recursal/Fanatic-Fandom huggingface dataset:
Drell

The Drell is a swampland monster that is extremely hostile. It is extremely territorial, especially against humans. They have been spotted using ambush tactics against traveling merchants, packs of creatures, and even a griffin. Due to their extremely skinny physique, they can move exceptionally fast. The fastest they have ever gone (recorded) was 25 mph.

## Anatomy

The Drell's anatomy is quite strange. They seem to have almost endless stamina, almost full immunity against diseases, and strangely enough, no way to reproduce. When their chest is cut open, it reveals a heart-like organ in the middle, 2 abnormally large lungs surrounding the heart-like organ, and what seems to be a blood storage organ. It is thought they have the blood storage organ in order to play dead. Only one cadaver of a Drell has been found, so there is extremely limited information on their death cycles.

## Psychology

All Drell are highly territorial and violent. The Drell has been documented as an emotionless beast that only hunts and protects. However, Drell’s are known to use primitive tools and weapons, such as an ax, spear, and clubs which means they have some form of intelligence and are able to craft items to help in the future of hunting, building, and gathering.

## Terms of strength and Durability

The Drell in terms of strength is somewhat the same strength as an average human. However, Drell can control their energy well which allows Drell to run faster and much longer than the average human runner. Drell can’t handle brute force, for example a hammer to the arm can and will almost always break their arm/ or fracture it however the Drell can sustain slashes from daggers, knives, and sometimes swords depending where the creature is hit. The reason they’re so fast is due to their muscles being enlarged and their leg span being long enough to reach further.
Tileaf

Tileaf, a common plant found within the Grassland region, widely known as a leaf for brewery. Once placed in boiling water and stirred for a while, the leaf produces a misty green coloured liquid, one that is full of nutrients. This brewery is commonly used by Mercenaries and those alike, allowing them to stay on their feet without feeling drained. The leaf bears a dark green appearance, often found in a clump together, similar to a bush.
Blush of Intervention

Blush of Intervention is a strange tree that grows in the jungle. The tree only exists for a few moments before falling apart, its roots however seem to survive. Two roots will remain from the tree, and one root will relentlessly cling to the other, if they are separated the roots quite literally teleport back together. If one were to consume one of the roots, the inner parts of their body would teleport out, causing death. It is not yet understood why the roots do this, and why only the roots survive, making this entire plant on a phenomenon. No one has yet found a usage for this strange plant, as even finding it in the first place is highly rare. This plant is prized by most mages and alchemists, as they seek to find value within its wild properties. Alongside wishing to research its estranged origins.
Animate Objects

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

### Animated Object Statistics

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

**At Higher Levels.** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

* **Level**: 5th
* **Casting Time**: 1 Action
* **Range/Area**: 120 ft.
* **Duration**: 1 minute
* **School**: Transmutation
* **Attack/Save**: N/A
* **Damage / Effect**: Creation
Gravewalker's Lulli

The gravewalker Lulli is a pink-flower that resides in the swamp, resembling a pink tulip most typically but enlarged to the size of a meter stick. The silky exterior of the pink outside of the plant is deceiving as it’s inside is riddled with prong-like thorns inside. The plant is typically harvested for dye in clothing and to get rid of insects using its luring appeal of its sweet-smelling sap. The name which involves Gravewalker is usually due to the Lulli pricking off bits of rotten flesh of Gravewalkers as they wander past it; usually coating it in it with sweet-smelling sap to allure insects towards it. The gravewalker Lulli is great for being used in potions that have the use of numbing pain and dehydration due to its sweet-sap that it produces within the swamp-environment. With the useful incentives of the plant, it was brought over to the grasslands/plains to be grown locally; unfortunately, it was an invasive species, and, in the forests, it gnawed on the grass around tree-trunks and other flowers around it; causing it to destroy the local ecosystem quite efficiently and quickly.
Potions and Poisons

This page details the different alchemical creations that currently exist post-cataclysm. Though due to the cataclysm the former knowledge on alchemy and some of its potions and tonics were lost to the cataclysm. Causing the need for new alchemists to take up the torch and remake alchemy, as it stands there are only a few potions that have been researched, made, and widespread throughout post-cataclysm Aurilia. They are listed below.

## Potions

All currently known potions.

* Etherium Elixir
* Warrior's Tonic
* Fairy's Brew

Anything that has known alchemic properties can be used for alchemy. It's possible to make anything with the right combination of properties.
Antipathy / Sympathy

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become **frightened**. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

**Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

* **Level**: 8th
* **Casting Time**: 1 Hour
* **Range/Area**: 60 ft. (200 ft. cube)
* **Duration**: 10 Days
* **School**: Enchantment
* **Attack/Save**: WIS Save
* **Damage / Effect**: Frightened
Ampeluzak Ethnicity and Culture

An average Ampeluzak male

Written by Aurachip, Aura#5565

Original Document; https://docs.google.com/document/d/1ull8QZrLABJ8m9VAgQmW9LFgFC2Mhu7FlHdHHqnD0kU/edit?usp=sharing

## Appearance

Ampeluzak men and women have distinct features from their Liepolt, Aurilian and other counterparts. Ampeluzakians often have dark black hair and for men, an abundance of facial hair. They often bear a light skin tone and maroon or brown pupils. Similar to the Aurilians, they are often physically fit, more out of necessity than by pure genetics however.

## The Great Migration

During the events of Over the Mountain, the Great Migration is occurring. The Great Migration is an event in which large amounts of Ampeluzak have been leaving their ancestral homelands and moving into more populated lands such as the Aurilian Empire. Information about the Great Migration is often very non-specific, Ampeluzak reporting the Great Migration was caused by natural disaster, invasion from an unknown source, or a disease known as the Scourge of the Steppe. Whether any of these claims are official remains unknown and a heated debate between Migratory Scholars of Aurilia.

An Ampeluzak warrior during *The Great Migration* into Aurilia

## Distinct Locations of Settlement

Ampeluzak often live within the frigid mountain ranges, the plains, vast tundras or the steppe. They often live in tribes ranging from 10 to 100 peoples, ranging from being herders to hunter gatherers. The Ampeluzak people rarely permanently settle down in one place, living out of tents for most of their lives. Pockets of Ampeluzak can and have been located outside of these regions, often being very reclusive and rarely ever being the majority of the population.

## Cultural Practices

Because of the Ampeluzakians’ general reclusivity, they have developed many distinct cultural practices, which will be gone into detail here.

Vengir: A vengir is the fur cap adorned on many Ampeluzak’s heads, the vengir is traditionally very important, symbolizing a passage into adulthood. After the 16th birthday of male and female Amepluzaks alike, they would be told to hunt a designated animal by the head of the tribe. After skinning the animal of its pelt, they must then sew together their own vengir with the supervision of their mother.

Nov-Aren: Nov-Aren is the name of a unique fighting style which the Ampeluzak warriors learn which involves 2 swords, and optionally a shield.

The Accent: Many Ampeluzak have developed a distinct accent when speaking common. This accent occurs when pronouncing the letters “a” or “e” in a word. An example would be the word “Hello”. Normally pronounced “Heh-lo”, an apparent Ampeluzakian accent will pronounce the word as “Hyeh-lo”.
Stometite

Stometite is a very rare type of gem that is created under mysterious circumstances. Its most notable quality is that it changes color depending on the region it’s in. An example of this would be that a stometite gem turns to a white color in the taiga or mountains. Gold in the grasslands and red in the deserts. Due to this quality, it’s used by high-profile individuals or traveling merchants. This stone is one of a kind and impossible to fake due to its unique nature. It’s about as durable as most gems and found in very small quantities. Such as ring or necklace-sized gems. Thus making it highly valuable and worth ridiculous amounts.
Gargers

Many believe the Gargers came to origin after a rather docile species of omnivores in the mountains were isolated away from other life. After years of being isolated, they began to mutate into Gargers. They eventually spilled out into the wild, reproducing and causing their population to skyrocket. The villagers and traders eventually noticed how much of a menace these Gargers were, and began hunting them for sport in order to make the trade routes and wilderness much safer. Soon, people also began harvesting their meat and pelts. Their pelts are a valuable resource due to its hard and tough texture, making it good for protection.

Gargers are carnivores and also predators. They have small hind legs and big front legs. They can move exceptionally fast and are often seen hunting trade caravans or some other creature. The Gargers have a gray skin complexion, in order to blend into rocky environments. Their face consists of 2 eyes, usually being gray. Their faces have a snout of sorts, and many sharp teeth. They currently span across multiple regions, though they are being hunted for sport. Often considered a pest and a danger to communities, many people despise Gargers and are attempting to exterminate them from the Zhan region. Due to them being semi-intelligent creatures, they can be seen frequently in trade routes. The areas with mountains in it are their main habitat, often hiding in the mountains and searching for prey.

They have a tendency to be violent, even attacking other Gargers. Due to their nature, they are rarely given a chance to be tamed, so finding them as tamed pets or attack animals is very rare. They sometimes travel in packs and have been observed having some sort of hierarchy. Usually, the strongest of the Gargers are viewed at the top of the hierarchy. When they are tamed, they are often utilized as guard animals and intimidation. Bandit groups favor using them as attack animals.

Gargers are massively common, thus it's not uncommon to see villagers having large supplies of Garger meat stored away.
Rittic Crystals

Rittic crystals are formed differently, instead of requiring pressure and a mineral base, rittic crystals just form naturally in places with a high rittic concentration. Often being created out of the ground, or at the ends of structures. Rittic crystals carry very large amounts of concentrated anti-life. Making them highly hazardous to carry without protection or an Ethir source that can contend with it. Thus attaining one is extremely difficult. These crystals are often destroyed when encountered, or taken in by powerful mages or alchemists for study. However, due to the concentrated Rittic within them users of the Blighted Arts often seek out these crystals, as it allows them to assist in their casting. Reducing the possibility for spellcaster’s fatigue.
Symbygoul

Technically classified as a type of flora, symbygouls are enormous amalgamations of biomass found only in the swamplands of Aurillia.  With a lifecycle that initially starts as a loose cluster of violet glowing fungus, this fungus is capable of reanimating dead creature material upon coming into physical contact with it. Over the course of several months or years, the symbygoul will continue to scavenge the swamp and indiscriminately kill other creatures, adding additional biomass onto its body. The largest recorded symbygouls have been estimated to be 15-25 feet tall, though there is no reason to believe that they could not become larger. The best method to defeat a symbygoul is to destroy its inner fungus core using fire, high-temperature magic, or another powerful heat source. Furthermore, along with being slow-moving, a symbygoul is not capable of regeneration, which means that chopping off the limbs of smaller symbygouls is also a viable option in combat. It is currently unknown where the fungus of a symbygoul originates from, however, research indicates that said fungus is not naturally capable of replicating itself.
Scemna

Scemna, a relatively rare plant found within the Grassland region. This plant is best known for its medical use which has similar effects to morphine. Upon being grinded and boiled, the Scemna leaf takes a liquid form with a similar consistency to blood itself. When injected into the bloodstream, it causes a numb feeling throughout the body, allowing surgeries to be performed with minimal pain. The scemna leaf holds a dark orange colour upon the spine of the leaves, with fine, small bumps scattered across the stem of the plant. Three leaves are needed to curate enough to numb the entire body, if someone is to use more than three leaves worth in a short amount of time, they have a chance of becoming paralyzed from the waist down.
Reclusa

The reclusa is a species of centipede found exclusively in the swamp biome. First discovered by the Zhan people shortly after the cataclysm, this creature can grow to approximate dimensions of 17 feet in length and 3 feet in width. The reclusa exists predominantly as a scavenger of dead carcasses; using its enormous mandibles and proboscis, it is capable of digging into the ground in order to create dens or stash food for later consumption. On the rare occasion where a reclusa chooses to act as a predator, it will submerge itself into mud and erupt out upon detecting vibrations over top of its body, after which the reclusa will shred its prey viciously with the same pincers and mandibles used for burrowing. In addition to a top speed of 30 km/h, a reclusa is equipped with a chitinous exoskeleton that is moderately resistant to crushing impacts but susceptible to stabbing strikes. It is not common for a recluse to outright attack humanoids, but should they decide to do so, the aforementioned weakness, combined with flanking maneuvers, should be enough to slay it.
Whatever Happened to Dobie Gillis?

Title card

***Whatever Happened to Dobie Gillis?*** was a one-shot special intended to be the pilot for a new *Dobie Gillis* series. It, like the previous ***"Zelda"***, never became a full series.

## Characters

* Dobie Gillis
* Maynard G. Krebs
* Zelda Gillis
* Herbert T. Gillis
* Georgie Gillis (debut)
* Lucky
* Officer Henshaw
* Mrs. Lazlo
* Mrs. Tucker
Pograthil

Pograthil is a form of wood that comes from the Great tree within the Jungles of Aurilia. It forms under the ground and on the roots of the Great Tree. The material itself is exposed to large amounts of heat and pressure from the volcano nearby. Along with the weight of the earth above it. This process turns the tree roots into a dense material, one that loses its connection to the main still-living tree. This mineral was discovered by the subterranean Malethians, they started to mine the roots and refine the material into items. The metal itself has a melting point of 1640°C, whilst being stronger and more flexible than steel. However, this mineral is exclusively used by the Malethians, to acquire it one would have to receive it from them. The material itself is a brown color when unrefined, and a pale green when it has been refined.
Etherium Elixir

A potion that allows its user to restore a high amount of their Ethir and concentration. The ingredients to create it are listed below. Created by Calif Mortimmer, and shared throughout most kingdoms and settlements.

* x1 Liothier Dandelion orb
* x3 Furnace flower buds
* x1½ cup of water
* x1 bitterleaf

The liothier dandelion orbs store the concentrated Ethir in the tonic, the furnace flower buds help direct that Ethir throughout the body, whilst also increasing the user's concentration. The bitterleaf puts the body into a rush in order to handle the new rush in increased Ethir. The potion does have dangerous aftereffects however, as the user will find their minds extremely clouded and their bodies somewhat lethargic for a few minutes. (3 OOC minutes), at best these tonics can restore enough Ethir to cast one spell.
Wulkadir

## The Minor God of the Harvest

Wulkadir is the visage of a hearty, rosy-cheeked farmer and shepherd-type man, acting as a minor deity under Astrafus due in part to his connection to the life of plants. He is typically adorned with a large straw hat, which itself has additions of greenery and leaves to show his links to the simplicity of life.

Classical depictions show Wulkadir between grand stalks of simple farm crops, such as wheat and barley, with very modest and light garments. In some later depictions, he is shown in a brown-colored tunic, representing his connection to the earth and agriculture that he holds control over, however other depictions show him in forms of overalls which eventually grew into the standard depiction of those in the farming profession.

Writings scholars produced about Wulkadir often depict tales of him providing good fortune to farmers and those he deems to do well in the sphere of farming, namely being generous and sharing their excess harvests with others. Those he deems worthy will often receive small boons to show his appreciation. While he does not present himself in person, Wulkadir’s boons will merely appear within the chosen people’s homes, being magical tools of the farm such as plows that have unusual efficiency, or the households of farmers being overcome with joy for the coming harvest seasons.

These same texts also depict Wulkadir’s demeanor, being one of unequivocal happiness. In no writing is the God of Farming shown as being rude or unpleasant, always having an aura of goodwill around his person. In terms of his depicted relationships with other Gods, Wulkadir shows the same goodwill to all, even those who are bent on destruction and chaos. As much as this conflicts with his interests, he is believed to not desire conflict amongst his peers.

Wulkadir is often worshiped by those as a bringer of good harvests, and equivocally the bringer of droughts and famines to villages. Despite his common representation as a jovial man who can do no harm, Wulkadir is believed to cause damage to harvests when those worshiping him do something he does not agree with, such as unnecessarily harming animals and livestock that farmsmen keep on their land. Due to the scripture and boons of Wulkadir, many worship him due to their desire for good harvests and farming prowess.
Celyorn

Celyorn, a commonly known plant among those who live within the Grassland, often being used as a seasoning for cooking. Celyorn’s appearance is relatively dull, a long weed-like appearance, small, widely spread leaves upon the stem of the plant, the leaves a dark green colour, and streaks of brown spread across the plant.

There are no other widely known uses for Celyorn.
Absorb Elements

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

'***At Higher Levels.'*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

* **Level**: 1st
* **Casting Time**: 1 Reaction (taken when you take acid, cold, fire, lightning, or thunder damange)
* **Range/Area**: Self
* **Duration**: 1 Round
* **School**: Abjuration
* **Attack/Save**: N/A
* **Damage / Effect**: Acid / Cold / Fire / Lightning / Thunder
Embers Respite

A flower similar in size and shape to a common rose, but with the distinct difference of being constantly alight with small flames on the edge of each petal. These flowers are rare in the environment, but when they are found growing, it will typically be under some sort of alcove or tree, forming large circles of the flowers. They are often viewed as a blessing provided by the gods due to how drastically they can change a lucky adventurer's fate in the snow filled environment. The flowers give off enough heat to keep someone warm in cold weather when in groups of ten or more flowers, but become less useful in the event of rain, snow, hail etc.

It is thought that this magical effect gives them a unique advantage in an environment otherwise lacking in heat and liquid water, as the heat given off is capable of melting surrounding snow, providing the necessary water.
Gillflower

Gillflower, a rare flower found within the swamp region, often close to the borders of water. Bearing a light blue appearance and a yellow seed within the bud of the flower. Upon digestion of the yellow seed found within the bud, the person will find gills forming upon the sides of their necks, allowing those who eat it to respirate underwater for roughly five minutes. The effects of the plant will wear off after the 5 minutes. Though, while under the plants' affects, those that digest it are incapable of breathing out of water.
Elves

The elves, a race almost as ancient as Humans themselves, residing in the Taiga region.

## Elves

### Average Weight

Male: 130 lbs - 180 lbsFemale: 90 lbs - 140 lbs

### Region of Origin

Taiga

Elves are rumored to have originated from the blessing of an ancient deity, one that gifted a human with a longer life span, as well as adjustments to the body. Making this man slightly weaker, physicality wise, though strengthening his capability to wield magic. The ears of the human became elongated, their sense of hearing boosted, though, the man's eyes worsened in health, disallowing long distance sight within the dark.

While the frame of the body remained similar, the man's height increased, though lost partial muscle mass and fat within his body. While still physically capable of combat, he was not as strong as he once was.

After this procedure, the man reproduced with several humans, believing he could be the beginning catalyst to what he believed to be a superior version of mankind.

## Anatomy

Elves are typically known to have a slimmer frame, longer ears, slanted, thinner eyes. While they’re seen as physically inferior to humans, in most cases, it is still possible for an elf to build muscle, as well as gain fat. Though, with the longer ears comes better hearing, Elves are capable of hearing twice as much as Humans can,  however, fail to see past twenty or so feet within the dark, due to the slimmer, clouded eyes. Elves are often seen bearing eyes of wild, untamed color, often seeming as if they glow. Many people believe this is due to their supposed connection with the ethereal world. This connection also permanently changed the colors of their hair, causing light and varied colorful shades to be common among elves.

Although elves aren’t as physically strong, they’re known to have a much better understanding of magic, as well as a better capability of wielding such, allowing them to progress faster and develop much more adept spells. As well as this, Elves are known to be extremely flexible and light on their feet, whether this is due to their lack of mass or not. These beings inhabit great fortitude, allowing them to travel through harsh conditions while remaining semi-healthy, whether this is through the snowy mountains or the volcanic region.

## Psychology

Elves are a prideful race, often seeing themselves as the pinnacle of mortal beings, believing they’re in contact with the Ethereal world, due to the rumors of their origins. Elves are believed to be one of, if not the most knowledgeable race, due to their extended lifespan, the race has been capable of gathering more information, before passing it down to their kin. As well as this, Elves are semi-xenophobic in most cases, due to the majority of them being raised in enclosed environments, surrounded by their own race, and nothing else. This often leads to prejudice towards races they're unfamiliar with.

## Language

Elves tongue, Inethrian/ethrian is an extremely elegant language, often used to recite poems and bardic music. Though due to its complexity, it’s quite a hard tongue to learn for those who have not been raised around it.
Furnace Flowers

The term “Flower” here might be an overstatement, as Furnace Flowers are merely a few buds sticking out from the ashes. These buds bloom so rarely, that seeing one in action may be a once-in-a-lifetime possibility. These buds seem to overstimulate anything that ingests them, in doing this amplifies their perception. However, this effect lasts moments and causes the person who ingests them to have blurred vision and a lack of balance. The name “Furnace Flower” was given due to the fact that the pollen looks like flames bursting out of the plant, and that inside of a bud looks like a furnace. These plants are very rare to find on a larger scale, but there are flower "beds" of these Furnace Flowers found rarely in the Ashlands.
Stonecap

This mushroom grows commonly in the taiga and is sometimes found in mountainous environments. The plant has a soft outer cap but very rigid stem which is somewhat comparable to bone in terms of hardness - hence the ‘stone’ portion of its name. While the cap itself is inedible, the stem is able to be ground into a fine powder and demonstrates an array of useful traits. When the powder is combined in large quantities with water and rock fragments, it forms a durable plaster useful for construction purposes. Stonecap may also be used for brewing potions due to the stem having a natural filtering enzyme which can help purify water of biological contaminants. Consuming any part of the mushroom in its raw form will result in food poisoning.
Etherium Crystals

Etherium Crystals are a strange formation of natural Ethir into minerals, then once those minerals are put under pressure the energy turns them into a glowing formation of gathered ethir. These crystals are extremely powerful, carrying enough Ethir to rival spells casted by Magi. Thus making them highly valuable, however, due to how rare they are in order to acquire them one must come to the volcano. Inside the volcano there’s a chance you could find maybe 1 or 2 of these crystals. It’s also possible to come across an uncharged version of these crystals, where it’s possible for someone to charge it with their own Ethir. Assuming they have enough. Etherium crystals are great magical amplifiers, and as such have been used to assist high-level mages in casting. When it’s ground down it creates cinis, a highly flammable form of powder. However, do note this powder isn't capable of creating explosions or eruptions.
Drake Fruit

Description

"In a country well governed, poverty is something to be ashamed of. In a country badly governed, wealth is something to be ashamed of." - Confucius

“To be wealthy and honored in an unjust society is a disgrace.” - Confucius

"Nothing inspires forgiveness quite like revenge." - Scott Adams

"When it is obvious that the goals cannot be reached, don't adjust the goals; adjust the action steps." Confucius

"If it were an enemy insulting me, I could bear it. If it were my enemies attacking me, I could hide. But it is you, the one so close to me, my companion, my good friend, who does this. We used to share our secrets with one another, as we walked through the crowds together in God’s Temple." Psalms 55:12-14

"But no one can enter the strong man’s house and plunder his property unless he first binds the strong man, and then he will plunder his house." Mark 3:27

"And you disciples are clean, but not all of you.” For Jesus knew who would betray him. That is what he meant when he said, “Not all of you are clean.” John 13:8-11
Gravewalker

Gravewalkers are semi-sentient, passive beings, curated from the souls of those who have passed into the afterlife, souls which're incapable of resting due to unfinished business. While Gravewalkers are capable of movement, communication and sensing. They're incapable of wielding magic and far too weak to lift a blade. Lifeless beings, soft in tone and lethargic in movement.

## Anatomy

Gravewalkers maintain the same height as they once did while alive, due to inhabitting the same body, though, there are many changes to the body they inhabit, near to all muscle eating itself, making the beings extremely weak. As well as this, Gravewalkers bear a grey skintone, that overtime, begins to rot, due to the body they inhabit being a corpse, giving them a truly horrifying appearance.

## Psychology

Gravewalkers, while semi-sentient, often find themselves wandering, unsure as to why, an affect of long term memory loss, most memories fading after three or so years. Due to being incapable of wielding magic, and too weak to lift a blade, Gravewalkers are forced into a state of passiveness, whether the being wants it or not.

## OOC Guide

Gravewalkers were created for the sole intention of tying off loose ends, finishing a character development arc, so on so forth. They're in no way to be used in combat. While they are undead, they aren't seen as evil beings from any Kingdoms, allowing an unrestricted roleplay experience region wise. Gravewalkers are in no way to be attacked on sight for merely existing, seeing as they're common creatures and known to be passive.
Fauna

The continent of Aurillia is as diverse as it is dangerous, not only in terms of its biomes, but also the many creatures which call them home. A traveler would do well to read up on them before setting out on an adventure.

#### Ashland

* Cinderspawn
* Twilight Guardian [X]
* Zakril

#### Grassland

* Aurillian Mink
* Great Gieron
* Letini

#### Snowy Mountains

* Merroh'ki Ram
* Rimenita
* Rohr'rak
* Yahn'ivic

#### Swamp

* Reclusa
* Rhisdrake
* Symbygoul
* Laravgor

#### Taiga

* Arahakian Elk
* Glacial Spider
* Terakite

#### Multi-Biome

* Te'Chelchel
* Gargers

Footnotes:

\* = requires approval

X = staff only
Rhisdrake

Rhisdrakes are a type of lizard common to the swamp biome. Sometimes mistaken for boulders or mounds of soil, these omnivorous creatures are capable of surviving for several months without having to eat due to their extremely slow metabolism. Being roughly the size of a large horse, rhisdrakes are capable of blending in with natural vegetation and hibernating for 2-4 months at a time, during which they will not emerge from their slumber except to eat again or if disturbed. Rhisdrakes are very passive and will not attack other creatures unless in cases of direct self defense, however, should they enter combat, these reptiles possess tough scales equivalent in strength to average copper and a powerful, toothless jaw, though their underbellies are soft and susceptible to damage. Rhisdrakes are prized by monster hunters for their dorsal plates and succulent meat, most of whom work in groups to ambush the creature while it is actively hibernating.
Teki'chutchut the Minor God of Greed, Deception, and Disarray

*“What Fun! What Fun! O’ under the sun! Raise your hands high for thy death is nigh!”*

## **The Minor God of Greed, Deception, and Disarray**

**Teki'chutchut** is a minor deity of pure misdirection and misfortune, it exists to feed off mortal mens panic, lusts for confusion and hungers for the ‘wrong’ ending. Wherever there is manipulation to be had Teki’chutchut is close behind. He sits atop the shoulder of anyone willing to listen to his sweet nothings, knowing full well he is leading them to their demise. Any deal brokered with Teki’chutchut can and will be warped by him however he sees fit, torturing anyone that dares attempt to con him.

Teki’chutchut was once part of a great triarchy of minor celestials who lorded over the twisted human warpings of the mind. He quickly became jealous of his brothers who quickly grew to resent him, originally only the minor demigod of deception. During the heavenly dormancy he took to their abodes, beating them into palp and promptly eating them to absorb their power. This power overwhelmed his typical form which contorted his physical form beyond the laws of reality, effectively mangling him into a twisted amalgamated mess of his former self. He bends and twists in the wind like he’s filled with nothing but air. With his newfound ability he found himself shunned from most corners of the celestial hierarchy, sent to wreak havoc on mortal men on his own volition.

Teki’chutchut commands no one true power, master no magic, claim no contention. Instead his warping state passively generates a feeling of manicism in those he encounters. He emphasizes deep depravities and desires in those he chooses to afflict. He drives those around him to their deepest wants and needs to the point of desperation, only to call upon his name. Of course the merciful Teki’chutchut comes to their aid and offers to grant their wish, warping and bending the physical and metaphysical realities to satiate these wishes. However such things come with an obvious catch, Teki’chutchut is involved. No matter what the circumstance or situation presents itself Teki’chutchut will **always** twist it into something that pleases his sadistic desires.

In order to satisfy his warping body and constant need for more energy he’s come to leech off the ethir of those he or the lesser entities known as ‘paradaemons’ collect. This has often caused him to be attributed to the position of the ‘king’ of such horrific entities though besides their instinctual need to shatter souls he holds no authority over them.
Warrior's Tonic

This potion allows for increased stamina and a lack of pain. Making it a perfect item for usage by warriors and physical fighters. Created by an unknown alchemist and shared throughout most of post-cataclysm Aurilia.

* x2oz of Belsewort pollen
* x4 gravewalker’s lulli petals
* x1 tileaf leaves
* x1 cup of water.

The belsewort allows the user's body to use less energy, causing actions that would seemingly drain large amounts of stamina take half at best. The gravewalker's Lulli allows for the user to ignore wounds and pain for a few moments. The tileaf provides extra protein and nutrients to the body while it's in this supercharged state. Overall, with all of these effects a warrior can expect to be extremely jaded after using the tonic. However, it's quite worthwhile for the boost. The tonic itself lasts 10 minutes (5 OOC minutes) after its effects wear off the user will feel weak and numb.
Orsirm

This is a common metal, and decently durable. It is commonly used for most armors and weapons by a majority of the metalsmiths throughout Aurilia. It was favored by the Empire of Aurilia and given to their basic soldiers as armor and weaponry. It can be found all over Aurilia, though, mostly in the mountains. It has a silver-gray color. 1500°F/815°C is its melting point. Due to the common nature of this metal, you can find it as often as you can find iron.
Flora

Here is a list of all the plant life and fungi in Aurilia. They are organized by their origin region, even if they are prolific across the continent. Flora that has no clear origin are put elsewhere. Certain types of Flora can be used in Potions and Poisons.

### Ashland

* Bloodroot
* Furnace Flowers

### Grassland

* Ineshrum
* Celyorn
* Tileaf
* Bitterleaf
* Scemna
* Klephry
* Ordinary Morel

### Swamp

* Grappleroot
* Liothier Dandelions
* Gillflower
* Phredil
* Sugroot
* Gravewalker's Lulli
* Blessed Collard
* Mimics

### Taiga

* Frosse Flower
* Stonecap
* Vanmir
* Belsewort
* Starberry
* Gulifruit

### Jungle

* Blush of Intervention
* Gumruit
Mivy

This is a unique and incredibly rare set of freestanding vines only found populating the Jungles of Aurilia. A fluorescent green in color, when in bloom the vines will emit small green clumps of seeds from pastel pink flowers; which is thought to be how the plant spreads itself throughout the jungles; relying on the odd wind or creature to carry it to a separate location. Given the rarity of this event it is thought to bring blessings of good harvests to the villages of those who witness it. Some families of farmers have been known to keep the locations of these plants secret to hand the information to the next generation in order to allow this blessing to pass through the ages.

This green ivy takes the shape of a formless mass of vines until a sentient being comes into contact with it. Upon this happening, the ivy has been observed to slowly shift itself in order to replicate the appearance of the person who touched it. Once this “transformation” is complete, the plant undergoes an ‘observation phase’ where it remains inactive for the next three minutes, after which it will **repeat any sounds, smells, taste, and facial movements produced by the copied person in those three minutes for the next week.** For example; a three minute speech could be recorded from the person, and the plant will repeat those three minutes for the next week.

the plant is not capable of moving it's "body" in any other way other then to copy something's appearance. It does not replicate anything else during this time and once its time is spent it will return to its original formation as a formless mass of ivy. Some have theorized its use in messaging, though this has proved impractical for most due to the short time the plant will repeat the message.

Written by; Draxensoul
Powers

**Powers** are upgrades that can boost soul production and some other aspects of the game. It can be accessed via a chalice filled with blood after engaging with a Rat-Thing.

## Minion Powers

Each minion has the same upgrades, and only the "***Cultist***" is different.

* Normal
* Ascended

* Normal
* Ascended

### Nether Minion Powers

Nether Minions only appear after you unlock them in the Leviathan. The price is after the 5% and 10% reductions from Azathoth's State of Power and Dark Pact, respectively.

## Soul-multiplier Powers

Soul-multiplier upgrades boost your soul production by %, meaning these upgrades make up most of your soul collection. These are multiplicative.

**Soul Snatcher Powers**

* Normal
* Indoctrinated

**Soul Destroyer Powers**

* Normal
* Indoctrinated

**Unholy Place Powers**

* Normal
* Indoctrinated

**Dread Powers**

### Crescent Moon Powers

Crescent Moon Powers unlock when you reach a specific number of Crescent Moons.  These upgrades are multiplicative. (Note: The number of Crescent Moons required may be incorrect.)

### Tree of Shadows Powers

The Tree of Shadows Powers can only be unlocked once you have the Tree of Shadows blessing. This upgrade is also multiplicative.

## Soul Tap Powers

Azathoth's Abominable Inheritance will give you Abominable Connection for free at the start of every timeline.

### Soultap Multipliers

These upgrades are available once you purchase the corresponding Leviathan Blessings. The price is after the 5% and 10% reductions from Azathoth's State of Power and Dark Pact, respectively.

## Other Powers

#### Soulflame Colors

Soulflame Colors can only be unlocked once you own the **Emerging Colors** blessing; unlocking a color requires crescent moons . Makes the Darklight Torches available to purchase once you have "Colors from the Outer Space."

#### Decadence Flame Powers

These upgrades require Rank III Decadence to be unlocked. These are multiplicative.

### Archaic Coin Powers

**Note**: I haven't bought the Silver Coin in the shop and am only using the store information.

### Astral Powers

Astral Powers unlock after you have 1 Ether .

## Astral Multipliers

These upgrades require the Darkness Path to be unlocked, with rank I giving a 25% Astral Level  Bonus, rank II giving a 30% bonus, rank III giving a 35% bonus, and so on. They are multiplicative. The price is after the 5% and 10% reductions from Azathoth's State of Power and Dark Pact, respectively.

### Raven Harbinger Powers

These upgrades require Rank I Decadence to be unlocked. They are Additive.
Elizbore

The Elizbore is an uncommon plant found in the general vicinity of the volcano, often near occasional streams or pools of lava. It is thought to be a parasitic plant, as it thrives when it is able to grow on corpses or other plant life and leech on the nutrients from them. The colouration of the plant usually ranges from blacks to reds, thought to allow it to blend into its environment with ease. It resembles Coral, with thick tubes spreading outward from the main body. They are rough to the touch and incredibly hard, often needing the use of tools such as a pickaxe to break. These tubes are often found to be hollowed out and are used by the plant to draw lava away from the main body of the plant to ensure its own survival.

As such, they are capable of transporting small amounts of lava though it has been noted by those who attempt to use this feature that once they have nothing to leech on the tubes become more heavily damaged by high levels of heat, and can no longer transport magma.
Zakril

Zakril are an extremely-hostile rittic bird located in the ashlands of Aurillia. Despite their seemingly-innocent appearance to those unaccustomed to the region, these avians have acquired a fearful reputation as vicious, indiscriminate predators. Travelling in singular, tight formations of 20-30 at high elevations, zakril possess very poor eyesight but extremely good hearing. When hunting, zakril packs work together to emit a loud call towards a small area of ground, the call of which, through the blighted arts, is able to induce a feeling of fear into any creature that is directly exposed to it. Those further away from the call’s impact region feel less fear, while those directly under the call’s impact region feel more fear. If the creature subjected to this fear chooses to flee while directly underneath the call’s small impact zone, the zakril formation will hear them, descend from the skies and attack the victim relentlessly with their sharp talons and beak, lacerating and biting off chunks of flesh until the target loses consciousness due to blood loss. If a traveler hears the distant call of zakril while venturing through the ashlands, the best way to avoid an attack is to take cover and remain completely motionless until they pass by, otherwise the formation may audibly detect the person and devour them alive, piece by piece.
Factions

**WIP**

This page details the different leading factions and minor factions through Reftia the life-orb,

## Factions

The factions of each individual continent and its inhabitants.

**Aurilia**

The central continent.

* The Aurilian Empire
* The Kingdom of Inellune
* The Zao Shogunate
* The Aurilian School of Etherian Arts
* The Kromwell Order

**Estroza**

The Dark Continent

* TBA

**Mullik**

The Plentifiul Continent.

* TBA

**Ti'ros**

The sun Continent.

* TBA

**Koru'n**

The Green Continent

* TBA

**Lieptol**

The Snow Continent

* TBA
Folklore

The folklore of the realm is spread across the entire world, and the tales that fall under the category of folklore may hold some truths. Folklore can be anything that becomes well known, such as a legendary paladin on a conquestial voyage to defeat a heretic, or a creature that is said to exist but may or may not actually be real. (Work In Progress)