it, even something like /mumble. If something is absolutely private, use private whisper.
2. Without line of sight: You character only has sounds and speech to go off of and anything else can not be used.

Disclaimer
Druid

The Druid or Druidess for females is a shapeshifting hybrid class. While a druid is most effective in the role determined by their active Shapeshift

specialization and equipment, they can also use their shapeshifting abilities to temporarily switch to a different role in combat. In addition to combat forms, druids can shapeshift into forms that increases movement speed while running, swimming, or flying.

## **Fighting Styles and Magick Specializations**

This traits are paired with racial traits

### **Sunfire Druid**

A Sunfire Druid uses the energy of the sun and nature Magick *to destroy enemies at a distance.*

* **Sunfire:** Uses the suns energy to create a ball of orange flame to fall from the sky at a target. Will cause +10 damage to target and +3 damage for five rounds if the target fails their athletic save to doge this spell.
* **Thornes:** Uses nature magick to allow throned vines to come up from the ground and warp themselves around three targets feet, forcing them in place for three round and causing +3 damage for three round if these targets fail their athletic save.
* **Natures Wrath:** A ball of green nature magick is formed and used as a Projectile at a target. Will deal +10 damage if target fail their Athletic save throw.
* **Shapeshift:** The caster can shapeshift into an animal of they have mastered the form of and attack in that form.
* **Weapon Mastery:** Staff, Daggers. When using these weapons +5 damage on target.
* **Sorcery Mastery:** Sorcery is a main stat. +3 spell damage to targets for every Sorcery Perk unlocked.

### **Starsurge Druid**

A Starsurge Druid used the energies of the stars, moon and nature *to destroy enemies at a distance.*

* **Moon Form:** The caster takes on a ghostly appearance, that make them glow slightly. +10 to all Spell-damage while in this form.
* **Starfall:** Causes a star the shoot out of the sky, aiming at a target. Will cause +10 damage to target +5 over three round after that if target fails their Athletic save throw.
* **Shapeshift:** The caster can shapeshift into an animal of they have mastered the form of and attack in that form.
* **Weapon Mastery:** Staff, Daggers. When using these weapons +5 damage on target.
* **Sorcery Mastery:** Sorcery is a main stat. +3 spell damage to targets for every Sorcery Perk unlocked.

### **Feral Druid**

Feral Druids master their animal form, fighting at close range. They can however shift back to their humanoid form to use nature magick and heal allies.

* **Natures Wave:** Uses nature magick to sooth the target, healing them +5 for five rounds. Caster must succeed in three out of five saves during though rounds to fully heal target.
* **Natures Cure:** Uses nature magick to cure a target from a damage- over time effect or stun. Can only be used three times per-combat.
* **Shapeshift:** The caster can shapeshift into an animal of they have mastered the form of and attack in that form.
* **Weapon Mastery:** Staff, Daggers. When using these weapons +5 damage on target.
* **Sorcery Mastery:** Sorcery is a main stat. +3 spell damage to targets for every Sorcery Perk unlocked.
Serpent Men

The **Serpent-Men** are the spawn of Sligguth, son of the Elder God Set, created about one million years ago to serve Set on Earth. They are considered

spawn or creations of Set himself on occasion.

Having been seemingly annihilated during the Pre-Cataclysmic Age, first by early Man (using the sentence Ka Nama Kaa Lajerama, discovered by a Pict shaman, the Snake People automatically reverting to their true forms upon hearing it), then by the Atlantean warrior-King Kull of Valusia. However, Delcardes' Cat brought Kull in contact with, apparently, a community of serpent men living under a lake - like the Nagas, wise and often good serpent beings from Indian mythology; possibly the source of inspiration for the serpent men. There, Kull met their version of the conflict between Serpent men and "true men"; a version where "True men" are a bunch of kill-crazy imperialists impossible to live with. Indeed, it seems also in "The shadow kingdom" as if "true men" were the aggressors, the elder races only defending themselves. Probably Kull did abandon his vow to eradicate the serpent men after that. Then, they were seemingly annihilated again during the Hyborian Age by King Conan of Aquilonia and his son Prince Conn, but the Serpent-Men kept surviving and plotting, into the Modern Age.

The Serpent-Men appear in the Hyborian Age as schemers who can disguise themselves as normal men through magic. They often operate in the shadows, trying to get in contact with human rulers so they can kill them and take on their appearance. They are capable of performing minor magic, mostly illusory, and when they join their efforts their illusions can become quite impressive and detailed.

Their true appearance is revealed when their hear the sentence "Ka Nama Kaa Lajerama", a sentence only a human mouth can pronounce. When a human hears it, it sounds as if the person has already heard it before, even if it's the first time learning of it.
Trading Rules

## Introduction

Laifu runs on an open market system. Its value outside of its basic ranking system is purely designed around supply vs demand. Through this method, bids are placed on cards which normalize general pricings of cards, cosmetics, etc. In order to keep the bot running as fair as possible, some general guidelines should be followed to avoid cards being locked from trading. Locking of cards happens when a trade outside the general norm happens and we will attempt to stabilize the trade which we deemed has affected the economy in some way.

## Basic Rules

1. Do not use multiple accounts to benefit a single account. Playing on multiple accounts is fine as long as they are an individual with their own goals and benefits. Attempting to use accounts to benefit a single "main" account will be flagged as alting and result in punishments.
2. Do not mass gift cards. It is perfectly fine to give and receive things as gifts. However, if you are constantly giving things away and we suspect you have questionable intentions, we may treat it as if you were acting as an "alt" (multiple account benefiting a "main" account). We have very detailed protocols for calculating the trends of accounts to see exactly how they are trading. If you are quitting or taking a break, consider leaving a small reasonable gift in proportion to your inventories wealth to avoid any issues. - A: Gambling is done at the risk of all participants. It is not protected by Laifubot staff. If an account you are gambling with is penalized for violating trading rules, your account may also be negatively impacted. Play at your own risk.
3. No cross-trading or selling cards for real money. Cards must always be traded with value attached from both sides. Only reason it wouldn't is if you were gifting another player. If so, please make sure you followed the gifting rule and is something that is reasonable in proportion to your inventory.

## Buying and Selling Premium products

1. It is perfectly fine to buy and sell premium products in Laifu using cards, other cosmetics, or even taking the scarlet reward. Please keep this in moderation, and sell to multiple people rather then selling an entire half year to a single person, which doesn't make much sense and may flag mass gift rules. The key in this is moderation, multiple people, and general common sense.
2. Premium products value is of a volatile nature and should not be used inside offers that involve large value cards. This is in relation to the sellers inventory. Buying a rare that is of low value is perfectly fine, but you should not be using it as a offer for a high value card in their inventory, as it will flag mass gift rules.

## Conclusion

Finally, enjoy the bot and these rules are set mostly as a formality. The owner of Laifu (me) is very open minded and understands situations in which sometimes rules must be flexible, especially in such an open environment. The rules are mostly to set the guidelines for us to work with. Please enjoy trading and feel free to contact the support channel if you have any questions. Any locks are always reversible or open to adjustments so please don't feel boxed in.
Followers, pets and Mounts

A follower is a pet, thrall, undead Minion, or a mount that is placed into the world. This includes Entertainers and bearers without weapons, but not Artisan Thralls such as work bench thralls.

1. Followers cannot be used in PvP Combat: Followers cannot be used to gain the upper hand in a PvP duel or a Open world PvP battle. The ONLY exception to this rule is if your are attacked at your own base, in this case the Follower whom are IC would and should engage in combat.
2. Followers cannot be IC witnesses: In cases such as thief and so on a thrall cannot be used to see this.
3. Followers interfering in RP without owner’s intent: This should be ignored, if a follower suddenly attacks ect.
4. Followers may be part of an RP: To preform some actions, such as ordering your blacksmith to forge cuffs or for your guard to carry an unconscious body. Rule of thumb: If your character cannot do an action against another player your follower shouldn’t do that as well.
5. Human Thralls: Are obtainable by The SLAVER class.
6. Thespians: Can Count as Thralls, or paid merchants.
7. The Total number of followers depends on clan size:

* 1-3 Members: 8 Followers
* 3-5 Members: 12
* 5-7 Members: 15
* 7-10 Members: 20

## **Mounts**

The Mounts that can be tamed by ranchers are as followed:

* Horse
* Donkey
* Dire Wolves
* Camel

1. Larger mounts: These mounts should be only tamed as combat
2. Undead Mounts: If you have these you should be a necromancer class, also be smart when using these.

Disclaimer
Path of the Nomad

For followers of the Path of the Nomad, Civilization and anything associated with it is anathema. They travel light and travel always. It has also been called the path of Journeys.

* Main Deity: ???

#### **Followers**

* Nationality: ...
* Number: ...
* Location: ...

#### **Main Doctrines**

* Views on Gender: Equal
* Religious Attitude: Pluralist
* Clerical Tradition: Lay Clergy
* Head of Faith: None

#### **Marriage Doctrines**

* Marriage Type: Concubines
* Divorce: Allowed
* Bastardy: Legitimization
* Consanguinity: Avuncular Marriage

#### **Crime Doctrines**

* Same-Sex Relations: Shunned
* Deviancy: Shunned
* Male Adultery: Shunned
* Female Adultery: Shunned
* Kin-slaying: Shunned
* Witchcraft: Shunned

#### **Clergy Doctrines**

* Clerical Function: Control, Recruitment
* Clerical Gender: Either
* Clerical Marriage: Allowed
* Clerical Appointment: Temporal, Revocable
Werewolf -S

### Lifespan

They mature the same as before the werewolf affliction. They do not die of old age however.

### Alignment

* Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* True Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
* Chaotic Neutral

Considered a supernatural being and sometimes called the were-afflicted, as many believe that they are the descendants of humans and lycanthropes.

They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their wolf features – a state they call shifting. Whatever their origins,

## **Shifter Traits**

* **Age:** They mature the same as before the werewolf affliction. They do not die of old age however.

* **Darkvision:** Can see in the dark

* **Keen Senses:** Proficiency in the Perception skill. This is done by rolling twice on Perception rolls. Highest of the two is your score.

* **Shifting:** Can transform into a half-wolf-half humanoid creature, during the night this happens automatically. Damage is increased while in this form.

## **Appearance**

Human, but when shapeshifted. Humanoid creature with wolf like appearance.

* **Height:** 5'5-6'3 Feet. This is 0.95-1.10 In height in game. (Human Form)
* Height: 6'2"-6'6". This is 1.10-1.15 in height in game. (Werekin Form)
Permadeath

Permadeath is a very real possibility for any character within the Exile lands. This might seem counter-productive, especially after putting time and effort into your character. But, we do not see it as a loss, instead, it a powerful story telling component that aims to give absolute value to the characters we create, play, and finish.

## **Performing permadeath**

1. Permdeath is only possible on a character you have full control over, such as defeat in PvP, captured ect.

2. The emote describing the death must be elaborate and well-written.

3. Always talk with the other player before or during permadeath; Please remember you are ending a character that they might love and adore, a show of friendship and respect is always appreciated.

4. All cases of permdeath are reported by the one performing the kill via Messaging staff in this format:

* NAME OF KILLER: (Your name here)
* NAME OF VICTOM: (Their name here)
* TYPE OF PD: (Forced, Hand of fate?)
* LOCATION: (Map location and description)
* RELEVANT SCREEN SHOTS: (Screen shots of last emotes before the killing blow)

5. New Characters start fresh!

## **Types of Permadeath**

Listed below are the types of Permadeath that can occur:

1. Hand of Fate: Or HoF, is a form of permadeath that gives the target a 50% chance to survive. It allows people to play aggressive characters without sinking into Bloodlust or beatial states too quickly. To do this, use in-game ability before you emote your intent after you will get a failure or success.

* --- On a success, your character loses 1 humanity, and the target is killed via the following RP
* ---On failure, your character loses no humanity, but the target survives and the scene is solved without permadeath.

2. Forced Permadeath: A forced permadeath is an unavoidable permadeath enforced by one character onto another. This should be rolepalyed in such a way that does not possibly allow the character to survive. Character will lose 2 humanity when forcing permadeath.

3. Suicide: Generally, this is a last-resort possibility for players who wish to end their character and re-roll for a variety of reasons without being PD’d by another player. This should come with RP and IC justification.

Disclaimer
Lemuria

**Lemuria** was a chain of large islands in the ocean east of Thurians, and perhaps southwest of the Pictish Isles off the eastern Thurian coast, during the

Thurian Age. They were somehow related to the people of Mu as they shared the same alphabet and perhaps language. They had contact to a people of eastern Thuria, who came from a continent east of Lemuria (perhaps Mu).

Lemuria sank into the sea during the Cataclysm that ended the Thurian Age. The Lemurians escaped to the east coast of the Thurian continent but were enslaved by that people, and endured a millenium of brutal slavery that reduced them to a state of savagery. They eventually rose up and destroyed their masters, and pushed them away to Stygia. The descendants of the Lemurians became the Hyrkanians. Turanians were a branch of the Hyrkanians. Perhaps scions of the more privileged of the Lemurian slaves of the Muvians. The Hyrkanians and Turanians with time became Turks, Mongols and other central- Asiatic peoples.

Lemuria was known as a haven of pirates, and like the Atlanteans and the Picts they often raided the Thurian mainland. During the reign of Kull, Lemurian archers served as mercenaries in the Valusian army.
Giant -S

**Giants** were humanoid creatures of exceptionally large size.

## **Giant Traits**

* **Perception +2**
* ***Multiattack***. The giant makes two extra Melee attacks.
* **Age:** They age like human but can live to 300.

This traits are paired with base race traits.

* **Athletics +11 Perception +6**
* **Damage immunity to fire.**
* ***Multiattack:*** The giant makes two more **greatsword** attacks.
* ***Greatsword:*** *Melee weapon attack*: +11 to hit while using this weapon

* **Athletics +9, Perception +3**
* **Damage immunity to** cold
* **Perception +13**
* ***Multiattack:*** The giant makes two More greataxe attacks.
* ***Greataxe:** Melee weapon attack*: +9 to hit when using this weapon

* **Perception +12**
* ***Multiattack:*** The giant makes two more greatclub attacks.
* ***Greatclub:*** *Melee weapon attack*: +8 to hit

* Athletics +12 Perception +4
* Darkvision
* ***Multiattack:*** The giant makes two more greatclub attacks.
* ***Greatclub:*** *Melee weapon attack*: +9 to hit when using this weapon

* Arcana +8 Athletics +14 Perception +9
* **Damage resistances to cold:** This is done by rolling twice on saves to cold damage. The highest of the two rolls is your Save Score.
* **Damage immunity to lightning, thunder**
* ***Amphibious: Can breath underwater***
* ***Innate Spellcasting: Sorcery + 5***
* ***Multiattack:*** The giant makes two more greatsword attacks.
* ***Greatsword:*** *Melee weapon attack*: +14 to hit when using this weapon

## **Appearance**

Human, but with bulker frames. Some can have pointed ears.

* **Height:** 7'0"-8'0" Feet. In game this is 1.30-1.80 In height
Server roles and channels

**Ones you can get with experience**, by posting a lot of messages in the official server.

- Lives Here (Black)

- Ultra + (Yellow)

- Ultra (Red)

- Zeta (Pink)

- Epsilon (Dark Purple)

- Delta (Light Purple)

- Gamma (Blue)

- Beta (Green)

- Alpha (White)

**And other ones:**

- Coffee Whale (Pink): By donating a lot or hosting lots of giveaways.

- Server Booster (Pink): Boost the server! Gives 5 extra stones every daily.
Zuagirs

Roaming in their white-robed hordes the nomadic Shemites dwell in the eastern deserts. They raid their western cousins constantly, burning with a fierce hatred for their civilized kin. Many consider the cities, towns, and villages of Shem to be little more than store houses for treasures the nomads want.

Among the desert nomads, one of the most notorious, largest, and most widely travelled tribe are the Zuagir tribe. These determined riders of the hot sands range from Zamboula to Zamora, fighting savage battles along the eastern edges of the Hyborian nations. They survive through terrorism and plundering civilized lands. Other tribes include the Azilis and the Kozaks
Sanskrit

Sanskirt is a classical language of modern South Asia belonging to the Indo-Aryan branch of the Indo-European languages. It arose in South Asia after its predecessor languages had diffused there from the northwest in the late Bronze Age. In modern days, Sanskrit is the sacred language of Hinduism, the language of classical Hindu philosophy, and of historical texts of Buddhism and Jainism. It was a link language in the Hyborian Age and medieval South Asia, and upon transmission of Hindu and Buddhist culture to Southeast Asia, East Asia and Central Asia in the early medieval era, it became a language of religion and high culture, and of the political elites in some of these regions. As a result, Sanskrit had a lasting impact on the languages of South Asia, Southeast Asia and East Asia, especially in their formal and learned vocabularies.

Sanskrit generally connotes several Old Indo-Aryan varieties.
Turkish

**Turkish**, also referred to as Turanain in the Hyborian Age, is the most widely spoken language in The Turan Empire, with around 70 to 80 million speakers. It is the national language of Turan.

The distinctive characteristics of the Turkish language are vowel harmony and extensive agglutination. The basic word order of Turkish is subject–object–verb. Turkish has no noun classes or grammatical gender. The language makes usage of honorifics and has a strong T–V distinction which distinguishes varying levels of politeness, social distance, age, courtesy or familiarity toward the addressee. The plural second-person pronoun and verb forms are used referring to a single person out of respect.
General Assembly

The General Assembly, is also known a the Turianian Parliament, mainly present within the cities along the cost of the Valayet sea and the Turanian Empire and was composed of two house; a Upper house, The Chamber of Notables, and a lower house: Chamber of Deputies.

The General Assembly was first constituted on a December 23, Year 4876 in the Hyborian Calendar and still goes strong today.
Getting Started

Welcome to the Imperium Realms official Wiki, where all documents, profiles, story progression and need to know things will be kept for Role play purposes!

This page is to help guide you through the steps of simply getting started! So let us began

The good new about you being here is that you a a member of the Imperium Realms Discord has already completed the first step; and that is to simply join the Imperium Realms Discord.

***Two;*** New members are highly encouraged to check out and read the Rules and Guidelines. Now this might seem like a lot but we highly recommend to at lest skim though the rules. Especial the General Rules. Direct links to these rules are also posted on the Imperium Realms Discord. Once you are done with that and have visited the General Rules Page on the Discord

You should take note of the agreement, which you can react to which states: *“I HAVE READ THOUGH ALL THE GENERAL RULES OF THE SERVER AND OTHER RULES, I TAKE FULL RESPONSABLITY FOR ANY RULE BREAKING DONE PURPOSLY OR BY ACCEDENT AND WILL HERE BY BE HELD ACCOUNTABLE AND ACCEPT ANY AND ALL PUNISHMENTS WITHIN REASON. BY ACCEPTING THIS I ALSO HERE BY STATE THAT I AM INDEED OVER THE AGE OF 18!”* Please note that by reacting with the Check mark this means you; 1. Agree with every rule on the sever. 2. Agree to follow all rules on the server. 3. Take responsibly for any rule breaking actions and agree to accept the consequences for these actions. 4. You confirm that you are mature and over the age of 18

***Three;*** It is required that you take a look at the Consent sheet page. They are in fact required, due to them letting others know what you agree to and what you do not agree to.

***Four:*** It is highly requested to take a look at the Conan Lore channels and the Lore channels to better understand the story and what you can do with your character.

***Five:*** You should at this point take a look at Character Biography Channel. There is where you should post you Character Profile. Now, there are two different ways to do this one is using the template provided within discord and posting you Bio right there. The next one requested for larger bios is a Profile you can Create on the Wiki, which will require you to have a Wiki Fandom Account. The temple for this is: Character Template where you can then copy past into your own character page and fill out. After you may copy the link and post it within the Character Bibliography channel in the discord for staff to approve. Keep in mind that you have 30 days to complete the profile when your character is create on the server in game!

***Six;*** After all this you should finally be able to create you character, and play in game without worry. Again it is requested that you read Character Creation Rules before making your character.

I hope this page helps you get started and I hope this will help you ease into the server easily, Keep in mind if you need any help please do not be afraid to contact any Moderators and Administrators within the discord!

~The Staff
Elder

The Elder Race is a race of beings representing a divergent or primeval branch of humanity. They are similar in many ways to human beings but with certain differences. They can live for hundreds of years, or even a thousand and more in some cases. They have exotic features that mark them, particularly in the eyes. Their eyes may be narrow or strangely slanted, with unique colors such as violet, or have a luminous quality like sparks of sword steel. They may have other eldritch qualities that convey a sense of otherness, such as great physical size or a talent for magic. Despite their long lifespans, the Elder Race is mortal and may be killed by conventional means.

## History

The Elder Race once ruled the world until their nations were conquered by the early Thurians who migrated from the East and established the kingdoms of Valusia and the other Seven Human Kingdoms. The Elder Nations themselves were founded when the Elder Tribes rode out of the wasteland regions and conquered the peoples and tribes they encountered. None of these Elder Nations are named in the Kull stories. The few scattered survivors among the Elder Race that existed during the time of Kull included the Valusian wizard Tuzun Thune and Karon, the ferryman of the River Stagus on the eastern border of Grondar.

Thulsa Doom is often regarded as one of the Elder Race (mostly in comic books), this is not confirmed in the original Kull stories. Not just people, but certain animals also belonged to the Elder Race, including Saremes the cat. This was confirmed by Ka-nu and the Lake-men of the Forbidden Lake. The Lake-men revealed to Kull that Saremes had once visited them and was a guest in their courts for a number of centuries.

They are also referred to as the Old Race.

Disclaimer
Grimaldus Ozai

Emperor Grimaldus Ozai

> ***Please note this page is under working progress. Things here can be changed at anytime and are to be taken with a gain of salts.***
>
>

Emperor Grimaldus Ozai Imperium Lord Monarch of light.

### **Notes:**

* Imperator Maxen, was a direct great ancestors to him separated by four generations. This ancestor was half Elder and half Dragonkin
* Mother was a Frost-Giant, whos bloodline was direct descendance of the Elder race.
* Father, was an High-Elf, with 1/3 Dragonkin blood due to his bloodline.
* First wife and First Empress of the Imperium Empire was Ilarah Ozai This was during year one on the Empire.
* A year after becoming Empress Prince Osman Ozai and princess Tara Ozai are born as twins.
* A year later the Empress disappears without a trace, leaving her two children behind. Months later she is found to be dead after another note is found describing how she would not be able to return and how she would not be found.

21 Year into Empire

* Empress Ranni Ozai is crowned Emperess of the Imperium Empire
* Prince Azhaizim Ozai is born and raised with the help of the Emperesses close maidens in secret.

54 Year into the Empire

* Prince Azhaizim Ozai, comes forward as a royal guard of the Empire. His true identity is hidden.
Grondar

Grondar was a Thurian nation located east of Zarfhaana.

## Government

Grondar was ruled by an unnamed king who was advised by a council. Volmana, the Valusian count of Karaban, had at least one kinsman on the council.

## Geography

Grondar was the easternmost of the Thurians kingdoms. The western border was formed by an unnamed mountain range that separated it from Zarfhaana. A pass through the mountains led out near the Zarfhaanan city of Talunia about a day's ride from the mountains. The eastern border of Grondar was formed by the great River Stagus, beyond which was the mysterious realm of no return known as World's End.

## Flora and Fauna

The interior of Grondar consisted of an endless expanse of plains, grasslands, and savanna, with roaming herds of buffalo and deer.

## Inhabitants

No one dared to ride into Grondar any further than necessary or unless they were on official business, for the Grondarians were wild and aggressive and only half civilized. It was said that men who rode in Grondar carried their lives in their right hands. They were, however, not quite as barbaric as the various island peoples. They were born and bred in the saddle, and sometimes formed mounted raiding parties to attack the borders of Thurania and other lesser nations. For this reason the borders of those kingdoms were closely guarded against Grondarian marauders.

## History

Throughout the Grondarian countryside there were ruins of ancient cities from the distant past when the ancestors of the Grondarians first arrived and conquered the original inhabitants of the region. The conquered peoples probably included populations of the Elder Race (among others) since they had ruled the world until the rise of the Thurians.

During the tyrannical reign of the Valusianking Borna, Grondar took advantage of Valusia's weakened state by preparing to launch a devastating raid against the kingdom. When King Kull usurped the throne of Valusia he crushed the power of Grondar and prevented the raid from taking place, though how he did this is not chronicled.
King Borna

Borna was the king of Valusia until he was overthrown and killed by Kull. At first, Kull was hailed as a liberator who had delivered the people from the iron

grip of Borna's tyranny. However, many Valusians eventually turned against Kull, largely as a result of loyalist propaganda by the royal minstrel Ridondo. This was so effective that despite Borna's past cruelty, a statue of him was put up in the Temple of the Serpent where the people mourned for him and praised him as a saintly monarch unjustly slain by a red-handed barbarian. This also despite the fact that Kull had once led Valusia's armies to victory as a soldier and that his status as a foreigner had been overlooked because of this.

Borna was, by all accounts, a genuine tyrant who deserved his fate. Men were routinely blinded, maimed, and left to die in his dungeons for their transgressions, and their wives were stolen for his seraglio. Valusia was in a severely weakened state under his rule until Kull took the throne, brought much needed reforms, and restored the nation to its former strength and unity.

Borna was a native Valusian and a direct heir of the old dynasty. The events leading to his overthrow are not chronicled in detail in the original stories, but it is known that Kull had led a group of rebels while he was an army commander and had the support of the barbarian mercenaries.

After Borna's death, there were at least two remaining members of his dynasty who had legitimate claims to the throne. These included Gomlah, a cousin of Borna, who fled to Verulia and took refuge there, and Baron Kaanuub who remained in Valusia and often plotted against Kull. The statesman-turned-outlaw Ascalante considered it a mistake on Kull's part to have let them live.

Disclaimer
Primordial

**Primordial** is the language spoken by all elementals. Primordial is an obscure tongue spoken only by a few scholars, for the native speakers (elementals) are rarely encountered within civilization.

Primordial appears to have several dialects including Ignan (fire), Aquan (water), Terran (earth), and Auran (air). One dialect exists for each elemental type living on the Elemental Plane. Elemental conglomerates are known to speak two or more of these dialects depending on elements they are made from.