recursal/Fanatic-Fandom huggingface dataset:
Bashari Kula

Bashari Kula is a market town divided by a river that runs through it, carving the ground in two. Within is a set of old and ruined ships, ensnared by the vines and moss that encompass the land now claiming them as their own. This market town attracts a lot of the local residents, including some Lacaris and Meridae, though they tend to steer clear of one another. A lot of dangerous creatures lurk in the surrounding swamps and jungles, so most residents tend to build their homes close to the cliff along the river's bank for safety.

The treetops of Bashari Kula are also interesting, appearing like an intricate web of ladders and rope bridges that connect the villages. A variety of tree dwelling and winged creatures can be seen living within. After recent incidents in Symia, Bashari Kula has become more wild and the tensions between Lacaris and Meridae of this area have increased to a volatile level.
Mnemor Dwarves

Born in the darker levels and caves of the world, these dwarves are characterised by their dark grey or black skin. They are strange and secretive and often very dangerous. In addition they have a strange liking and relationship with the Drow. Finding a mutual hatred with the Elves of old. They reside beneath the mountains of Kellimur where they are safe from the sharp and deadly northen winds.

They are known for their thin, unblinking eyes to peer through the darkness as they still have not developed the ability to see in the dark, as such they use a variety of glowing creatures and fires.

Usual Appearance

Age: 40 - 200

Skin: Normal

Height: Between 3.5 and 4.5 feet

+HP, -Oxy, +Weight, +Melee, -Speed, -Swim, -Food Drain
Zu-Fae

Zu-Fae - Living closer to the sources of the wild magics, the Zu-Fae have been changed the most over their existence. They more heavily take on aspects of insects or other similar creatures, having antennae as opposed to ears along with other unique adaptations. The Zu-Fae tend to be connected to the nature of the land in a more primal sense, mostly living in tribal like communities.

Usual Appearance

Age: 18 - 150

Skin: Normal, Merfolk

Height: Between 3 and 4 Feet

-HP, -Weight, -Melee, +Movement, +HP Regen, +Jump, -Fall Damage, -Food Drain, -Water Drain -Swim
Draconia Verna

Claiming to be the original Draconia , these proud individuals often hold some sort of position of power either through political savviness, Intellect , or the pure power given to them through their abilities. They appear to be the least specialized out of the Draconia being able to wield one of all elements and being well rounded in their approaches to things.

Usual Appearance

Age: 80– 340

Skin:  scales or merfolk

Height: 7-8ft

+HP, -Stam, +Weight, +HP Regen, -Swim, -Speed, -Jump, -Fall Damage
Malvas Infernos

Fierce and strong, these Malvas are capable of handling the intense fires of which they grow up in. Their bodies are naturally attuned to the heat and have even been said to be able to sense positive temperature changes in the air.

This makes them formidable smiths, though they have yet to reach the potential that the dwarves have shown in that area. This can mean that they show displeasure to the Dwarves, often finding that their trade is interrupted by the 'better' forged items.

Usual Appearance

Age: 18 - 120

Skin: Normal

Height: Between 5 and 6 feet

+HP, +Stam, +Weight, +Speed, +HP Regen
Ashwood

> -Ashwood

The leader and mastermind behind the nightstalkers of Velkus, his insectoid appearance and demeanor portray perfectly how inhumane he has became through his vigorous testing and experiments. Despite this however his confidence brims as he is certain he has perfected his method, and is always ready to bestow this newly crafted gift upon others.

## **Description**

### **Appearance**

They are an old and haggard daes elf dressed in simple black and deep blue robes, cloaked with a sea green cape and hunched over with a cane. His shifted form is insectoid, similar to him it’s hunched with seafoam green chitin, very locust-y.
Pathways

These are the guilds, jobs and magicks that our adventurers pursue throughout their time in the land. They are the foundation in the building of their lives here. We have studied and learned of the various trades and magicks they have established. Adventures can only chose one from each category.

## Guilds

Welcome to our Guilds. Join one to experience a strong mix of storyline, quests, and tasks with a little gold thrown in. There are a variety of perks one may gain by climbing the ranks of these proud establishments. Pick one that best fits you!
The SlayersThe DovesThe Order

## Jobs

Looking to make some coin and grow a skillset? Sign up for one of our jobs. These are all completely different and allow adventurers to gain lucrative income with a little bit of roleplay story thrown in! Pick one that best fits you!The MendersThe BlacksmithsThe GrangeThe Mercenaries
## Magicks

This land offers plenty of mysterious magick, Why not learn to harness it? Or maybe will it harness you? A life of magic offers many adventures! Which Magick calls to you?
MagiNightstalkersGrovekeepersWild Bloods
Magi

## The Magi

The Magi is an organization established to study the world and learn its secrets. Not long after its founding, the Magi found, and began unraveling the mysteries of the Elementals- The primal manifestations of nature. Since then, they have continued their pursuit of knowledge while learning about nature from the Elementals.

## Magi Backstory

The Magi were founded in a forgotten age by a group of scholars known as "The Nine". The Nine were the first to find the Elementals and learn from them. After years of study, they each set off on their own journey. The members of the Nine made new chapters of Magi around the world while spreading the wisdom that they had been granted by the Elementals. However, some disputed these teachings.

One of the Nine, who carried a name stricken by history by the other founders, pursued a different type of knowledge. The wisdom from the Elementals wasn't enough for him. He sought the hidden secrets that others considered to be a dark, dangerous, and twisted. Before his research was completed, the eight others put an end to it, hiding it away so none could unravel those mysteries. Fearing that the knowledge might get out, the remaining founders severed ties between the chapters of the magi. Only the magi Magisters would meet once every four years to discuss important events, making exceptions only for the most dire of emergencies.

## Enlistment

To become a magus you must first find the spokesman of the Magi. He will guide you on your journey to the headquarters of his order where you will choose which of the elements you desire to join. After showing the appropriate Elemental that you are interested and willing, you will join the Magi.

## Elements

### Fire

The flame of orgin, the flame of knowledge, and the ever burning flame. All come from fire and to fire they all return. Understanding fire is to understand the beginning and the end of all things. Fire magi are known as fierce fighters, capable of surviving in any conditions.

### Water

Water is the source of life. Water makes us who we are. It's all around us; even in the air. To understand water is to understand life. Water magi are first in line to medical emergencies and are known as capable of helping those hurt.

### Air

Air is all around us, we breathe it in and it in turn keeps us alive. Air is the key of freedom. Air magi are known for their agility and grace. Distinguished by their ability to move from place to place using magick and to soar through the skies at the peak of their power.### Earth

Earth is the constitution of all things physical. Without earth, nothing has shape or form, no plants can grow, no shelter can be sought. Earth is the purest form of physical strength. Earth magi are known for their resilience and strength.Other Info

* Magicks
Soul Binds and Reapers

#### History

The Reaper. A monstrosity taking the shape of the twisted and corrupted landscape it was born in. While its origins are not fully known, its birthplace has been confirmed to be the mushroom fields of the Midnight Forest. It is currently speculated that this monster is both magical and natural in being, causing even the most knowledgeable Scholars and Ecologists to scratch their heads. Whatever they are, it has been universally agreed upon by every guild and association that these creatures are corruption incarnate. They do not discriminate in who or what they kill. They only want to cause chaos and destruction, and to spawn. May the Guardians take pity on you should you face one alone. Documentation of Reapers is limited. Those brave… or foolish enough to find a Reaper Den often do not return. Those that have made it back have died weeks following their return. The Menders Association of multiple lands have documentation of post death autopsy for Reaper related cases. In some the cause of death is organ failure. Others are self-inflicted deaths due to hysteria or sudden onset insanity. These reports can be retrieved if a Headmaester is asked for them. The Order currently has the most information available on Reapers. Their Libraries are vast and varied, holding several field journals of those who have been unfortunate enough to discover a den, as well as current reports and studies. Seek out Ecologist and Scholar members. They might hold more information depending on their rank. Or perhaps be the next to take on the mantle of discovery. More knowledge is out there. The Slayers hold their own information on the beast. Most consists of Slayer reports detailing the fight and death of the creature. However, some retired Slayers have written their findings and published them to inform new recruits of the dangers they face, and how they might be able to survive.

#### Reaper Acquisition

Rumors slither their way into the ears of citizens of Enhasi. Rumors about monsterous beasts that seek out carnage and destruction. Beasts that spread Blight whereever they walk.... Reapers. The Kings and Queens have yet to be spotted in the kingdom but that does not stop the peoples worry.

Perhaps there is someone to seek out that has information on these damned creations.
Mei

Póster de "Taste Of Blood"

**Li Mei** (Coreano: 리 메이, Chino: 李美), mejor conocida como **Mei**, es una cantante y bailarina china bajo la empresa MF Entertainment. Es una lead vocalist de TROUBLE.

## Carrera

### 2024: *PROJECT: Idol* y debut

En 2024, Mei compitió en el reality show *PROJECT Idol*. Logró finalizar en quinto lugar.

En Octubre debutó como vocalista de TROUBLE con el single Blackjack.

## Filmografía

### Reality shows

* *PROJECT: Idol* (Mnet, 2024) - concursante

## Trivia

* Su personalidad MBTI es ISTP.
* Su animal favorito son los peces koi.
* Es la primera idol china en debutar en MF Entertainment.
* Tiene tres perros de mascota.
The Oasis

Originally a City built in the heart of a port town and close to the oceans, the centuries have not been kind to this area and are now just a barren desert for miles around. The single solace in this hot and acrid death-trap is the Oasis. Bordered on grasslands and desert the Oasis is a vast lake where a great civilisation used to dwell. The race of Druga now call it their home, in honour of their ancestors and it is often the crux and central meeting point for the various cultures of Druga. Be it the well-known Hynae or Felinae, or even those who have yet to make themselves known to the continent. The Oasis is open to any and all even if you be not from a Druga heritage. It is a commerce for trade as well as peace and is often a meeting place for negotiations as well.

Various things come through the Oasis and yet to this day the origins for the ruins that lie at the center of the lake is unknown. But still a solitude and haven for any that need that much needed respite from the dehydration or other plight that ails. Recently due to the events of Symia, the Druga have oddly convened more often that not, a blend of races coming together out of the blue.
Ekka Orcs

Ekkan Orcs are bigger and stronger than most, characterised by their dark and monochromatic skin. They are stockier too. A theory brought forward by the Dwarven tinkerer 'Gregor Granitus' hypothesis that a stockier skeleton rebounds all power accrued by the loss of height in order to redistribute it into sheer incredible power in the arms. Of course this could never be substantiated but from what most have said about the Ekkan they are formidably strong.

The same theory would also explain the distinct lowering in the IQ points of such a deviation within the Orcs. Whereas some can be intelligent more often than not the Ekka are...less so. Often this can be their defining trait. They have less willpower towards war, seeing that peace can often lead to more prosperous times. They dwell in the grasslands of Sul Gabar.

Usual Appearance

Age: 18 - 40

Skin: Normal

Height: Between 6 and 7 feet

+HP, +Stam, -Oxy, +Weight, +Melee, -Swim, +Fall
Druga Hynae

The skulking Hynae are the most distrusted of the Druga as in the past they have been known to involve themselves on the wrong side of conflicts.They are adaptable and silver tongued, often roaming in packs as brigands or mercenaries. They often are unworthy of trust as they have a penchant for stabbing people in the back. The only people Hynae trust, are other Hynae

They are not always so bad and mischievous however. The Hynae are loyal to a fault and once committed will not leave until their death. They are taught to worship death as a friend and as such they can be unpredictable.

They, like many of the Druga, can be found in The Oasis at least once in their life.

+HP, +Stam, +Weight, +Melee, +Movement, Night Vision

Usual Appearance

Age: 18 - 60

Skin: Fur

Height: Between 5 and 6 feet
Gneissa Ignis

More volatile and violent, they are often characterised by their dark stone skin and often signs of heat may glow beneath, a bubbling sign of their easy to anger personalities. They are masters of the darker beasts however, loving all that crawls beneath the earth.

Usual Appearance

Age: 18 - 120

Skin: Stone or, scaled.

Height: Between 4 and 7 feet

+HP, -Stamina, -Oxy, +Weight, +Melee, -Movement, +Health Regen, +Fort, -Jump, +Fall Damage, -Food Drain, -Water Drain, -Swim
Meridae Chiropteran

Originating from the deepest caves , highest of cliffs and thickest of jungles, these flying individuals are a relatively new discovery with only recently  coming out in the open. Preferring darker or elevated areas they tend to be more peaceful omnivores typically preferring the presence of other night dwellers or flying species. It is to be noted that some rare cases report that a specific tribe has a taste for blood despite not being night stalkers. It grants them no benefit however so whether the rumour is true or just a case of culture is yet to be revealed.

Usual Appearance

Age: 18-50

Height: Between 3.5 and 4.5 Feet

-HP, +Stam, -Weight, -Melee, +Speed, +Jump, -Fall,  -Water Drain, +Smaller Size
Im-Fae

Im-Fae - The Im-Fae tend to be viewed as the counter to the Al-Fae. Darker in skin colour, with less vibrant wings, their appearance tends to lead those to assume their intentions are less the pure. Many of the negative stories that relate to the Fae are often blamed on the Im-Fae. The Im-Fae have a tendency to form bonds with others slowly, but they also seem to be closer to those that earn their respect and loyalty.

Usual Appearance

Age: 18 - 150

Skin: Normal, Merfolk

Height: Roughly 4 feet

-HP, -Weight, -Melee, +Movement, +HP Regen, +Jump, -Fall Damage, -Food Drain, -Water Drain -Swim
Atlura Odonti

Slim and fast, Atlura Odonti are characterized by intricate markings upon their skin. They are heavily spiritual and focused on the way nature flows through life, much like the waters they belong to. They love all things with fins and abhor any form of violence.

Being so peaceful, they are known for their ability to mediate any situation and are often the delegates and advisors for many different cities.

Usual Appearance

Age: 18 - 100

Skin: Normal, Scaled or Merfolk

Height: Between 5 and 6 feet

+HP, +Stam, +Weight, +Swim, +Water Drain, -Food Drain
Atlura Valesus

Dwellers of the deep ocean, they are masters of subterfuge and sly talkers. Their culture revolves around the survival of the fittest and have been known to develop some of the strongest venom known to any race.

They are known for their odd behaviors and slightly 'quirky' attitudes towards life. Often delighting in learning all about the races that live on the ground.

Usual Appearance

Age: 18 - 100

Skin: Normal, Scaled or Merfolk

Height: Between 4 and 6 feet

+HP, +Stam, +Weight, +Swim, +Water Drain, -Food Drain
The Pantheon

## The Creation of the Plagues

When Ascarus and Renturi were amist their eternal struggle for control and once Renturi had felt true disgust at the sentient races, they secretly chose four people they deemed worthy, great enough to receive his gift and imbued them with his will. His celestial power.

These four chosen were tasked with ridding the world of the inferior creations, like the pests that Renturi saw them as. They would be known as 'The Plagues' and were considered the first of 'The Primordials'

And thus began the scourge of the lands, the four acting as if a plague had struck the world and at times they had even wiped entire civilisations from the lands, turning them to dust. As if they had never existed.

## The Creation of the Guardians

Ascarus did not take long to see this, to feel his creation suffering deep in his soul. Deeming all this destruction too much to bear and in order to save those who had been lost during the catastrophe that Renturi’s chosen had caused, Ascarus decided to create a separate realm, an afterlife of sorts.

Furthermore in order to best temper the death and destruction and upon witnessing some of the races coming together to fight back. He selected 8 individuals and imbued them with his celestial energy. He could not be sure if creating four would be strong individually enough to defeat The Plagues. These eight, when combined, would have enough strength to wipe The Plagues from the continent and restore peace to the land.

They would stand as 'The Guardians' of the mortals.

All in all 12 people were chosen in total and imbued with this energy. They became known as the lesser deities or as many had soon come to dub them as ‘The Primordials’.

However, in the war and eventually the containment of 'The Blight', a spawn of one of the Plagues. Four Guardians sacrificed themselves in service of the greater good. This meant that the remaining 4 were left to roam the world. It is unknown what happened to the other 4 Guardians. Some say they still travel the lands in disguise assisting people. Others say they settled on the tallest peaks of the Ice Fang Mountains. They might even be in the after-realm, assisting people with their life after death.
Númaris

The watery grave of reefs and corals would put many a sailor off of these lands, or rather ocean. Númaris is the home of the Atlura, regardless of the cultures that dwell within. The temple-like architecture and well-guarded walls means that from many an angle, the way the light touches and breaks through all of the water creates an iridescent beautiful citadel. Not many other races are found within this fresh air deprived world, for many cannot breathe or traverse the waters like the Atlura can.

With all the chaos in the world now, the military might of the Numaris has become present, the warriors and adventurers coming forth from the depths.
Cerocian

They are well-known for their temples and devotion to the eight guardians,and even the lost four. They are very humble, and often are found in small villages around the well built temples.

Spread out over south Enhasi, much like the Taura they find the connection here to their guardians the strongest. Most of their focus is religious, opening their arms to those who are in need of guidance, and offering it where they deem fit to those in need.There is no true government within the race, as they are very focused on their ideals about the temples and guardians.Of course there are those who do not spent all their time in the temple, and these few become skilled traders for the needs of their village.

They prosper and do trade with bigger cities and villages, as they are very very well known for their skill in making paper, lumber and very resourceful when it comes to providing other building supplies.The Cerocian can be physically seen by their head adornments! Some have large antlers that are more deer-like, and others have small curled horns or spurs like goats. Tails are short and fluffy, and legs are either digitigrade, or human. They have a fine coat of fur that ranges in natural colors.

+Health, +Stamina, +Food, +Water, +Weight, +Movement, +Jump Height

Usual Appearance

Age: 18 - 60

Height: Between 5 and 6 feet
Durandr

Durandr is the greatest fortress of the Dwarves in living history. Carved into the very rock this city is as strong as the ground  it was built upon. It has been said that in over two thousand years the walls of the city have never been breached even by that of the monstrous Blight that had been roaming before their restriction to 'The Midnight Forest'

Durandr is home to many an inventor and the Kalin Dwarves that live there enjoy coming up with many an object to confund and confuse the other races that consider themselves superior. They are known especially for their inventions that have the capability to disarm and defeat Elven and Fae foes respectfully.  Durandr is respected for they might not have as many a number as say that of Carthus but what they do have is some of the strongest armour the world has ever known.

Durandr is one of the cities closely bordering 'The Midnight Forest' and as such they are incredibly knowledgeable about the specific ways to take each version of creatures down. They have been recently attacked hard, many of the fires during the many assaults are still alight.
Belask

The Great Tower of Belask is well known by many, mostly for the flocks of Corux that come to the area. The impregnable fortress of iron construction sits atop an island that restricts access all on its own. The churning waves hide jagged rocks and reefs that have ruptured the hulls of doomed ships, sending their crews to watery graves. Even if you make it to the island, the barren land and hard metal of the tower are less than friendly environment for a passing traveler.

The winged races hold no fear for this giant towering monstrosity as they can readily access it from the doorways at its peak. Within are friendly and welcoming peoples, the Geanu, Corux and Simal. Some fae can be seen here from time to time, as well as the kin of the dragons. The corux here well known for traveling in their classic paired fashion, either with a romantic partner or a dear friend.

There have been some stirrings however. Some of the those who have flocked to Belask, especially the youths, have have been drawn into a more militaristic worldview. Due to the recent resurgence of the Blight, this combative point of view has quite popular, unnerving some of the older residents.
Tas'Irela

The Second great collection of elves, Tas'Irela is home to the elves of the woodland realm. Ennorian Elves are great followers of Nature and the Goddess Kiali. Highly spiritual yet deadly warriors the Ennorian's are known for their incredibly ability of camouflage within their home environment of the great Forests of Lliana.

Their city sits on a small section of land that floats above great waterfalls. Large bridges spanning across to touch the ground below. Even the trees are incredible, giant redwoods that are more ancient than the race of Elf themselves. Long it has been thought that this giant network of roots is sentient and very capable of defending itself let alone the deathly bow carrying knife-ears. Their route is supplied by the vast river that runs to the flowing waterfalls below.
World Content

There's a lot to do in Velkus during your *normal* gameplay when it comes to PvE content.

*Back to Guides. Back Home.*

## Mini-Dungeons

New to this season is a group of small, non-combat dungeons we're calling Mini-Dungeons. These can be done on your own with minimal preparation. However, you *do* need a couple of levels under your belt to loot the crate at the end of each MD.

## Dungeons

Want something a bit more dangerous? Check out our standard Dungeons. These are designed to require a group, but you could sneak your way through and win yourself a few talons and some gold on your own if you're not up to the fighting. The dungeons page outlines some strategies you can employ in there.

## Conquest

The Conquest system is a vibrant new system brought in by the Glyph mod. Think of it like a world-questing system where players can clear threats off tiles and challenge mid and end-game PVE content to progress towards a blight-free world!

## Events

Events are a more diverse set of content and can't be completed *on your own*. They'll be run by staff in a variety of jobs, guilds, and magicks to progress the stories of characters in Velkus. *However*, players are free to run events on their own and invite others to join them! We've got a rather simple system set up to make sure that events aren't overlapping, but you're otherwise given free reign here. Arenas, karaoke nights, parties - whatever you want, really!

## Trial of the Gods

Our final, and most challenging PVE content is deep under the sea in The Trial of the Gods. There, you can challenge all sorts of nasties and progress through a series of enemies and bosses that'll earn you bragging rights and trophies that you can hang or trade in for gold and talons.

## Boons

Boons are purchasable buffs that apply to the entire server and last for a whole week! There's a great variety here that'll help people in every type of gameplay during your time in Velkus.

## Shinies

Shinies are one of the most common rewards due to their use and versatility! It's always worthwhile to understand and know the different shinnies.
Al-Fae

Al-Fae - When most people think of Fae, they tend to think of the Al-Fae. Typically having lighter skin tones, friendly features, and butterfly like wings, they are often the most approachable and often are the ones that interact with outsiders within the Emerillion. One should not let down their guard however, for sometimes their outwardly friendly appearance allows them to be more deceitful, relying on the friendly looks to avoid suspicion.

They love to make deals and can often cause a lot of mischief. Al-Fae come in all shapes and sizes but are more often than not associated with a specific element. For example, the water tribes of Al-Fae have bluer skin tones.

Usual Appearance

Age: 18 - 150

Skin: Normal, Merfolk

Height: Between 3 and 4 feet

-HP, -Weight, -Melee, +Movement, +HP Regen, +Jump, -Fall Damage, -Food Drain, -Water Drain -Swim
Events

Guild, Job, or Magick events. If you are a part of these groups, you will have the opportunity to participate in curated events specific for each one. If so you also get the opportunity for a great reward including: gold, Honor coin (exchanged in a ticket for your own dino color change), and Wyvern talon.

Player Events. Wanna have a party? Have a really cool game? Wanna go on a big hunt? You can set up your own event at the #player-events-ic channel. This is HIGHLY ENCOURAGED. We want you to create your own fun! If you would like staff help; we are happy to help, just open a ticket
Raval Diveclaw

> -Raval Diveclaw

## **Description**

### **Appearance**

Black ‘cheetah’ fur with slightly lighter spots. A ‘panther-like’ female built slim but muscular.

### **Personality**

A little rough/crass, but with a love for her work and those in her care. She tends to ‘match the energy’ of those around her, so someone getting loud will get an earful in kind.

## **Significant Events**

### **Early Life**

Raval was born along the shores of Velkus, and slowly watched the corruption spread. It fired a passion in her for arms and armaments, and as soon as she was able to hold the tools she was at the forge. As her family travelled, she would use the excuse to find new techniques and skills that she could perform while on the go. Slowly but surely she came to master her craft in this way. Returning and settling near Woodbury in her later years, she came to assist Master SootBeard in the wrangling of the new apprentices. She is beginning her transition from forge monkey to teacher, now that her 40’s have her.
Beru

Plague of Sin, Rage and Vengeance

#### Part 1

*"Merucain was once a city bordering upon the beautiful grasslands of the Oasis. A sprawling citadel of beauty and art, this city was built by some of the best architects throughout the land. A coalition of races constructed a gorgeous, blended style that flowed and combined much like that of the rivers that ran around the streets.*

*The year has been lost to time, but... there was a night that upon the wind. A great sounding of drums began. The songs of a rolling military as it approached the great civilization. Sounds of thunder as the clouds bore ill news, the rain pouring upon all those that came to man the defenses."*
Atlura Isuri

Strong and powerful swimmers, these Atlura are characterized by their large heads, sharp teeth, and intense ferocity. They are often warriors and when focused will not let go of their prey.  They have heads like sharks or strong predatory fish.

This subspecies of the Altura live in the stronghold of Númeris, an intensely guarded fortress that, like an iceberg, has more beneath the surface of the waves.

They can be deeply mistrusting and have been known to rip sailors off of boats in order to feast upon their flesh, believing that it makes them stronger.

Usual Appearance

Age: 18 - 100

Skin: Normal, Scaled or Merfolk

Height: Between 6 and 7 feet

+HP, +Stam, +Weight, +Melee, +Swim, +Water Drain, -Food Drain
Taura

The Taura are a very tribal race, they roam south Enhasi. They find connection to their most praised Varulia to be the strongest in this part of the Averion.Thus they have not really traveled past the tall mountains that protect their lands.There had been tales and whispers of those who had left their tribes with bands of adventurers never to return, or got word back of the horrors that were beyond the mountains.

There are a few different sub tribes of Taura. Coastal, plains and mountainous tribes.Each one provided aid to one another, the coastal tribes provided oil from whales, and trade from other villages.

The plains tribe was known for their granaries, and well trained warriors. The mountainous tribes were well known for survival, and skill in working metal and other materials found deep within the mines. Within each tribe they had a main leader that was solidified by one elder, and a shaman.While being a tribal race, they did not shy away from trade with other races, and sent special trained kin to be diplomats between their race and others. Albeit their brutish looks sometimes, they were very intelligent!

+HP, +Stamina, +Weight, +Melee, +Jump, -Movement

Usual Appearance

Age: 18 - 60

Height: Between 6 and 8 feet
U'ruku Sal

U'ruku sal sits within the frozen wasteland nearest to the Ilyaria Mountains, the opposite side of the grand Ilthulian Elves.

This orc settlement is by far the meanest and most brutal of those within the continent. A collection of tents that sit within spiked walls and watchtowers. They use a variety of boats and mounts to constantly raid kingdoms, the Zren Orcs usually being heavily prone to outbursts of anger and violence. Their whole culture is based around the idea that weakness should be stomped out.
Gneissa Sylcia

As shifting as the sands of which they are often compared to, these are often morally neutral. Some have become mercenaries for hire, traders or labourers. They can be forceful on their opinion on wild magics but tend to stick to the more physical aspect of life than mess with the arcane.

Usual Appearance

Age: 18 - 120

Skin: Stone or, scaled.

Height: Between 4 and 7 feet

+HP, +Stam, -Oxy, +Weight, +Melee, +Fort, +Health Regen, -Water Drain, -Swim, -Jump, -Food Drain, +Fall Damage
Malvas Isu

The Isu are strong spellcasters, having lived within forests and trees that glow with etherial light. They are more spiritual and are convinced that their race are the new beginning to the world. This can mean they can be violent to any outcasts.

They love all that glows, often pairing themselves with a familiar of that ability. Having something that bonds with them in their culture allows for a greater understanding of the natural world.

Usual Appearance

Age: 18 - 120

Skin: Normal

Height: Between 5 and 6 feet

+HP, +Stam, +Weight, +Speed, +HP Regen
The Trial of the Gods

# Proving yourself, through violence.

The Trials are a rather simple system enjoyed by any good man, woman, or child that likes to beat things up and win prizes. The jist is simple:

1. Take items to an altar
2. Summon something scary at the altar
3. Kill it
4. Use its corpse to summon more scary things.

This system progresses throughout the system from killing a handful of alpha rexes to killing Titans down under the sea.

## Tributes

The tributes required for each Trial are progressively harder to obtain. They're gathered either from wild animals, other players, merchants, or bosses in previous trials and dungeons. For a full list, you'll need to purchase a book from a vendor in the arena.

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Magister Harry Contice

Harry Contince is constantly described as fairly unremarkable, but he is always willing to teach. He is good natured, and cares a lot about the future of the magi.

Harry comes from a poor background. His parents died at an early age, but luckily he was adopted by a magi who taught him the ways of the magi. Eventually, he found a real home with the magi.
Vux Rekla

Vux Rekla is a highly defended city laced with Palisades and small huts. Massive wooden trees that have been stripped to form their protection against the creatures of The Blight. Vuxian orcs, loving to roam about the land, have found or invented various ways to kill the giant creatures that often try to prey on them and are often consulted on the best ways to take them apart.

The huts and tents of Vux are large and constructed very well, it is very unlikely that one would fall. In addition the insides are all lined with deep, thick and dark materials as best to avoid the sun that most Vux believe would 'melt their faces off'.

With the recent increase of The Blight, The Vux have declared themselves the best slayers in the world (though this may not be true) and have been credited of killing many many blight and placing them as trophies upon large poles. This area outside Vux Rekla has now been known to be called the trees of dread.
Kommissar Talon

> I am not short, I'm tactically compact!!
>
> -Kommissar Talon

### Connections

Master Slayer of the Northen FensMaster Slayer of VelkusKavalry TalonCleetus TalonAnat Talon

## **Description**

### **Appearance**

Kommissar is a rather short, or as he claims 'Tactically compact' Lacaris Cruxis. Clad in red scales from head to tail, they take on a smoother texture than some of his kind. His almond shaped eyes are a gold hue with slitted pupils that give a piercing gaze. His expression is a near permanent scowl, his body language one of near constant frustration or anger.

### **Personality**

He is a very short tempered Cruxis, known for bursts of anger and extremely prone to fighting. He values his personal honor over all, and seeks to rebuild the Azure Talons

## **Significant Events**

### **Early Life**

Kommissar hails from a Cruxis settlement known as Skalengrad. A fortress town, it is situated amongst the cliffs in the Symian deserts. Raised traditionally in Skalengrad, Kommissar was hatched and raised in the settlement. In Skalengrad culture, Lacaris are given names that double as their job. Emotions other than honor, anger, loyalty, and duty are considered 'weak' and violently discouraged in Skalengrad. Kommissar was hatched to be a Kommissar, and was raised alongside others that would become the Azure Talons. Talon groups, named after various colors, are the militant arm of Skalengrad. Responsible for military actions, and sometimes raids against nearby warring settlements, talon groups are fiercely tight-knit. As a talon member, you are expected to live with, fight with, and eventually die with your unit.

Under his leadership, the Azure Talons gained a fair amount of success with their missions and occasional raids, the young Lacaris group gaining much honor and recognition back home. Eventually, the Azure Talons were to raid another Lacaris trading caravan, but the tripwire explosives and the hidden armor got the better of them. Out of the four Azure Talons, Kommissar was the only one that survived. After a bloodied explosion, out of sheer fury and stubbornness, he returned back to Skalengrad alone. Without his Talons, Kommissar was shunned, to fail at upholding your name meant you lose your name, and did not exist to the settlement. Crestfallen, angry, and unsure of the other emotions, Kommissar vowed to accomplish enough great deeds to earn his honor back and earn his name back.

His time during the fens provided him with opportunities to make a name for himself via the slayers guild and becoming known for using siege weapons at just about every opportunity.
Hobgoblins

Larger and rather bulky these goblins are notorious for organized crime and causing havoc. They are stronger and have a love for strategy in battle. Fierce warriors always have a plan, and that plan usually involves fighting.

Their training is elite, and almost rivals that of the older races. They too have often displayed a fierce hatred of the Elven race as they have been discriminated against by them.

Usual Appearance

Age: 40-200

Skin: Normal

Height: Between 5.5 and 6.5 feet

+Stam, +Melee, +Health, +Movement, Night Vision
Reiss Dwarves

The Dwarves of the rolling plains and hills they are miners of gold and platinum. Residing in their mighty stronghold of Carthus these dwarves love gold so much they even wear it as armour and line their streets with it. They are unchanging in their ways and stick to old traditions. Any deviation from this is seen as sacrilegious.

Usual Appearance

Age: 40 - 200

Skin: Normal

Height: Between 3.5 and 4.5 feet

+HP, +Stam, -Oxy, +Weight, +Melee, -Swim, -Fall Damage
Druga Ursi

Great hulking beasts of fur, the Ursi are most comparable to that of the bears that wander the woods. They are more often than not giant rippling masses of muscles and have been known to show fantastic amounts of strength.

The most capable warriors of the Druga, Ursi are often found as bodyguards or soldiers, their bloodlust can be lethal to any that cross their path. And their rage unrivalled.That being said the Ursi also make incredible builders, their natural strength lending a hand.

They, like many of the Druga, can be found in The Oasis at least once in their life.

+HP, +Stam, +Weight, +Melee, +Jump, -Movement

Usual Appearance

Age: 18 - 60

Skin: Fur

Height: Between 7 and 8 feet
Kora Geanu

The Geanu are highly intelligent creatures. Often compared to that of the Owl they are masters of silent flight and have been used as assassins in the past. Most of the time however they are scholars and teachers. Most Geanu attend the various academies across the continent and have been known to seek out knowledge wherever they can find it.

They often flock to Geranis, their castle where the heads of various families meet to share knowledge

Usual Appearance

Age: 18 - 100

Skin: Fur,Normal

Height: Between 5 and 6 feet

+HP, +Stam, +Weight, -Swim, -Food Drain, -Fall Damage, Night Vision
The Midnight Forest

The Midnight Forest was created by Yal'Su. A Plague God of the Continent of Averion.

Originally referred to as 'The Blight', Yal'su created monsters and plagues of his own. Acting as a corruption to the land, the spawn of Yal'Su was unstoppable and unending, rolling over the land with a vicious group of monsters, illness and more. It was only by the combined efforts of the various native Averion Races and the Guardians that this Blight was able to be contained into one single area that became to be known as 'The Midnight Forest' in reference to the unnatural darkness and decay that infecting the land upon which it resided.

This did not halt the effort of the monstrous creation of the most powerful of the plagues, The Blight soon began to appear across the continent via tears within the fabric of the world. Of an unknown origin, these tears, or Portals as they soon came to be referred as, meant that the Blight could continue to infiltrate and destroy the land, though they could not survive long unaided.

Soon Cults and worshippers of the old Plague Primordials slowly crept out of the shadows and woodwork that was the world. Enacting their revenge for the entrapment of what they considered sacred, whilst most of the population considered aberrations of nature.
Server Info

## ***Rates***

* 1.5x EXP
* 3x Harvesting
* 4x Taming - Immersive Taming
* 8x Breeding, Reduced Interval, Imprint/Growth in Soul Traps

## ***Information***

* Server Name: Glyph RP Campaign 2, Season 3: Growth
* Map: The Center Official DLC
* Creature Level: 150 Base, 170 for Shinies and Territory Creatures, 180 Event Rewards
* Fliers: Yes, including a Soul Binding Ritual
* Loot Crates: Obtained through treasure chests, events, dungeons, etc.
* Technology Level: Smithy Tier
* Custom Character Creation
Geranis

The other great community of the avian race, Geranis is majorly home to the Geanu who welcome any and all to join their community. The Academy of Geranis is revered even by that of The Order, who often use those who study or teach there as guest lecturers for their own researchers and students. Those who come from Geranis are always taught to value knowledge and logic the same way that the Ithulian Elves are but also to be empathetic and welcoming to all. Geranis is well known for accepting any who wish to come and stay or are seeking asylum. They are thought to be much like monks, providing a haven for all.

Geranis became under siege during the events of Symia, it is unclear as to the reason but was thought that a similar group as that which besieged Symia, attacked the community. Luckily it is said that they were repelled and Geranis is currently close to finishing the rebuilding of all that had been lost.
Draconia Elani

Originating from the frozen mountains of the north, near to the Kingdom of Tusa Lumaria . These Draconia have adapted to the environments giving up flight for greater agility and the ability to bring forth the power of ice.. These Draconia have seemed to develop more catlike behaviors as well as being known as skilled artisans.

Usual Appearance

Age: 80 – 340

Skin: scales or merfolk

Height:6-7ft

+HP, -Stam, +Weight, +Speed, +HP Regen +Jump, -Fall Damage
Vuxian Orcs

The Vux. They dwell in the same wastelands as some of the darker blooded races, organised in small groups of hordes that use their connection with the dark energy emitted there to enhance their muscle tensile strength. They are slim, lithe and agile. They are intelligent and crafty, often making fast friends as they are highly charming.

This does however mean they are often prone to madness and delusion paired with outbursts, their vision is blocked by direct sunlight and cannot stand to be in the sun without clothes for fear that their skin would melt. There is no known reason for this idea however it is a perpetuated phobia throughout their culture.

They are not naturally violent however and reside within the small citadel of Vux Rekla

Usual Appearance

Age: 18 - 40

Skin: Normal

Height: Between 5 and 6 feet

+HP, +Stam, -Oxy, +Weight, +Melee, -Swim, +Fall
Damsen

The Damsen are a nomadic culture of humans and love to roam the world. Often travelling in packs of caravans and tents they are known for lending a hand wherever they are needed.

Damsen are quick to anger and love a fight. They are the rascals and rogues of humanity and are not shy of stealing a thing or two. Since they are always on the road a lot of their clothing is a jumbled mess of cultures from around the continent.

Usual Appearance

Age: 18 - 100

Skin: Normal

Height: Between 5 and 6 feet

+HP, +Stam, +Oxy, +Weight, +Fortitude, +Speed, +HP Regen, +Swim
Guild Mounts

Guild Mounts are important creatures each guild has. They are special, and are usually either high level, shinny creatures, or both.

Each guild has its own unique guild mount creatures.

### The slayers

* Andrewsarchus
* Deinosuchus

### The Order

* Tyrannosaurus rex
* Making your own dinosaur into a Guild Mount

### The Doves

* Bearers
	+ Desmodus
	+ Acrocanthosaurus
* Traders
	+ Zuniceratops
	+ Unicorn
* Helpers
	+ Fjordhawk
	+ Snow Owl

## Other Info

* The Slayers
* The Order
* The Doves
* Creature Overview
Maemis

The Midnight Forest is a wasteland, a dark shadow cast across the muddled swamp and dead trees. The magic there is so chaotic that most life can barely survive without being corrupted. There are always exceptions however, and the residents of Maemis are one such people. Whether it be the Great Daes Elves, Malvas, Atlura, Vuxian Orcs or even disgraced or disbanded creatures from other races. The great fortress of Maemis has origins unknown and it is a mystery as to how it was built.

The only access allowed is through the Gates of Ur which are massive stone circles that form a protective barrier and doorway to the citadel. Maemis is dictated by how strong you are against the various creatures of The Blight not by your strength over your companions or fellow residents. However strength that comes across, let it be physical, emotional, mental, magical or just pure and unfiltered mayhem is down to the person. Maemis is much like that of The Slayers, they stay to fight the blight and are drawn to the energy reverberating around The Midnight Forest.
Cornelius Neverglade

## Relationships

### Parents

* Matthew Neverglade (father)
* Carly Neverglade (mother)

### Grandparents

* Louis Neverglade (grandfather)
* Mitchell Howard (step-grandfather)
* Johana Neverglade (grandmother)
* Cody Huddleston (grandfather)
* Stacey Huddleston (grandmother)

### Siblings

* Konstanty Neverglade (older brother)
* Aleksander Neverglade (older brother)
* Jolyne Neverglade (younger sister)

### Other Relations

* Lance Huddleston (uncle)
* Randy Huddleston-McNulty (uncle)
* Nate Beam-Burks (uncle)
* Topher Baker (uncle)
* Dirk Howard (uncle)
* Francis Dykes-Neverglade (uncle)
* Henry Boston-Neverglade (uncle)
* Leonardo Lin-Neverglade (uncle)
* Wallace Neverglade (uncle)
* Simon Neverglade (uncle)
* Sylvester Neverglade (uncle)
* Julius Neverglade (uncle)
* Ernest Neverglade (uncle)
* Charles Neverglade (uncle)
* Michael Neverglade (uncle)
* Arthur Neverglade (uncle)
* Edward Neverglade (uncle)
* Viktor Neverglade (uncle)
* Joseph Neverglade (uncle)
* Roman Neverglade (uncle)
* Taurus Neverglade (uncle)
* Danna Huddleston (aunt)
* Ruth Huddleston-McNulty (aunt)
* Brooke Rouse (aunt)
* Florencja Baker (aunt)
* Maura Lin-Steen (aunt)
* Leigh Howard (aunt)
* Lea Dykes-Neverglade (aunt)
* Ginger Boston-Neverglade (aunt)
* Irene Neverglade (aunt)
* Valentina Neverglade (aunt)
* Emmanuella Neverglade (aunt)
* Aniela Neverglade (aunt)
* Helena Neverglade (aunt)
* Cecilia Neverglade (aunt)
* Anne Marie Neverglade (aunt)
* Alina Neverglade (aunt)
* Patty Neverglade (aunt)
* Berjes Layne-Lunsford (cousin)
* Alfonzo Layne-Lunsford (cousin)
* Nadia Beam-Burks (cousin)
* Warren Mathis-Huddleston (cousin)
* Desirae Huddleston (cousin)
* Caren Huddleston-McNulty (cousin)
* Esme Rouse-Crabtree (cousin)
* Philip Rouse (cousin)
* Jamison Rouse (cousin)
* Frankie Rouse (cousin)
* Cristopher Reynoso-Tsvirkunov (cousin)
* Celina Boston-Neverglade (cousin)
* Lorena Boston-Neverglade (cousin)
* Ramon Boston-Neverglade (cousin)
* Jude Neverglade (cousin)
* Antwain Neverglade (cousin)