recursal/Fanatic-Fandom huggingface dataset:
Gnomes

## Common Knowledge

Gnomes, a type of Halfling, are inventive, curious, and energetic. They are quick and clever, and often very passionate about their interests. Like Hobbits, they can be quite sneaky and tend to be educated. They are also known to be short. They have distant underground cousins called Svirfneblin or "Deep Gnomes".

## Residence

Most live in the wooded country of Ivoran, but they can be found almost anywhere there are a lot of trees.

## Biology

Gnomes stand just over 3 ft tall on average, with brightly colored hair. The color of their hair denotes whether they can cast magic or not. Purple and orange hair means they do not have an inborn affinity for magic, while yellow, green, blue, and pink hair means they are more attuned. Gnomes have sparkly skin. They reach maturity around the age of 25.

## Religion/Culture

Education is highly prized. Any Gnome who is capable of magic begins school at age 3 and continues until they are 15. These students commonly become Wizards, however, there are plenty of Druids, Animi, and Psions as well. Mundane Gnomes are not undervalued, however. They are home schooled from 3 until 15 in normal school subjects, such as math and science. At age 15, some gnomes (both mundane and magical) choose to enter an apprenticeship in another village to pursue their interests. Many Mundane Gnomes become artisans, but some are engineers as well.

Gnomes live with their nuclear family. Gnomes marry around their 25th birthday most of the time to a gnome from another village. They will then travel around the forest until they find a suitable village with an empty house. They officially become a part of their new village after their first child is born. Most children don’t meet their grandparents, aunts, uncles, or cousins. However, if someone from the extended family wanders into their village and they are looking for a new home, they are welcomed in as part of the nuclear family.

They don't seem to follow any Race-wide worship, though individuals may practice the local religion.

## History

There are no currently known major events that have impacted the Gnomes as a whole besides the following Pan-Orelisian events.

Year 10014

Darkfell: There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

Year 10015

Contsellations: The constellations disappeared from the sky for about a month in the beginning of the spring.

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.
Svirfneblin

## Common Knowledge

Svirfneblin, also known as "Deep Gnomes", are a very secretive race and have, up to this point, mainly kept to themselves so there is very little known about them. They are a Sub-race of Halflings and closely related to Gnomes.

## Residence

They live in caves on the same level as the Duergar caves and sometimes in the Underdark proper.

## Biology

Just over 3 ft tall on average, and generally have dark grey skin with little to no hair. They mature around the age of 25, similar to Humans, Gnomes, and Hobbits.

## History

There are no currently known major events that have impacted the Svirfneblin as a whole besides the following Pan-Orelisian events.

Year 10014

Darkfell: There was an alarming amount of Undead that fall.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

Year 10015

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.
Fel Kaiju

## Common Knowledge

In 10,016 A.B., a gargantuan beast stormed Jericho along with an army of Fel demons, and laid the city to waste. Aquatics, people who interact with them often, or denizens of the Amrali Republic might have heard down the grapevine that a similar monster also attacked the underwater metropolis Coral City, but the Binturian Party defeating the beast helped mitigate the damages.

## Location

The Fel Kaiju were most likely not natural creatures, instead being highly-magical constructs built expressly for the Fel Invasion. Their paths of destruction led one to Coral City (where it was defeated by Leila Tayanar and the Binturian Party) and the other to Jericho (where it destroyed the city and routed its defenses before being killed or disappearing).

## Biology

The Fel Kaiju were large beasts (at least 100m tall), seemingly not capable of intelligent thought and driven primarily by a hunger for destruction. They appeared as large, semi-reptilian monsters who radiated a flaming green aura. They seemed to be omnivorous, and capable of digesting anything, and their life expectancy was not known.

## Rarity/Power Level

Fel Kaiju possessed unrivaled size and physical strength, as well as some ability to use Fel Magic. Their sheer scope made them highly resistant to harmful magic, on account of their large souls.

## History

The Fel Kaiju were presumably created by the Hierophants Xaoc, Mortalis, and Nor during the Fel Invasion (10,016 A.B.), or otherwise were created by Vierfrynn herself.

It is technically possible that the two Fel Kaiju were natural creatures corrupted by Fel Magic and directed towards destruction, but at time of writing no other creatures matching the Fel Kaiju’s description or scale have been discovered. If such creatures exist, then their history is completely unknown.

## Further/Related Information

* Amrali Republic
* The Binturian Party
* Coral City
* Fel Demon
* Fel Invasion
* Jericho
* Xaoc
Envy Demons

## Common Knowledge

They are envious and stubborn to the ends of the world. Envy Demons tend to be thieves or rogues.

## Residence

They can be commonly found in various above ground locations, especially in the case of those who are not half-and-half, and sometimes reside in New Hell.

## Biology

Lesser Envy Demons have round, pointed horns, small but sturdy wings, and strong tails, but just greatly exaggerated. They are also smaller and weaker than their other demon counterparts. Like other demons, Lesser Envy Demons live to 1000 years barring injury or illness. They mature at 27 years old.

## Religion/Culture

It varies based on where they grew up in the case of Lesser Envy Demons, as they often take on the cultures of the places they grew up around. However, those cultures will also be formed around a Lesser Envy Demon's sin of Envy.
Elves

## Common Knowledge

Different types of elves may have had different experiences. If they would have, it will be noted on that specific sub-race's page. These following experiences, however, should be relatively common overall.

Year 10014

Darkfell: There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

Year 10015

Contsellations: The constellations disappeared from the sky for about a month in the beginning of the spring.

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.

## Types of Elves

Dark Elf

High Elf

Wood Elf

Plains Elf

Lunar Elf

Solar Elf

Blood Elf

## Biology

 All Elves generally live to about 1000 years, baring illness or injury. They have pointed ears, though different sub-races have longer or shorter ears depending. Coloration varies from sub-race to sub-race and can differ greatly within the sub-race as well.

## Religion/Culture

 These vary greatly between and among the sub-races.
Winter Court (Gemred)

Map of the Butterfly-Folk Island

## Common Knowledge

The Butterfly-Folk of the Winter Court are known for being reserved, keeping to themselves, and preferring not to deal with issues outside of their land. They are often more focused on scholarly pursuits and produce many of the scholars and priests of the Butterfly-folk. They have lived in a self-sufficient society for millennia despite their cold, snowy environment.

## Topography and Climate

The Winter Court is snowy and cold with mountains and forests. Currently, the climate matches that of the Fall Court, though measures for restoring the wintry setting are being researched.

## Government

Monarchy. Currently, they are under a regency. The regency council is called the Noble Council.

## Social Hierarchy and Culture

The Butterfly-Folk of the Winter Court are reserved, and introvert and prefer not to deal with issues outside their lands.Instead they focus on scholarly pursuits and religious studies and thus produce many of the scholars and priests of the entire Butterfly-Folk race. Their society has been self-sufficient for millennia despite the hardships that are brought upon from cold, snow environments.

## Alliances

The Winter Court holds good relations with the Fall Court and may again rely on their military intervention in any inter-butterfly-folk related conflicts.

## Enemy Countries

The Winter Court has deteriorated relations with the Summer Court due to a previous war in which the Summer Court sought to annex the Winter Court. They were prevented from doing so by the timely aid of the Fall Court.

## Founding and History

The last queen, Gwyneira Ardri, was killed last year during the Summer Court's invasion, and the king and princess were swept away in the tsunami that happened about a month later. In the absence of monarchs, the heads of each noble House formed a council that would act as regent until the recovery of the royal family.

Currently, the princess, Crown Princess Idunna, was found a few months ago, and is the last living member of the Royal House of Winter. Gone from happy teenager to an orphan suddenly in charge of a devastated kingdom, and in need of recovery from her months wandering lost on the continent, Princess Idunna is not yet ready to rule the country. She has entrusted the Noble Council to rule for her until she is ready to be coronated.
Dead Day

## Common Knowledge

One might meet a person with a haunted look about them, as though they are a shadow of their former selves. This could be for any number of reasons, but for denizens of eastern Orelisle it could be that that person survived a Dead Day.

## Overview

A Dead Day is an event that occurs once every four years in which one or more people are transported to a nightmarish realm full to bursting with horrid, violent beasts and harsh, deadly environments. The only escape is to survive for a full day (24 hours), or to die. If a person taken by a Dead Day survives, somehow, their body reappears somewhere near where they were taken 24 hours after they were taken.

A year’s Dead Day can happen at any point throughout the year, sometimes even on different days in a single year (some split of people experience it on day 1, the remainder of that year’s people experience it on day 3, etc.). Usually, a Dead Day will align with one of the last days of the Dripping Sands Calendar, which is popular in eastern Orelisle. Anticipating a Dead Day’s exact date is extremely difficult.

## Affected Regions

Dead Days affect all of Orelisle, but disproportionately affect eastern Orelisle. On a given death day, 1 out of 1,000,000 people in western Orelisle experience a dead day, but 1 out of 100,000 people in eastern Orelisle experience it.

## Social and Cultural Impact

Dead Days steal people from their homes and kill them without explanation or consequence, and often traumatizes those who survive. Many cultures have their own explanations for how this happens, ranging from a slumbering goddess of time to a spirit world purgatory. Many people in eastern Orelisle greatly fear these events.

## Origin and History

There is no known explanation for how this happened. Many people have different theories, but a likely possibility is that the Rift of Lesion is somehow accountable.

## Further Information

* Apotheosis Desert
* Ashain
* Barg
* Bekonend
* Cliffhaven
* Daris
* Dilghao
* Lesion
* Kha
* Marza
* Ore-cle Lands
* Temporis
* Valdislag
* Zondros
Dryads

## Common Knowledge

They are plant people who are very protective of the forest/nature where they reside. Dryads are generally considered peaceful unless they or their homes are threatened.

## Residence

They are commonly found in Adirondicka, Ivoran, Arlaven, and other forested areas or places with a lot of surrounding nature.

## Biology

They live for 100-500 years depending on plant Subspecies. They look humanoid but entirely made of plant matter (Exact Compositions depend on Plant Species). Dryads are born as seeds. They grow into a plant-like form that is indistinguishable from a normal plant by non-dryads. During this stage, the Dryads parents teach them about the details of Dryad culture and worship of Avani. They then grow into their humanoid form and remain that way until the end of their conscious life span, or until they die by other means. After this death they return to a plant form until their final death. Age of maturity and life-span depend on the specific plant subspecies.

### Sub-Species:

Clover

Dogwood

Mushroom

Grapevine

## Religion/Culture

Dryads were created by the Goddess of Protection in order to protect the forests after she decided that the Ents were too judgemental to peacefully coexist with other societies. They tend to worship Avani and other nature spirits.

### Naming Conventions:

First names are also often repeated among families, since many Dryads tend to die within the first few years of their lives due to the general forces of nature. Otherwise, Dryads do not tend to have middle names, and their last names are typically representative of where they are from. Last names usually go along the lines of "of the \_\_\_\_ Forest".

## History

### DarkFell:

An undead army pushed into Adirondicka where it was met with a resistance force of Dryads. This led to many Dryad Deaths. During this time, there was little to no sunlight for 5 months which severely impacted the Dryad population.
Pride Demons

Caption if you need one

## Common Knowledge

Pride Demons are known to think that they are the greatest beings to ever exist in all existences.

## Residence

They can be commonly found in various above ground locations, especially in the case of those who are not half-and-half, and sometimes reside in New Hell.

## Biology

Pride Demons live close to 1000 years, barring injury, death, or sickness. Pride Demons mature at 27 years old.

Physically, these types of demons tend to have horns that are gilded or otherwise modified for aesthetic purposes. They have beautiful wings that are excellent for flight. They have tails but they are often not accentuated, making them less prominent to their overall aesthetic.

## Religion/Culture

Pride Demons revel in their demonic nature and tend to keep their wings and horns in tip-top shape. Also, these demons, like all other Lesser Demons, pick up on the cultures they were raised with. They do not have a set Pride Demon culture, besides being generally prideful.

See Demons for more general information.

## Further/Related Information

This page is all information relating to Lesser Pride Demons. However, Greater Pride Demons exist. See the Demon page for more Greater Demon information.
Owlbear

Example

## Common Knowledge

They are very hostile and will not back down even when injured.

## Location

They are commonly found in the mysterious Binturian Forest. This place is dense forest that seems to watch and change around you.

## Biology

Their life expectancy is actually unknown but many don't live past early or middle adulthood because they are killed. They appear to be a horrifying combination of an owl head and a bear body. They will eat almost anything, alive or dead.

## Rarity/Power Level

These creatures are very common in the Binturian Forest but less so in other locations. They are relatively easy to take down but may overwhelm in sheer numbers. They are prone to biting at their adversaries and can have a very long reach with their claws.

They generally have from 0 to 8 Armour, maybe 1-3 Dodges, rarely have Magic Armour, 1-2 Bites, and they have Claws.

## History

Owlbears were created by an unknown wizard and they quickly populated the Binturian Forest. Not much beyond that is known about them.

## Further/Related Information

There was a tribe of Centaurs that were giving all of the Owlbears enchantments in the year 10017 (?18?) in exchange for safe passage. This became a problem as they were then harder to beat and both normal people and the Binturian Party felt the effects of this. This situation was quickly rectified and all the Owlbears were disenchanted, I think...
Khione

## Common Knowledge

There are a few city states were Merfolk live and flourish. These city states are spread around the ocean floor of Temporis. The most well known are Mardark, Kiny’orenk, and Khione but there are others that are not yet known. There are also efforts currently to rebuild and re-establish the city state of Lumeria.

## Topography and Climate

It is warm there due to it being 50 miles south of Port Calla and the warm ocean currents in the area. It is not too far below the surface where it would greatly affect its climate. It is a mix of rocky terrain and underwater plants.

## Population

Khione has a melting-pot population but the vast majority are Merfolk.

## Exports and Trades

It is much like the city of Port Calla where it is a hub of trade and learning. There is a strong caster presence here and many come to learn and trade with the people here. Its terrain, climate, and location allows for almost any profession so there are many occupations available and practiced here.

## Government

Khione is led via a council of 13 people chosen from a pool of people nominated by their respective fields by a public vote. Each is an expert in the field they have influence over and decisions are made via a strong majority vote if it concerns the entire city and not just one aspect. Each council member has a small committee that oversees the area in which they have influence and they are the governing body for that aspect of the city.

## Military

They have a city guard that is trained to deal with many threats, big or small. If it is something that the guard cannot cope with then they may call on Port Calla to help but more often than not they are not needed.

## Social Hierarchy and Culture

This city is a meritocracy and has true equality for those of all creeds. It is a very welcoming society and has an opportunity for all.

### Celebrations and Holidays

There are no real city wide celebrations. There are individual celebrations for birth, death, etc. but those are contained to family units.

## Alliances

They have a military and trade alliance with Port Calla.

## Enemy Countries

This city state doesn’t have current enemy countries or cities.

## Founding and History

During the time when the Constellations walked upon Temporis, around 5800 BB, S’olӓr and Lün’e created a city for those drawn to the water. They used their power to grow a city from the ocean floor and so the merfolk flocked to this metropolis and flourished. This was the first of the underwater cities to be founded and all others are modeled after them.

It is unclear if the creation of the city was intentional or not. There are stories that say the Mermaids saw the people and wished to help them and others that say the two gods had a catastrophic fight on the seafloor that resulted in a vaguely city-like structure of tunnels, craters, and spires.
Sloth Demons

Caption if you need one

## Common Knowledge

Sloth Demons are inclined towards the path of lowest resistance in all respects. In others, they don't like moving much.

## Residence

They can be commonly found in various above ground locations, especially in the case of those who are not half-and-half, and sometimes reside in New Hell.

## Biology

Sloth Demons live close to 1000 years, barring injury, death, or sickness. Sloth Demons mature at 27 years old.

Sloth Demons have horns that are curved forward like a ram and they have very large wings that they can use to completely wrap themselves in. Their tails are long and used for picking up things while they're lounging around at home.

## Religion/Culture

Sloth Demons are typically very hard to kill, but unwilling to move from place to place. They act slothful. Also, these demons, like all other Lesser Demons, pick up on the cultures they were raised with. They do not have a set Sloth Demon culture.

See Demons for more general information.

## Further/Related Information

This page is all information relating to Lesser Sloth Demons. However, Greater Sloth Demons exist. See the Demon page for more Greater Demon information.
Territories

## Common Knowledge

Though Orelisle is a politically-complex land, there are many territories which still remain unclaimed by any single power. For whatever reason, no centralized government or loose coalition has appeared in these regions (or if they are, nothing is known about them), or they are otherwise too difficult for another foreign power to control. The names assigned to them have been generally agreed upon by Orelisle at large, but the origins of these names may or may not be known.

## Format

Pages which have major details will be described on their own page, but those which lack any major details will be outlined here according to this format:

### Name

* Topography & Climate
* Population Demographics
* Natural Resources
* Known Socio-Cultural Aspects
* Known Locations
* Prior History

## Territories

### Ashain

* Cold Climate, flat taiga, sparse mountains & copse trees, arable
* Hobbits, Humans, Potentially Others
* Unknown
* Mostly small villages
* Unknown
* Recently its people were drawn en masse to Sin City, a mysterious place beyond Temporis where they indulged their worst vices. Potentially at risk of invasion by Barg or Dilghao

### Dahaan Havazh

* Temperate/warm, plains & mesas, surrounded fully by mountains or thick forests
* Orcs, Potentially Others
* Unknown
* Banditry/theft highly profitable or popular. Known to frequently raid southern Aiur. Mostly tribal
* Unknown
* Orc tribes have invaded Amrali Republic and Aiur at various times

### Valdislag

* Cold climate, mountains, ice lakes, taiga, mountain range at southern border, surrounded at sea by glaciers
* Yetis (Former), Potentially Others
* Unknown
* Unknown
* Orlafham (Largest village, mostly wooden longhouses for buildings), Large Port (near Orlafham)
* Unknown

### Ziltarin

* Temperate climate, unknown
* Unknown (Probably Humans at least)
* Unknown
* Aryunar Nomadic Tribe moves through north Ziltarin at times
* Grenswix (Southeast farming village), Marksted (Northwest city with magic universities)
* Contested between Old Binturia and Aldenlied in the ancient past

## Further Information

* Aiur
* Amrali Republic
* Apotheosis Desert
* Ark
* Aryunar
* Barg
* Dilghao
* Sin City
Shoggoth

## Common Knowledge

Inhabitants of the Archipelago, or particularly gossipy Dilghaoan sailors, are familiar with the now-extinct Shoggoths. Shoggoths were large, intelligent, blob-like monstrosities with many tendrils and strange, mind-altering powers.

## Location

The Shoggoths were located in the caverns and coastlines surrounding the Archipelago. They are now extinct.

## Biology

Shoggoths were large, amorphous masses of slimy flesh with many eyes and mouths. Shoggoths were born fully sapient, and grew larger and more intelligent as they aged with almost no upper limit.

Shoggoths had a natural proclivity towards dominating and enslaving other creatures for their own personal benefit, and to some degree were cruel by their very nature. Outside the hierarchies they built around themselves (or co-opted), Shoggoths maintained loose relations with other members of their species through telepathy. That being said, most Shoggoths did not stray too far from each other, clustering mostly around the archipelago near their birthplace.

## Rarity/Power Level

Before their extinction, Shoggoths were rare creatures, seldom ever seen except to feed. In their hayday, they exhibited massive physical size, as well as the ability to stretch and squeeze into any shape. This amorphous nature allowed them to create many large tendrils that they could manipulate with great strength and dexterity.

Shoggoths possessed the innate power of magical telepathy, and could supplement their impressive talent for manipulation with powerful Phantasmal magic.

Shoggoths also had the ability to merge their bodies with other Shoggoths to increase their power, size, strength, and intellect, though this ultimately led to their downfall.

## History

Shoggoths evolved naturally from a slime-like lifeform dwelling at the bottom of the sea far east of Orelisle, likely before the formation of the Beast Below. They eventually developed telekinetic powers and sapience, which secured them at the top of the underwater food chain. After some time, they developed a literal appetite for misery as well, and sought new life to eat.

With physical and magical superiority over the inhabitants of the Archipelago, the Shoggoths ate as they pleased, demanded tribute from locals, and were overall a detractor from life on the Archipelago. Then, in 10,018, the Binturian Party decided to kill every single one of them in order to satisfy an agreement with the overseer of one of the islands. In order to preserve themselves, the Shoggoths combined their bodies into one, singular, incredibly powerful Shoggoth.

Unfortunately, this played directly into the Binturians’ hand, as one among them flew high into the air and split the entire mass in half with the Axe of Doom, which can split stars in twain. The united Shoggoth, and the entire Shoggoth species, died as a result.

## Further/Related Information

* The Archipelago
* Axe of Doom
* The Binturian Party
* Kobolds
* Magic
* Penskruingman
Blood Elf

## Common Knowledge

They are savage and cruel, many believe them to be Cannibals but this has never been confirmed.

## Residence

Apotheosis Desert, or on the fringes of society, or in the wilderness.

## Biology

They have fangs, with skin that can range from pale to tan. Their hair can be a variety of natural colors, with some unnatural colors showing from time to time. They usually have blue or green eyes, though brown and black are seen as well, though not as often. They have sharpened teeth due to both selective breeding and filing them into points. Their ears are slightly pointed and they live for 1000 years, barring death from injury or illness after maturing at 25.

## Religion/Culture

Their culture is very similar to that of Plains Elves except for the fact that they eat other Elves for sustenance.

## History

the Blood Elves were greatly impacted by The Fel Invasion because the desert city of Jericho was destroyed. While few, if any, Blood Elves lived there, the loss of Jericho and its surrounding magical sandstorm had a drastic side effect. The Apotheosis Desert was shrinking, losing land around the edges to grass and other minor vegetation. There is also now occasional rainfall, resulting in terrible mudslides. This was recently fixed in the year 10018 but the Apotheosis is still balancing.

### Year 10014

Darkfell: There was an alarming amount of Undead that fall, until one day the world went dark for a day and then never got above twilight levels of light for an entire winter.

Planar War: That spring there were very odd, even mythogolical, creatures around, such as Dragons or Reapers. This lasted for a short time until it, too stopped suddenly.

### Year 10015

Contsellations: The constellations disappeared from the sky for about a month in the beginning of the spring.

The Fel Invasion: At the end of spring a large, glowing, green tear appeared in the sky for three days before closing. A new type of demon appeared, called the Fel.
Wrath Demons

## Common Knowledge

Wrath demons are a type of Lesser Demon known for their short tempers and the destruction that follows their path.

## Residence

Wrath demons are found in New Hell, though they also wander the lands on their whims.

## Biology

Wrath Demons follow the lifespan of lesser demons, capable of living for 1000 years. They mature at the age of 27.

Usually made of stronger flesh than their compatriots, Wrath Demons are typically fit and bear large horns upon their heads. The horns tend to be shaped as weapons, whether barbed to shred flesh or tapered to gore through their foes. The weight of their horns means the demon leans forward, leading to their tails to compensate for their center of balance. Their wings are also suited more for gliding than for flight.

## Religion/Culture

The wrathful nature of these demons always find a way to manifest, whether through iconic short tempers or unimaginable savagery.

Outside of their wrathful tendencies, the demons also pick up aspects based on where they grow up.
Astral

Example

## Location

Astrals are found exclusively in the Astral Plane.

## Biology

Astrals are small sprites made of pure light, which each represent a star in the night sky. They possess no physical mass, and what bodies they do have are purely light, soul, and magic.

Astrals do not need to eat or sleep, and communicate almost exclusively through chirps and lilts. Despite this barrier to understanding, Astrals have no problem understanding the languages of other beings.

Though they all defer to the instructions of Polaris and the other Constellations, any hierarchy amongst themselves varies by what games they decide to play. As is often the nature of children, Astrals travel in groups.

## Rarity/Power Level

Astrals are spread like candy in the Astral Plane, but do not exist outside it. Their physical strength is practically nonexistent, but their size and childlike nature makes them highly agile and nearly impossible to capture.

Their innate magical potential usually manifests as either harmless visual effects for general merriment, or highly dangerous spells unleashed when they feel threatened. These latter bursts can be equated to the power of an unleashed Doomsday spell in terms of sheer destructive force.

## History

The Astrals were created by Polaris out of boredom to inhabit the Astral Plane some time after the formation of the Beast Below.

## Further/Related Information

* Astral Plane
* Constellations
* Magic
* Soul
* Night
* Polaris
Eriptor

Map of Eriptor

## Common Knowledge

Eriptor is known as the bandit nation. It’s denizens are referred to as bandits both by other nations and themselves.

## Topography and Climate

Mostly deciduous forest with some hills and fields. There are lakes and rivers.

## Population

Humans are the most common race but make up less than half the population. One could find members of most races in Eriptor.

## Exports and Trades

Eriptor deals in many forms of tradable goods. The exact goods vary wildly based off of what the various bandit tribes have raided.

## Government

There is no centralized government. The country is controlled by many different bandit lords who act similarly to feudal rulers or tribal chiefs. Each lord controls an ever changing chunk of land as they constantly war with one another for dominance.

## Military

The country is defended by the Tribes who control the borders. Said tribes actively raid adjacent countries. Their possession of old Binturian magic items help them ward off invaders.

## Social Hierarchy and Culture

The Eriptan people view the term bandit pridefully and refer to themselves as such. Constant warring and raiding is the social norm of the bandits. Strength and cunning are the tenets of the Eriptan people. The one who hits the hardest can only be beaten by the one who stabbed them in the back and said backstabber will in turn likely be beaten by some buff idiot swinging an ax around.

The Social Hierarchy is fairly meritocratic. Any bandit can theoretically become a bandit lord with enough determination, skill, and luck. Bandit Lord Dynasties rarely last more than a generation or two, though some lengthy bloodlines do exist.

## Alliances

While some Bandit lords may make deals with other governments, there are no known official alliances.

## Enemy Countries

They raid basically all bordering nations.

## Founding and History

Eriptor was once a part of Old Binturia. However when Binturia’s enemies began to encroach on all sides, the portion of Binturia that would become Eriptor fell. While Binturia sent troops to retake the territory, the attempts ultimately proved fruitless and just lead to the loss of many lives, both to death and desertion. Eventually individuals, using magic items left behind by the Binturian army banded together into tribes in order to create some form of order.

While Binturia abandoned all attempts to reclaim Eriptor, it still viewed the territory as part of the kingdom and branded the tribal governments “Bandits”. The denizens of Eriptor decided to wear this title as a badge of honor. This is why the people of Eriptor are called bandits to this day.

The various groups of Eriptans became forged by war as they defended themselves both from invaders as well as other Eriptan groups. Even after Binturia's fall, they fought each other for dominance using the Binturian magic items that they had once claimed.
Reality Clay

## Common Knowledge

Those living in the city of Valsum may have heard of mystical clay with unique properties.

## Further Description and Use

Reality clay is a clay with a unique essence: if sufficiently charged and forged it can take on the properties of whatever it is formed into, provided it is not too complex. For example, if reality clay is formed into the shape of a hammer, and is then finished, its head will be harder and heavier than the rest of the clay.

In order to use reality clay, a person must have some knowledge of both smithing and alchemy, as well as offer their blood into the clay before firing it.

When affected by magic of any type, the clay loses its unique properties and returns to its original state.

## Availability

Reality clay is found exclusively on Penskruingman, in especially high quantities around the Kobold city Valsum.

## Invention

Reality clay has no known origin, but many believe it was created by one or more gods for whatever reason, then either abandoned or concealed when they were finished with it.

Reality clay was likely discovered by the Crystallines, but it wasn’t really used much until the Kobolds found it near Valsum.

## Further Information

* Essence
* Kobold
* Penskruingman
Adding New Pages

Hi Lore Committee! Here's the page for adding new pages to the wiki. Just pick the category that needs a new page and type its title into the box.

## Locations

### Location(s) of Power

Locations of Power are places that have a significant impact on the surrounding area be it through cultural significance, like an ancient temple or the location of a legendary artifact, or through magical potency.

## History

### Pan-Orelisian Events

Pan-Orelisian Events are:

* Events that affect all or most of Orelisle

### Religion

Religions are a belief system that one believes in with a entity/concept they worship.

## Notable Characters/Groups

### Notable PCs

Notable PCs are:

* One person or a group of PCs
* Characters that were PCs
* Characters that do not have god-level power
* Important enough to be mentioned on the wiki
* Generally PCs that have had Grad Quests and gained prestige beyond what is allowed during their time here

### Notable NPCs

Notable NPCs are:

* One person or a group of people that is **NOT** an organization or institution
* Characters that were never PCs
* Characters that do not have god-level power
* Important enough to be mentioned on the wiki

### Beings of Power

Beings of Power are:

* One entity or a group of entities (e.g. Elder Gods)
* Beings that have IMMENSE power
	+ Amassed through mortal means (ritual, absorbing magic, etc.), faith/worship, or innately present
* Typically thought to be in control of concepts such as Fire, Chaos, Knowledge, Life, etc.
* Often worshipped or followed by groups of people

### Organizations/Institutions

Characteristics of Organizations and Institutions:

* Organized groups of people
* Unified under a collective in-game name (e.g. Order of the Wakeful Sleepers)
* Associated with a place or building (or multiple places/buildings) (e.g. House of Healers)

## Items

### Objects of Power

Objects of power are artifacts, magical items, or any objects created by intensely magical beings.

### Technology

Technology can be anything from clocks to airships.

## Races and Creatures

### Creatures

Creatures are:

* Any Monster or Animal, if different from Out-Of-Game Animals, that a PC may encounter

### Non-Playable Races

Non-playable races are:

* Races of sentient beings that are not available to PCs

### Playable Races

Playable races are:

* Races of sentient beings that are available to PCs

## Foundational Information

### Unusual Phenomenon

Something strange or otherworldly that affects a large region.
Kraken

Example

### Aliases

Kraken, Sentient Kraken, Sentient Flying Kraken, Sentient Flying Dire Kraken, Sentient Flying Dire Hell Kraken, Sentient Flying Dire Hell Nether Kraken, Sentient Flying Dire Hell Nether Revenge Kraken, Dr. Sfdhnrk, Spudfart (derogatory)

## Common Knowledge

The kraken is (or was, depending on who you ask) a large cephalopod responsible for sinking many people at sea and attacked the Binturian Party fairly regularly. It hasn’t been seen in many years, so some sailors assume it to be dead.

## Further Description

The Kraken, formally known as the Sentient Flying Dire Hell Nether Revenge Kraken (or sometimes Dr. Sfdhnrk, or simply Spudfart), is a large squid-like monster known for harassing seafaring vessels and the Binturian adventuring party. Especially the Binturians.

Millenia ago, when the ancient kingdom of Binturia fell, a group of time travelling adventurers *also* called the Binturians killed a kraken impounded in a zoo. The Zookeeper, enraged at the death of a majestic creature, bestowed a powerful curse upon the ~~Binturians’ cosmic je ne sais quas~~ Binturians and all who carry their name. The kraken was doomed to be resurrected, and the Binturians were doomed to fight it, for all time.

The kraken, adding a new title to its lengthy name with each revival, attacked the Binturians again and again. Then, between 10,010 and 10,020, the forces that bind magic and curses to the world changed so strongly that the curse no longer held any bearing. The kraken is now free to live its own life, terrorizing sailors as it sees fit, and the Binturians are free to not fight it.

## Early Life

The kraken was imprisoned (possibly willingly) in a zoo when the Old Kingdom of Binturia fell roughly 10,000 years before the present day. Its movements in the years following its curse before reappearing within the last twenty years are known.

## Time with the Binturian Party

The kraken fought the Binturian Party four times before it attained sentience and adopted the persona of Dr. Sfdhnrk, an accomplished professor of biological and environmental studies, and lured them into a trapped island full of free-roaming dangerous monsters. Shortly after springing this trap, the kraken was killed for the fifth time and has not been seen since.

## Current Life

The kraken’s whereabouts are presently unknown. Many think it has been dead for years.

## Further Information

* The Binturian Party
* Old Binturia
* Planar War
ApocalypseZero Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started! This wiki was founded on May 30th, 2017.

## About Apocalypse Zero

Apocalypse Zero is a mid-90s battle Shōnen involving two siblings, Kakugo and Harara, entrusted with "Fortified Armor Shells". The manga mostly takes place in a post-apocalyptic 21st century Tokyo, japan, which is infested by some rather grotesque monsters. Harara also turns evil and gets involved in a rivalry with Kakugo.

## Latest activity

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

File:Placeholder
The Fringes

Map of the Butterfly-Folk Island

## Common Knowledge

The Fringes are areas on the borders between the Butterfly-folk Courts, Hudrey, Gemred, Earrach, and Haf, where societal outcasts live.

## Social Hierarchy and Culture

The people of the Fringes are generally traitors to the Courts, criminals banished from their lands or Half-Court Butterfly-Folk bastards that were discarded by their families. These individuals conglomerate in villages and towns--though none compare to the size of main cities in the rest of the kingdoms--and they are vastly ignored by the ruling factions of each kingdom.

## Enemy Countries

The Fringes was at war with the Summer, Spring, Winter and Fall Court 20 years ago. That said they are still ignored and treated with disrespect from their neighbors.

## Founding and History

There was a rebellion around 20 years ago in which the Fringe-folk rose up against the Courts; however, it was more or less for naught, as their societal status has not since changed.
Greater Reaper

## Common Knowledge

Scholars of Soul Magic may have heard whispers of stories of mythical creatures that reap the souls of the dead and ferry them to the afterlife.

## Location

Greater Reapers are native to the Soul Plane, occasionally travelling to the other planes. Unlike their weaker counterparts Greater Reapers hardly ever travel to the Material Plane, instead managing the stronger souls of Archfae, Celestial Dragons, Greater Spirits, and Elementals. On the rare occasions one might travel the Material Plane, they travel almost exclusively through the Shroud invisible to mortal sight.

## Biology

Like their weaker cousins, Greater Reapers are incorporeal (making strong exception to their Reaper’s Scythe) and require no sustenance. They appear identically to normal Reapers, featureless humanoid figures draped in a dark cowl and carrying a scythe. Greater Reapers travel alone, but will rely on aid from other Greater Reapers should a particularly strong or resilient soul need reaping. Greater Reapers are often hesitant to call upon the aid of their father Death, even more so after his near annihilation.

Greater Reapers serve much the same role as Reapers in the transport of souls to and from the Soul Plane, as is their purpose as creations of Death. They are assigned, or choose independently, to be either Greater Reapers of Life or Death. Those who choose life grant new souls to powerful beings, like Celestial Dragons or Greater Spirits. Those who choose death reap the souls of those same beings. Greater Reapers are the go-to entities when Reapers cannot reap a soul they wish, especially when those souls belong to powerful masters of soul magic like ancient liches or wraithlords.

## Rarity/Power Level

Greater Reapers are almost never seen on the Material Plane, even within its Shroud.

Greater Reapers can take the souls of the dead, and can kill interfering mortals almost without effort. They wield a nearly-unmatched mastery over soul magic, and are wholly immune to the effects of mundane weaponry and even some spells.

Greater Reapers carry a Scythe imbued with soul magic, either life or death by its type, and can innately travel into any plane or demiplane unless explicitly prevented from doing.

Greater Reapers can use powers similar to those of Rune Knights of the same type.

## History

Greater Reapers were created at the dawn of time by Death, the god of Death, to reap the souls of the dead and distribute new souls to the living. Anticipating the creation of more powerful beings, like Celestial Dragons and even demigods, the Greater Reapers were created as a stronger stock of Reapers to preserve Death’s order even at these levels of strength. The Greater Reapers have continued this duty ever since.

## Further/Related Information

* Death
* Deathless Days
* Lich
* Magic
* Reaper
* Soul
* Soul Plane
* Wraithlord
Spring Court (Earrach)

Map of the Butterfly-Folk Island

## Common Knowledge

The Butterfly-Folk of the Spring Court were known for being artists and musicians that were fun-loving and festive.

## Topography and Climate

The Spring Court's lands, though now under a summer-like climate, are still hilly and scattered with meadows.

## Social Hierarchy and Culture

The society of the Spring Court emphasized the arts and musics and had many festivals for the joy of the people.

## Alliances

This country has been annexed/puppeted under the influence of the Summer Court.

## Enemy Countries

The Spring Court lost their war with Summer Court, resulting in the annexation of their lands. As such, the country follows the Summer Court's lead in most foreign affairs.

## Founding and History

The country fell when their last queen, Verna Brath, died. The last princess, Eirwen, spent the next few years wandering Orelisle before her own untimely death. No members of the Royal House of Spring remain. All Spring Butterfly-folk are either dead or in hiding away from the island.
Earth Spirit

## Common Knowledge

Earth Lesser Spirits, commonly called Nymphs, embody characteristics of plants and are known to be very friendly. Nymphs are the most common Lesser Spirits.

## Residence

Nymphs are commonly found in forested areas. Some examples include: Ivoran, the Arlaven Glades, Adirondicka, Argider, and Faidor. Nymphs do not come from Binturia, even though it is a forest.

## Biology

Nymphs live 1000 years, barring injury, death, sickness or more death. They mature at 27 years old.

Physically, nymphs embody characteristics of plants, and may have root-like appendages, brown horns, bark-colored skin, and flowers. Unlike dryads, they are typically not reminiscent of one specific plant, but rather the forest altogether.

## Religion/Culture

Nymphs have strong ties to their patron element, earth, and their elemental god, Avani, the First Greater Earth Spirit. Nymphs instinctually like to protect their forests, but if they were born in a city then that would not apply.

Nymphs are the friendliest of the spirits, and feel the most kinship with the other types. They are firm, friendly, and often find themselves the guardians of forests.
Ghost

## Common Knowledge

Ghosts are the soul of a person that has not been reaped by a Reaper. They may have been lost by the Reaper on the way to the Afterlife or they may have had unfinished business that keeps them here.

## Location

Spirits can sometimes be found manifested in the Living Realm but are generally connected to a physical object or place, otherwise they are found in The Shroud.

## Biology

Ghosts are classified as Undead and have no known life expectancy. They can be destroyed but there may be special conditions to do such beyond hitting it with a sharp object. Some may even be immune to physical attacks and can only be damaged and destroyed via magic. Some ghosts will retain the appearance they had as living beings and others will change, like Whispers. Most Ghosts do not need to eat but some may gain power and sustenance from specific aspects of living beings

## Rarity/Power Level

Are these creatures common or very rare, how powerful are they and what common abilities do they posses (can include OOG Stats)?

Ghosts can range from easily destroyed to almost impossible. Often times the more powerful ones were powerful in life and have become the Ghosts that can gain more power even after death, or in this case Undeath. The weaker ones have few special abilities but the stronger ones can have things like special control over death.

## History

Ghosts have been around since people and things have been dying.

## Further/Related Information

* Undead
* Afterlife
* Reaper
* The Shroud