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		<title>Sote - User contributions [en]</title>
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		<updated>2026-04-16T02:14:39Z</updated>
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	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat&amp;diff=592</id>
		<title>Quick Stat</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat&amp;diff=592"/>
				<updated>2011-09-03T02:24:06Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Agility]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Intelligence]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Chakra]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Gameplay_Concepts#Magic|Magic]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Conviction]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Total&lt;br /&gt;
|-&lt;br /&gt;
| Karm&lt;br /&gt;
| 4/6&lt;br /&gt;
| 4/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 1/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 13/16 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Elle&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 4/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Isis&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/5&lt;br /&gt;
| 6/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 18/21 (39)&lt;br /&gt;
|-&lt;br /&gt;
| Ace&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Trident&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Flame Girl&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Tad&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 22/22 (44)&lt;br /&gt;
|-&lt;br /&gt;
| Minor&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 1/1&lt;br /&gt;
| 2/4&lt;br /&gt;
| 12/14 (26)&lt;br /&gt;
|-&lt;br /&gt;
| Wench&lt;br /&gt;
| 4/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/1&lt;br /&gt;
| 2/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 14/13 (27)&lt;br /&gt;
|-&lt;br /&gt;
| Freyu&lt;br /&gt;
| 3/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Rapa&lt;br /&gt;
| 4/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/17 (32)&lt;br /&gt;
|-&lt;br /&gt;
| Laidena&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/5&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/20 (35)&lt;br /&gt;
|-&lt;br /&gt;
| Fenrir&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 1/3&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Zero Hunter&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/4&lt;br /&gt;
| 5/5&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 19/18 (37)&lt;br /&gt;
|-&lt;br /&gt;
| Dai&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 5/6&lt;br /&gt;
| 3/4&lt;br /&gt;
| 17/19 (36)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Karm==&lt;br /&gt;
* Total stat: 29&lt;br /&gt;
* Stats at 6: 1&lt;br /&gt;
* Stats spent: 29+1-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]] - Potency: Very High, Control: High&lt;br /&gt;
* [[Weakness]]: Nucleus - Very High &lt;br /&gt;
* [[Zero]]&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - Very High&lt;br /&gt;
==Elle==&lt;br /&gt;
* Total Stat: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Psychic]]&lt;br /&gt;
* [[Greater Psychic]]&lt;br /&gt;
* [[Technical Pacifist]]&lt;br /&gt;
* [[Telekinesis]] - High&lt;br /&gt;
* [[Telepathy]] - Low&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
==Isis==&lt;br /&gt;
* Total Stat: 39&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 39+5-24=20(!)&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Intimidating Presence]]&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Chaos - Very High&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ace==&lt;br /&gt;
* Total Stats: 29&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 29-24=5&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Automatic Recovery]]: Nanites - Very Low&lt;br /&gt;
* [[Limited Flight]]&lt;br /&gt;
* [[Scientific Method]] - Mid&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon Mastery: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon Mastery: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon Mastery: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;br /&gt;
==Trident==&lt;br /&gt;
* Total Stats: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - High &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - High&lt;br /&gt;
* Weapon Mastery: Trident - High&lt;br /&gt;
==Flame Girl==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Fire - High&lt;br /&gt;
==Tad==&lt;br /&gt;
* Total Stats: 44&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 44+5-24=25&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - Very High&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Staff - Mid&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Scythe) - Mid&lt;br /&gt;
==Minor==&lt;br /&gt;
* Total Stats: 26&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 26+0-24=2&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Gun - Mid&lt;br /&gt;
==Wench==&lt;br /&gt;
* Total Stats: 27&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 27+0-24=3&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Ribbon - High&lt;br /&gt;
==Freyu==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]]: Low&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
==Rapa==&lt;br /&gt;
* Total Stats: 32 &lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 32+0-24=8&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]]: Potency: Low, Control: High&lt;br /&gt;
* Multiple Personality&lt;br /&gt;
** Feral Melee&lt;br /&gt;
** Natural Emotional State: Rage&lt;br /&gt;
** Weapon Mastery: Sword - Low &lt;br /&gt;
* [[Natural Flight]]&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Blood - Mid&lt;br /&gt;
* [[Magic]]: Energy - Mid&lt;br /&gt;
* Weapon Mastery: Staff - High &lt;br /&gt;
==Laidena==&lt;br /&gt;
* Total Stats: 35&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 35+0-24=11&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
==Fenrir==&lt;br /&gt;
* Total Stats: 29&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 29+0-24=5&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* &lt;br /&gt;
==Zero Hunter==&lt;br /&gt;
* Total Stats: 37&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 37+0-24=13&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
*&lt;br /&gt;
==Dai==&lt;br /&gt;
* Total Stats: 36&lt;br /&gt;
* Stats at 6: 1&lt;br /&gt;
* Stats spent: 36+1-24=13&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* &lt;br /&gt;
* [[Zero]]&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat&amp;diff=591</id>
		<title>Quick Stat</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat&amp;diff=591"/>
				<updated>2011-09-03T02:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Agility]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Intelligence]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Chakra]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Gameplay_Concepts#Magic|Magic]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Conviction]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Total&lt;br /&gt;
|-&lt;br /&gt;
| Karm&lt;br /&gt;
| 4/6&lt;br /&gt;
| 4/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 1/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 13/16 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Elle&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 4/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Isis&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/5&lt;br /&gt;
| 6/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 18/21 (39)&lt;br /&gt;
|-&lt;br /&gt;
| Ace&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Trident&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Flame Girl&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Tad&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 22/22 (44)&lt;br /&gt;
|-&lt;br /&gt;
| Minor&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 1/1&lt;br /&gt;
| 2/4&lt;br /&gt;
| 12/14 (26)&lt;br /&gt;
|-&lt;br /&gt;
| Wench&lt;br /&gt;
| 4/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/1&lt;br /&gt;
| 2/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 14/13 (27)&lt;br /&gt;
|-&lt;br /&gt;
| Freyu&lt;br /&gt;
| 3/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Rapa&lt;br /&gt;
| 4/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/17 (32)&lt;br /&gt;
|-&lt;br /&gt;
| Laidena&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/5&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/20 (35)&lt;br /&gt;
|-&lt;br /&gt;
| Fenrir&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 1/3&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Zero Hunter&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/4&lt;br /&gt;
| 5/5&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 19/18 (37)&lt;br /&gt;
|-&lt;br /&gt;
| Dai&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 5/6&lt;br /&gt;
| 3/4&lt;br /&gt;
| 17/19 (36)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Karm==&lt;br /&gt;
* Total stat: 29&lt;br /&gt;
* Stats at 6: 1&lt;br /&gt;
* Stats spent: 29+1-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]] - Potency: Very High, Control: High&lt;br /&gt;
* [[Weakness]]: Nucleus - Very High &lt;br /&gt;
* [[Zero]]&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - Very High&lt;br /&gt;
==Elle==&lt;br /&gt;
* Total Stat: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Psychic]]&lt;br /&gt;
* [[Greater Psychic]]&lt;br /&gt;
* [[Technical Pacifist]]&lt;br /&gt;
* [[Telekinesis]] - High&lt;br /&gt;
* [[Telepathy]] - Low&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
==Isis==&lt;br /&gt;
* Total Stat: 39&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 39+5-24=20(!)&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Intimidating Presence]]&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Chaos - Very High&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ace==&lt;br /&gt;
* Total Stats: 29&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 29-24=5&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Automatic Recovery]]: Nanites - Very Low&lt;br /&gt;
* [[Limited Flight]]&lt;br /&gt;
* [[Scientific Method]] - Mid&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon Mastery: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon Mastery: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon Mastery: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;br /&gt;
==Trident==&lt;br /&gt;
* Total Stats: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - High &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - High&lt;br /&gt;
* Weapon Mastery: Trident - High&lt;br /&gt;
==Flame Girl==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Fire - High&lt;br /&gt;
==Tad==&lt;br /&gt;
* Total Stats: 44&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 44+5-24=25&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - Very High&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Staff - Mid&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Scythe) - Mid&lt;br /&gt;
==Minor==&lt;br /&gt;
* Total Stats: 26&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 26+0-24=2&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Gun - Mid&lt;br /&gt;
==Wench==&lt;br /&gt;
* Total Stats: 27&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 27+0-24=3&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Ribbon - High&lt;br /&gt;
==Freyu==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]]: Low&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
==Rapa==&lt;br /&gt;
* Total Stats: 32 &lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 32+0-24=8&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]]: Potency: Low, Control: High&lt;br /&gt;
* Multiple Personality&lt;br /&gt;
** Feral Melee&lt;br /&gt;
** Natural Emotional State: Rage&lt;br /&gt;
** Weapon Mastery: Sword - Low &lt;br /&gt;
* [[Natural Flight]]&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Blood - Mid&lt;br /&gt;
* [[Magic]]: Energy - Mid&lt;br /&gt;
* Weapon Mastery: Staff - High &lt;br /&gt;
==Laidena==&lt;br /&gt;
* Total Stats: 35&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 35+0-24=11&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
==Fenrir==&lt;br /&gt;
==Zero Hunter==&lt;br /&gt;
==Dai==&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=534</id>
		<title>Usagi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=534"/>
				<updated>2011-07-14T16:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bunny ears, paws, and tails. However, they rarely stay that way for long.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Usagi are bunny-like humanoids. They were weak, but plentiful so they were able to stay in play, even with their overwhelming curiosity. Eventually their curiosity began to work to their favor as battles occurred. Raiding the deceased of their shinies, Usagi discovered that many of them had abilities. Usagi scavenged all they could from whatever they could. Over time, the changes from the cursed and blessed equipment had changed them all and the normal Usagi look became almost nonexistent.&lt;br /&gt;
&lt;br /&gt;
Usagi are are a race who are interested in acquiring new things, and are willing to do almost anything for gain.&lt;br /&gt;
==Culture==&lt;br /&gt;
Like other races, they&amp;#039;ve long ago abandoned their small underground hovels to join society to the fullest. However, they still carry some traditions with them, most notably when they die, they request their bodies to be liquefied and the result spread amongst their young, so they may always carry on.  &lt;br /&gt;
==Fashion==&lt;br /&gt;
Usagi probably have the most eccentric sense of fashion. Though tattoos, piercings are commonplace to hold on to their shinies. Likewise, their outfits are usually modified to carry as much of their shinies as possible. Belts and random pieces of cloth are added for the sole purpose of hanging more.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One low level disability of choosing&lt;br /&gt;
* One low level ability of choosing&lt;br /&gt;
* One low level trait of choosing&lt;br /&gt;
===Combat===&lt;br /&gt;
* Various, depending on form&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Though they show great interest in the physical size of things, Usagi usually low have Intelligence and sometimes Conviction as the more cerebral aspects of cultures are unappealing to them. However, due to their traditions, they often have high physical stats, especially Magic, Chakra, and Agility. They tend to be Self-Oriented and Experimental, as their interest is solely to amuse themselves rather than true dedication.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=533</id>
		<title>Usagi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=533"/>
				<updated>2011-07-14T16:51:59Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bunny ears, paws, and tails. However, they rarely stay that way for long.&lt;br /&gt;
==History==&lt;br /&gt;
Usagi are bunny-like humanoids. They were weak, but plentiful so they were able to stay in play, even with their overwhelming curiosity. Eventually their curiosity began to work to their favor as battles occurred. Raiding the deceased of their shinies, Usagi discovered that many of them had abilities. Usagi scavenged all they could from whatever they could. Over time, the changes from the cursed and blessed equipment had changed them all and the normal Usagi look became almost nonexistent.&lt;br /&gt;
&lt;br /&gt;
Usagi are are a race who are interested in acquiring new things, and are willing to do almost anything for gain.&lt;br /&gt;
==Culture==&lt;br /&gt;
Like other races, they&amp;#039;ve long ago abandoned their small underground hovels to join society to the fullest. However, they still carry some traditions with them, most notably when they die, they request their bodies to be liquefied and the result spread amongst their young, so they may always carry on.  &lt;br /&gt;
==Fashion==&lt;br /&gt;
Usagi probably have the most eccentric sense of fashion. Though tattoos, piercings are commonplace to hold on to their shinies. Likewise, their outfits are usually modified to carry as much of their shinies as possible. Belts and random pieces of cloth are added for the sole purpose of hanging more.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One low level disability of choosing&lt;br /&gt;
* One low level ability of choosing&lt;br /&gt;
* One low level trait of choosing&lt;br /&gt;
===Combat===&lt;br /&gt;
* Various, depending on form&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Though they show great interest in the physical size of things, Usagi usually low have Intelligence and sometimes Conviction as the more cerebral aspects of cultures are unappealing to them. However, due to their traditions, they often have high physical stats, especially Magic, Chakra, and Agility. They tend to be Self-Oriented and Experimental, as their interest is solely to amuse themselves rather than true dedication.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=532</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=532"/>
				<updated>2011-07-14T16:27:54Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, Blue, Green&lt;br /&gt;
&lt;br /&gt;
Merfolk are a farcry from our standard perception. Their underside is three tails, one for navigation and two for bursts of speed. Their nails are are instead claws, small fins on their forearms (and fin-like ears), and they have three rows of sharp teeth.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Merfolk were the first of the later aquatic races, and they found their niche. One might think that the race would have problems, but they shown themselves to be more than ruthless enough to deal with the monsters that filled the deep. Merfolk quickly became the most dominant of the aquatic species, but like the others they are largely nice to each other and the landbased races. However, being the only water-trapped race, they largely are unfamiliar and somewhat frightened by them.&lt;br /&gt;
&lt;br /&gt;
Although indifferent to world politics, merfolk are sweet and timid in general. They try to help any newcomers, even if ignorant as to how. However, when in large groups, they become a school, and often times raze anything within their reach relentlessly. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Merfolk live in an area where they can move in all three dimensions easily, often resulting in unusual architecture: lack of stairs, entrances being above the &amp;#039;ground&amp;#039; floor, things like that. Merfolk are extremely territorial and will work together to destroy anything that upsets their balance, but they tend to be curious about non-hostile outsiders and indeed are largely responsible for the current state of the Undine.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Due to their lack of contact with the terrestrial races, their sense of fashion tends to cling to the Early Race fashion, though a few have started to grasp New Race fashion with their loose contact. Piercings, subtle or extreme, aren&amp;#039;t uncommon, but tattoos are rare due to the body markings they have at birth anyway.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Prehensile Tail]]: Large&lt;br /&gt;
* School&lt;br /&gt;
* Size: Large (Long)&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Merfolk tend to focus on Chakra and Agility, with Conviction usually being the lowest. They tend to be Brave and Empathetic, going out of their way to help others, even they don&amp;#039;t understand how.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Kitsune&amp;diff=531</id>
		<title>Kitsune</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Kitsune&amp;diff=531"/>
				<updated>2011-07-14T16:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fur Color:&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Kitsune are fox-like humanoids, who are able to take on a demi-human shape at will. This change doesn&amp;#039;t really have any impact on the kitsune, but in some circles one form is trusted more than the other. Additionally, kitsune may gain up to nine tails via ritual.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Kitsune were an early race. As magic became more prominent, it became a mainstay in kitsune culture. The elves might have created it, but the kitsune innovated it. The kitsune became dangerously powerful on their own. However, as timed changed, they found themselves unable to change social climates. They soon left for their own Plane. However, they left a power gap when raised questions about the race. Many other early races used this as a chance to slander them, painting them as cowardly and xenophobic. This, in turn, caused the remaining kitsune to become even less involved, creating a vicious cycle tarnishing their name.&lt;br /&gt;
&lt;br /&gt;
Kitsune in general are similar to humans socially. However, even the most carefree of kitsune have become slightly jaded by the hate. Some play the role they&amp;#039;ve been cast, using their mastery of magic to aggravate or aggrieve those they come upon. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Kitsune tend to be very traditional and skeptical of society still. Their old villages tend to sit deep in clearings in the forest, carved from stone and made to be permanent. Though kitsune do work together in their villages and training, they still have a feral appreciation of rushing through forests hunting alone.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Kitsune are pretty much the epitome of Early Race fashion, nearly always strictly holding on to the traditional flowing robes and vestments of the past. Still, those who integrate with society are known to try more recent fashions. Piercing and tattoos are both indulged to a small degree, both in traditional and modern fashion.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Mana Organ]]: Internal (Tail(s))&lt;br /&gt;
* [[Magic Theory]] - Very Low&lt;br /&gt;
* [[Mistrusted]]&lt;br /&gt;
* [[Shapeshifting]]: Demi-Human&lt;br /&gt;
* Shapeshifting: Kitsune&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Kitsune focus foremost on Magic, and tend to neglect Conviction, especially Charm. Other stats tend to be between those two somewhere, sometimes together, sometimes apart. They tend to be Cautious and Withdrawn, uneager to jump into something unless they fully understand something.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Kappa&amp;diff=530</id>
		<title>Kappa</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Kappa&amp;diff=530"/>
				<updated>2011-07-14T15:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Fashion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water, Ground (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color (Tadpole):&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Tadpole):&amp;#039;&amp;#039;&amp;#039; Green&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Kappa start out as inhuman sea-life. They are turtle-like, with clawed and webbed limbs and a long webbed tail, as well as whiskers. Their heads are covered with a spiky halo.&lt;br /&gt;
&lt;br /&gt;
At a certain age, Kappa often choose to undergo a transformation into a demi-human state. All their previous looks are visible, but their body takes a definite humanoid state, even to the face. On land, their heads are filled with water.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Kappa were once a fully aquatic race. However, as elves began to subjugate the other races, nagas were sent to start wiping them out. The kappa stood no chance on their own, so they adapted a demihuman form and pleaded for support from the humans. The attacks were stopped, but the kappa found the surface society intoxicating. Most kappa spend their childhood in the sea and then leave to move into a city for most of the rest of their life.&lt;br /&gt;
&lt;br /&gt;
Kappa, in their youth, tend to be studious and dedicated. However, from there, they find every facet of culture interesting, so it&amp;#039;s hard to discern a common trend. At best, it could be said they&amp;#039;re obsessive in anything they do.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Kappa culture tends to be simplistic in the water, tending to dwell around rocky ridges and reefs near the coast. They tend to be very heavy on studying, and even more so on life experience. The majority of kappa nowadays choose to become terrestrial as they reach adolescence, and tend to immerse themselves in a facet of society that interests them quickly and completely. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Fashion as tadpoles is non-existent. When they come to the surface, it varies wildly, but it often works equally well as swimwear as well as being a bit skimpier. Piercing and tattoos vary depending on the facet of life they choose to invest in, from none in some to extreme in others.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Bounded]]: Water - Mid&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Kappa, due to their intense interest in various subcultures, are hard to pin down, but in general they focus on Intelligence and dump Chakra, or sometimes Conviction in their obsession for their interest. They tend to be Goal-Oriented and Exploratory, for the same reason, their interest in their cultures.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Kappa&amp;diff=529</id>
		<title>Kappa</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Kappa&amp;diff=529"/>
				<updated>2011-07-14T15:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water, Ground (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color (Tadpole):&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Tadpole):&amp;#039;&amp;#039;&amp;#039; Green&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demi-Human):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Kappa start out as inhuman sea-life. They are turtle-like, with clawed and webbed limbs and a long webbed tail, as well as whiskers. Their heads are covered with a spiky halo.&lt;br /&gt;
&lt;br /&gt;
At a certain age, Kappa often choose to undergo a transformation into a demi-human state. All their previous looks are visible, but their body takes a definite humanoid state, even to the face. On land, their heads are filled with water.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Kappa were once a fully aquatic race. However, as elves began to subjugate the other races, nagas were sent to start wiping them out. The kappa stood no chance on their own, so they adapted a demihuman form and pleaded for support from the humans. The attacks were stopped, but the kappa found the surface society intoxicating. Most kappa spend their childhood in the sea and then leave to move into a city for most of the rest of their life.&lt;br /&gt;
&lt;br /&gt;
Kappa, in their youth, tend to be studious and dedicated. However, from there, they find every facet of culture interesting, so it&amp;#039;s hard to discern a common trend. At best, it could be said they&amp;#039;re obsessive in anything they do.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Kappa culture tends to be simplistic in the water, tending to dwell around rocky ridges and reefs near the coast. They tend to be very heavy on studying, and even more so on life experience. The majority of kappa nowadays choose to become terrestrial as they reach adolescence, and tend to immerse themselves in a facet of society that interests them quickly and completely. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Fashion as tadpoloes is non-existent. When they come to the surface, it varies wildly, but it often works equally well as swimwear as well as being a bit skimpier. Piercing and tattoos vary depending on the facet of life they choose to invest in, from none in some to extreme in others.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Bounded]]: Water - Mid&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Kappa, due to their intense interest in various subcultures, are hard to pin down, but in general they focus on Intelligence and dump Chakra, or sometimes Conviction in their obsession for their interest. They tend to be Goal-Oriented and Exploratory, for the same reason, their interest in their cultures.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Elf&amp;diff=528</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Elf&amp;diff=528"/>
				<updated>2011-07-14T15:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humans with long ears. Also, thin whiskers and thin, translucent vestigial wings.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Elves are an early race created by Bahamut. They truly believed the universe was created for them, and their power backed up their pride. The elves were capable of subjugating many of the other races to their needs. While the other races grew in power, some Elves became sympathetic to them and became less militaristic. The others became even more violent, but were ultimately wiped out. Small pockets still remain, but the organization as a whole was crippled.&lt;br /&gt;
&lt;br /&gt;
Elves in general have a strained relationship with other races, which is not helped by their attitudes. In general, they are unhelpful and holier-than-thou, although some have become apologists. There are small groups that are still dedicated to enslaving and wiping out the undeserving races that caused the Gods to retreat.&lt;br /&gt;
==Culture==&lt;br /&gt;
Elves are one of the few Elder Races that could stand the smell and sight of one another. Indeed, Elves didn&amp;#039;t blow their own sense of self worth out of proportion as much as the others, but they did do so with the worth of their race. Elves were the chosen ones in their eyes, and they as such they tended to make tightly knit villages. Elves probably have the most still self-sustaining villages of the social races, largely just above tribal in their designs. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Elves relish traditional designs, and varying from them is widely frown upon in the culture. Tattoos are not rare, but piercings are another stigma.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Magic Theory]] - Low&lt;br /&gt;
* [[Sense Magic]] - Mid&lt;br /&gt;
===Note: Damn Long Ears===&lt;br /&gt;
Rather than have a large array of racial abilities, I&amp;#039;m thinking elves and humans instead get larger creation bonuses. Elves for magic, humans for technology.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Elves focus on Magic, Agility, and Intelligence, neglecting Chakra and especially Conviction. They to be Self-Oriented and Outspoken, as well as Adrift and Exploratory in magic.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=527</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=527"/>
				<updated>2011-07-14T15:48:17Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Various (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Dragon):&amp;#039;&amp;#039;&amp;#039; Any dark, any green&lt;br /&gt;
&lt;br /&gt;
Dragons are largely what you expect from dragons. However, many dragons have learned to transform into a demi-human form to work easier within society. These tend to also be what you&amp;#039;d expect: Humans with their dragon wings, tail, ears and whiskers, as well as some having scales on some other parts of their body and claws for fingers and toes. The amount is left to the creator of the character, but the character should be distinctly foremost human.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dragons are a race created by Bahamut. Greedy and powerful, they were probably as much as a threat to the other races as any of the monsters. However, one flavor of food, the elves, had begun to explore magic. The dragons had to have it. Slowly they learned of its secrets. Eventually, they learned to take a humanoid shape and learned directly even faster. The dragons quickly diversified, but something unexpected happened. Many of them began to view their food as something more than consumables. Most dragons left for their own Plane, terrified of such thoughts. Others stayed behind and grew to treat the other races as something more than food, for various reasons.&lt;br /&gt;
&lt;br /&gt;
Social dragons are always a bit impatient and holier-than-thou, but will always listen when they could stand to profit. Wild dragons, however, treat other races as nuisances second and a source of food first.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As with many Elder Races, dragons don&amp;#039;t really care for each other&amp;#039;s companies. But even dragons who embrace society tend to treat themselves as higher than others, and hunger to improve their standing in life at any cost.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Dragons tend to favor traditional robes and vestments, although as they adapt to society they&amp;#039;ve come to borrow from others. Light piercing and perhaps tattooing is fine, but they rarely go to extremes.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Dragon Form===&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* [[Sense Magic]] - Very Low&lt;br /&gt;
* Size: Very Large&lt;br /&gt;
====Combat====&lt;br /&gt;
* Large bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
===Demihuman Form===&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* [[Shapeshifting]]: Dragon&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
====Combat====&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
==Note: Here There Be Dragons==&lt;br /&gt;
Dragons, as is key for fantasy settings, come in many flavors, so each type will have different abilities and forms. This section will eventually detail some typical dragon designs, but right now is just a placeholder.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dragons nowadays focus most on their Chakra and Magic, their ability to affect the world around them, though they tend to dump Conviction because words are for the weak. However, their other stats are sometimes only slightly neglected, making them mostly well-rounded. Dragons are almost always Self-Oriented and Adrift, with Exploratory and Outspoken often coming up as well as/in place of those.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=526</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=526"/>
				<updated>2011-07-14T15:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Various (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Dragon):&amp;#039;&amp;#039;&amp;#039; Any dark, any green&lt;br /&gt;
&lt;br /&gt;
Dragons are largely what you expect from dragons. However, many dragons have learned to transform into a demi-human form to work easier within society. These tend to also be what you&amp;#039;d expect: Humans with their dragon wings, tail, ears and whiskers, as well as some having scales on some other parts of their body and claws for fingers and toes. The amount is left to the creator of the character, but the character should be distinctly foremost human.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dragons are a race created by Bahamut. Greedy and powerful, they were probably as much as a threat to the other races as any of the monsters. However, one flavor of food, the elves, had begun to explore magic. The dragons had to have it. Slowly they learned of its secrets. Eventually, they learned to take a humanoid shape and learned directly even faster. The dragons quickly diversified, but something unexpected happened. Many of them began to view their food as something more than consumables. Most dragons left for their own Plane, terrified of such thoughts. Others stayed behind and grew to treat the other races as something more than food, for various reasons.&lt;br /&gt;
&lt;br /&gt;
Social dragons are always a bit impatient and holier-than-thou, but will always listen when they could stand to profit. Wild dragons, however, treat other races as nuisances second and a source of food first.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As with many Elder Races, dragons don&amp;#039;t really care for each other&amp;#039;s companies. But even dragons who embrace society tend to treat themselves as higher than others, and hunger to improve their standing in life at any cost.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Dragons tend to favor traditional robes and vestments, although as they adapt to society they&amp;#039;ve come to borrow from others. Light piercing and perhaps tattooing is fine, but they rarely go to extremes.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Dragon Form===&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* [[Sense Magic]] - Very Low&lt;br /&gt;
* Size: Very Large&lt;br /&gt;
====Combat====&lt;br /&gt;
* Large bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
===Demihuman Form===&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* [[Shapeshifting]]: Dragon&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
====Combat====&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
==Note: Here There Be Dragons==&lt;br /&gt;
Dragons, as is key for fantasy settings, come in many flavors, so each type will have different abilities and forms. This section will eventually detail some typical dragon designs, but right now is just a placeholder.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dragons nowadays focus most on their Chakra and Magic, their ability to affect the world around them, though they tend to dump Conviction because words are for the weak. However, their other stats are sometimes only slightly neglected, making them mostly well-rounded. Dragons are almost always Self-Oriented and Adrift, with Experimental and Outspoken often coming up as well as/in place of those.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=525</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=525"/>
				<updated>2011-07-14T15:45:36Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINOTAUR===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Black, Brown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Minotaurs are cattle-like demi-humans. They have cattle-like legs, horns on their heads, and long thick tails. They also tend to be far hairer than other species, tending to have longer hair and patches on their shoulders and/or chest.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
For many later races, the days before socialization were hell. However, minotaurs reveled in it. Your token warrior race, minotaurs live for fighting. In their early days, battles were pretty much both the currency and diplomacy of their culture. However, they were able to recognize the changes, and came to accept other ways as they integrated.  Minotaurs loved the promise of a fight, which made them valuable in keeping the muck out while the other races grew in socialization. However, in time it became clear they were second-class citizens, and they began to work on their own inner socialization.&lt;br /&gt;
&lt;br /&gt;
Nowadays, minotaurs seem to prefer to avoid physical conflict. They will often threaten or intimidate, but if they must fight the younger ones do so from a distance and quickly. As they age, however, they realize they have to keep the blood fresh, and start fighting longer and closer. Eventually, most minotaurs look for one last challenge to bring them to death.&lt;br /&gt;
==Culture==&lt;br /&gt;
Minotaurs value a physical challenge over anything else, and fights and tests of endurance were often used in lieu in place of currency. Their houses tended to be makeshift and shoddy, as the most sturdy something was, the more likely someone would try to prove themselves against it. Over time they have come to recognize other races appreciate currency more and their durable stuff destroyed less, so they&amp;#039;ve come to respect culture&amp;#039;s differences, though young minotaurs are usually still held to the traditions.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Minotaurs tend to use the bare minimum of fashion: Cloth draped over anything questionable and that&amp;#039;s pretty much it, although some delve into fashion more. Tattoos and piercings are very common, but not an extreme.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Adrenaline Boost&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Minotaurs are naturally strong, with high Chakra stats. Recently, they&amp;#039;ve been focused on educating themselves and bringing themselves more into society to reap the full benefits, meaning many of them have equally high Conviction, Intelligence, or Magic. Agility is often a dump stat, especially in the Flexibility department. They tend to be Brave and Conventional, willing to do anything the way they believe it should be done, especially fight.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Harpie&amp;diff=524</id>
		<title>Harpie</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Harpie&amp;diff=524"/>
				<updated>2011-07-14T15:45:05Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air (1/2), Touch (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Bird-like demi-humans. Their hands and feet are talons, and have wispy wings from their back, arms, and legs (as well as feathery ears).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first of the later races to have flight, the harpies ruled the air in their youth. However, the tengu quickly overtook them, and they faced further competition from the re-emergence of the angels. Admitting defeat, the harpies explored other ways to establish themselves as a species. They eventually found the ability to drain magic at a touch. However, as the trait was embraced, the realization dawned on the downsides. Furthermore, the harpies began to realize they lost their ability to flight. Feeling as if they lost their roots, harpies began to try to rebuild their culture by themselves.&lt;br /&gt;
&lt;br /&gt;
Harpies are largely seclusive in an attempt to try to rise back up by themselves. However, younger harpies are often interested in exploring what other cultures have to offer, and often abandon their village to explore the cities.&lt;br /&gt;
==Culture==&lt;br /&gt;
Harpies saw their culture being threatened by society, and doubled their efforts to keep their culture strong. Their buildings tend to be small and wooden, slightly raised off the ground. They have toys made to be manipulated in the air, and have repeated festivals to try to raise their elevations.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Harpies tend to favor the traditional flowing style of the Early Races, although they&amp;#039;ve been modified slightly to fit Harpie bodies and living.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Draining Touch]]&lt;br /&gt;
* [[Limited Flight]]&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small unarmed combat bonus&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Harpies tend to favor Magic, particularly Elemental (Air), and Agility. Chakra often follows, with Intelligence and Conviction invested in the least. They tend to be Adrift and Conventional, valuing their ways over the ways of society.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Fae&amp;diff=523</id>
		<title>Fae</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Fae&amp;diff=523"/>
				<updated>2011-07-13T21:15:11Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Air, Ground (1/2), Various&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any bright, standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any bright, standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any bright, standard&lt;br /&gt;
&lt;br /&gt;
Tiny humans with antennae and insectoid wings.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Another early race, the fae are tiny winged humanoids. At first glance they seemed ill-equipped for the world, but they turned out to hold a secret that made them one of the strongest contenders: Their ability to adapt. Fae are able to enter a hibernation around about anything and become accustomed to it. Climate, objects, other people, you name it. However, this ability made them attractive as slaves for the other races, and their general penance of mischief did not help endeavors. The fae were largely used as a slave race for the other early races. As the social climate changed, this practice began to vanish, and in general the fae have appeared to move on and enjoy it.&lt;br /&gt;
&lt;br /&gt;
The fae tend to be very playful, regardless of the situations. However, most take an interest in others because society is like a metaphysical shiny bauble that interests them. Even the most antagonistic rarely are outright violent, they just might impede others. However, sometimes that&amp;#039;s all that needs to happen for everything to go south.&lt;br /&gt;
==Culture==&lt;br /&gt;
Fae have always been a bit more light-hearted than the other races, as everything is a celebration for them, even funerals. As society progressed, the Fae became even more benign in their dealings with other races, although they still enjoyed the occasional prank or two at times other races would consider inappropriate.&lt;br /&gt;
&lt;br /&gt;
Due to their small size, Fae are able to set up small settlements anywhere, and use material other races cannot. As a trade-off, these tend to be even more temporary than most settlements, and offer the equivalent of nothing in terms of protection from actual attack.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Like many races of their time, fae adopt from both Early and New Race fashions, often mixing and matching in a single outfit.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Manual Adaptation]] - Very Low&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
* Size: Very Small&lt;br /&gt;
===Note: The Fair Folk===&lt;br /&gt;
Like the dragons, fae explicitly have the ability to diversify themselves, even throughout the game. As such, it is possible for them to deviate from these abilities.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Fae most definitely focus on Magic and Agility, usually with Chakra and Conviction following, neglecting Intelligence a bit more than other stats. They tend to be Self-Oriented and Brave, toying with anyone for their amusement.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Elf&amp;diff=522</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Elf&amp;diff=522"/>
				<updated>2011-07-13T18:56:57Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humans with long ears. Also, thin whiskers and thin, translucent vestigial wings.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Elves are an early race created by Bahamut. They truly believed the universe was created for them, and their power backed up their pride. The elves were capable of subjugating many of the other races to their needs. While the other races grew in power, some Elves became sympathetic to them and became less militaristic. The others became even more violent, but were ultimately wiped out. Small pockets still remain, but the organization as a whole was crippled.&lt;br /&gt;
&lt;br /&gt;
Elves in general have a strained relationship with other races, which is not helped by their attitudes. In general, they are unhelpful and holier-than-thou, although some have become apologists. There are small groups that are still dedicated to enslaving and wiping out the undeserving races that caused the Gods to retreat.&lt;br /&gt;
==Culture==&lt;br /&gt;
Elves are one of the few Elder Races that could stand the smell and sight of one another. Indeed, Elves didn&amp;#039;t blow their own sense of self worth out of proportion as much as the others, but they did do so with the worth of their race. Elves were the chosen ones in their eyes, and they as such they tended to make tightly knit villages. Elves probably have the most still self-sustaining villages of the social races, largely just above tribal in their designs. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Elves relish traditional designs, and varying from them is widely frown upon in the culture. Tattoos are not rare, but piercings are another stigma.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Magic Theory]] - Low&lt;br /&gt;
* [[Sense Magic]] - Mid&lt;br /&gt;
===Note: Damn Long Ears===&lt;br /&gt;
Rather than have a large array of racial abilities, I&amp;#039;m thinking elves and humans instead get larger creation bonuses. Elves for magic, humans for technology.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Elves focus on Magic, Agility, and Intelligence, neglecting Chakra and especially Conviction. They to be Self-Oriented and Outspoken, as well as Adrift and Seasoned in magic.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dwarf&amp;diff=521</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dwarf&amp;diff=521"/>
				<updated>2011-07-13T18:43:19Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Earth (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; ???&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Dirt colors, Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any, usually tanned&lt;br /&gt;
&lt;br /&gt;
Dwarves are largely what you expect. However, as a note, their beards are actually thick whiskers. In addition, their fingers are gnarled&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dwarves came shortly after the early races. Facing danger daily among monsters and the early races, the dwarves fled to the mountains. They soon found the caves too small for their needs, and began digging deep into the earth. Generations sank their lives into it, and work became all they knew from birth to death. To work was to have purpose. However, manual labor is not the only facet. Crafting and trade became essential to continue, and eventually management of those became too. But regarldess of the field, laziness is death for dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves are generally well-liked by other races, as they are dedicated workers. They tend to be up for jobs others would not be up to. However, they become agitated if any job requires much downtime. Dwarves by nature rarely are antagonistic, but it is possible for them to hire as assassins.&lt;br /&gt;
==Culture==&lt;br /&gt;
Dwarves love work for work&amp;#039;s sake. Their culture focuses on making everything as complicated as possible for the sole purpose of adding more work to do. Offering aid to a dwarf is considered a great insult, and indeed true friends often make life as hard as possible because that&amp;#039;s what dwarves tend to want. Negotiations and trades with dwarves tend to require their own council, and as such dwarves rarely are given high political positions outside their homelands (although they tend to prefer drudging through the lower work anyway).&lt;br /&gt;
&lt;br /&gt;
As anyone who enjoys things that are hard, dwarves have taken up dwelling in caves (that may be confusing cause and effect). They were able to find enough vegetation to live within, and began carving their homes and living into the cave wells. As mining resulted in rare materials, they began to adapt their society, and often traded with those who were capable of keeping up with the intensity. Their cities now tend to be large carved openings, with the housing and layout shifting every few days to keep themselves busy.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Early Race fashion tended to be too simple for dwarves, so they set off to design their own, and are in fact credited for creating the general fashion the New Races take on. However, they tend to design and make their own clothes individually just for the thrill of the work. Indeed, dwarf tailors tend to be the best due to their dedication to challenging work. Although dwarves themselves tend to not engage in piercing or tattooing themselves, they&amp;#039;re often the most common artisans of the trade (among their other jobs) due to the demanding nature of the skill.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Poor Sight&lt;br /&gt;
* [[Sense Magic]] - High&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Workaholic&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dwarves tend to invest in Intelligence, Chakra, and Conviction, dumping Magic and Agility. They tend to be Conventional and Goal-Oriented, working within the system to do work for work&amp;#039;s sake.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dryad&amp;diff=520</id>
		<title>Dryad</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dryad&amp;diff=520"/>
				<updated>2011-07-13T18:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Plantlife, Ground (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Earth tones&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Earth tones&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Earth tones&lt;br /&gt;
&lt;br /&gt;
One the most basic level, green humans. However, due to their isolated movements, they have become heavily covered with various plants, usually covering their torso and arms but sometimes almost completely burying themselves in it. These plants act as part of their body, they are able to feel anything they feel and control them naturally.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dryads are an Early Race that survived with ease due to their ability to live within the plantlife that once dominated the planet. However, when the other races started growing, they became stripping forests to expand and remove monsters. This affected the dryads vastly, and the once peaceful creatures began a battle for their lives. Dryads removed themselves from outside contact and began guerilla tactics against civilizations. However, that is not to say they are not powerful, they occasionally will tear apart settlements with their abilities.&lt;br /&gt;
&lt;br /&gt;
Dryads by and large are entirely removed from communication from anyone other than other Dryads, as most other species have difficulty grasping the idea of needing plantlife to live. However, some dryads are willing to give those who prove to be respectful to nature a shot, but they&amp;#039;re rare to find. In either case, it&amp;#039;s rare to actually see a dryad, they often hide quite literally deep within the woods and manipulate it to help or harm any passerbys.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Dryad culture heavily values plant life, as they are most reliant on it to live. Their villages tend to be surrounded by thorny vines, their homes literally inside tree trunks. As a result of the deforestation during the advancement of society, dryads numbers were unintentionally thinned and the majority remaining became militant in their defense. Dryads tend to go out of their way to harass or sabotage other races, believing if they&amp;#039;re not a threat to them now they&amp;#039;ll be one in the future.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Dryad fashion tends to be pretty minimal, as they tend to cover themselves with various plants they can attach to their body. This rarely helps stabilize them, as several of the plants affect them as well as their enemies. They do not indulge explicitly in tattooing or piercings, although many plants emulate the physical appearance of either.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Bounded]]: Tree&lt;br /&gt;
* [[Magic]]: Plantlife&lt;br /&gt;
* [[Phase]]: Plantlife&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dryads are usually foremost focused on their Magic, Chakra, and Intelligence. Some of them invest in Agility and Conviction as well, but most treat them like dump stats. Dryads are usally Emotional and Goal-Oriented, desiring to wipe out all of the other races for what they&amp;#039;ve done.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=519</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=519"/>
				<updated>2011-07-13T18:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Various (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Dragon):&amp;#039;&amp;#039;&amp;#039; Any dark, any green&lt;br /&gt;
&lt;br /&gt;
Dragons are largely what you expect from dragons. However, many dragons have learned to transform into a demi-human form to work easier within society. These tend to also be what you&amp;#039;d expect: Humans with their dragon wings, tail, ears and whiskers, as well as some having scales on some other parts of their body and claws for fingers and toes. The amount is left to the creator of the character, but the character should be distinctly foremost human.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dragons are a race created by Bahamut. Greedy and powerful, they were probably as much as a threat to the other races as any of the monsters. However, one flavor of food, the elves, had begun to explore magic. The dragons had to have it. Slowly they learned of its secrets. Eventually, they learned to take a humanoid shape and learned directly even faster. The dragons quickly diversified, but something unexpected happened. Many of them began to view their food as something more than consumables. Most dragons left for their own Plane, terrified of such thoughts. Others stayed behind and grew to treat the other races as something more than food, for various reasons.&lt;br /&gt;
&lt;br /&gt;
Social dragons are always a bit impatient and holier-than-thou, but will always listen when they could stand to profit. Wild dragons, however, treat other races as nuisances second and a source of food first.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As with many Elder Races, dragons don&amp;#039;t really care for each other&amp;#039;s companies. But even dragons who embrace society tend to treat themselves as higher than others, and hunger to improve their standing in life at any cost.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Dragons tend to favor traditional robes and vestments, although as they adapt to society they&amp;#039;ve come to borrow from others. Light piercing and perhaps tattooing is fine, but they rarely go to extremes.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Dragon Form===&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* [[Sense Magic]] - Very Low&lt;br /&gt;
* Size: Very Large&lt;br /&gt;
====Combat====&lt;br /&gt;
* Large bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
===Demihuman Form===&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* [[Shapeshifting]]: Dragon&lt;br /&gt;
* [[Sense Magic]] - Low&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
====Combat====&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
==Note: Here There Be Dragons==&lt;br /&gt;
Dragons, as is key for fantasy settings, come in many flavors, so each type will have different abilities and forms. This section will eventually detail some typical dragon designs, but right now is just a placeholder.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dragons nowadays focus most on their Chakra and Magic, their ability to affect the world around them, though they tend to dump Conviction because words are for the weak. However, their other stats are sometimes only slightly neglected, making them mostly well-rounded. Dragons are almost always Self-Oriented and Adrift, with Seasoned and Outspoken often coming up as well as/in place of those.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Asura&amp;diff=518</id>
		<title>Asura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Asura&amp;diff=518"/>
				<updated>2011-07-13T18:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any, often Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Standard, usually dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, usually tanned&lt;br /&gt;
&lt;br /&gt;
Asura are currently just humans with six arms and horns. They are likely to be slightly redesigned, because blah blah blah.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Asuras are another early race. Six arms and their rage made them devastating destroyers, and they had no problem surviving in the harsh proto-world. However, they decreased in number rapidly due to their inability to stand one another, avoiding mating and oftern murdering each other. As the other races grew in power, they began to recognize their wane in power as a race and some begrudgingly kept the line going. Others instead focused on becoming even stronger themselves.&lt;br /&gt;
&lt;br /&gt;
Asuras are typically hostile to anything new, and several things old. However, most of have begun to recognize the new social uprising, and will usually at least hear someone out before reacting violently, assuming they&amp;#039;re quick with their words. Some are basically feral, however, and stop at nothing to kill everything in their sight.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Barely able to stand each other long enough to continue the species, asuras have no distinct culture. However, they instinctively value and respect power, and will often challenge those they don&amp;#039;t feel deserve it, especially if they&amp;#039;re another asura.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Being almost barbaric, fashion is rarely a concern beyond the basics and at best they&amp;#039;re like many Elder Races, with clothing designs that tend to be flowing and traditional. However, it is not rare for modern asuras to heavily embrace tattoos and/or piercings as signs of their strength.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Additional Limbs]]: Arms (x 2)&lt;br /&gt;
* [[Natural Emotional State]]: Rage &lt;br /&gt;
* No Sense of Pain&lt;br /&gt;
* [[Resilience]]: All Magic&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Asuras almost always focus on the physical foremost, Agility and especially Chakra being slightly to much higher than their other stats, their Conviction usually be a dump stat. They tend to be Brave and Emotional, and Self-Oriented or Outspoken are common as well as/in place of those.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Angel&amp;diff=517</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Angel&amp;diff=517"/>
				<updated>2011-07-13T18:19:13Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air (3/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any light color, any blue or green&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any light color&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, often pale&lt;br /&gt;
&lt;br /&gt;
Angels are humanoids with a large number of wings in various sizes and locations, fourteen in total.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Angels are one of the earliest races created by the Gods. With feathery bodies and large wings, they ruled the air. However, they had to come down sometime, and were largely wiped out by the various &amp;#039;monsters&amp;#039; the Gods had filled the land with. As the other races became more diverse, monsters became rarer, and angels were able to recover and take the skies once again. Their reign was not what it once was thanks to Tengu, and they embraced their innate magical abilities to compete.&lt;br /&gt;
&lt;br /&gt;
Angels tend to be tightly knit, especially after their near extinction. They are very wary of anything new, particularly people. However, they are willing to help, in hopes of being helped in return.&lt;br /&gt;
==Culture==&lt;br /&gt;
Angel societies tend to be based on mutual assistance. Their sense of community is very strong, and outside of their groups they tend to try to improve any community they enter.&lt;br /&gt;
&lt;br /&gt;
Their actual cities tend to be makeshift shanties in trees or other elevations, to protect them from prey and to set up again easily if they need to leave. As society progressed, angel cities became more permanent, with buildings spanning the full length of trees and reinforced past their original shoddiness.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Angels in general barely touch fashion in the slightest. Flowing robes work for all ages and tastes, and tattoos and piercings &lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Mana Organ]]: External (Halo)&lt;br /&gt;
* [[Magic]]: Light - Low&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
* Able to null two critical hits with wings before flight becomes Limited, three before loss of flight.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Angels tend to focus on Magic, Agility, and/or Conviction, although they usually keep their stats close together, occasionally treating Chakra as a dump stat. In general, angels are Goal-Oriented and Empathetic, in belief that helping others ultimately ends up more rewarding than helping themselves.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=516</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=516"/>
				<updated>2011-07-13T18:06:11Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* LUU */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
To get a grasp on the planet both for myself and those working for me, at the center of the planet there is a core of pure Mana.&lt;br /&gt;
&lt;br /&gt;
Much higher above that, but still much deeper than the planet&amp;#039;s crust, are pitch dark labyrinths of caves. [[Drow]] and [[Redux&amp;#039;s]] tend to be the only races at this depth, living together in patches; though there are many untold great treasures left from the age of the gods, and even greater untold horrors lurking in some parts. Neither of these have really been defined!&lt;br /&gt;
&lt;br /&gt;
Above the caves, where the soil is softer, [[Gnome]]s live in almost seclusion, swimming freely through the earth as if it was water. Naturally, they are prey to creatures that do the same, and have unique access to many things have sunk below the face of the planet. As they are the only race to be able to do so, they don&amp;#039;t have much outside interaction, except with their neighbors above and below them in rare situations.&lt;br /&gt;
&lt;br /&gt;
Finally reaching the crust, [[Dwarves]] fill many cave mouths leading deeper into the planet. They tend to hollow out a general living space as large as they can, and farm any valuable materials they sense in or near it, or any place they&amp;#039;ve dug to do so before. They too have access to some things can be found only within the planet, and as such are valued in society and in contact with many of the civilized races.&lt;br /&gt;
&lt;br /&gt;
Many caves however lie within or near deep woods, which have become one of the most dangerous areas. Though they used to be homes of other races such as [[Fae]], [[Kitsune]], [[Dragon]]s, and [[Elves]], many of those have moved on to other areas or at least occupy much less, now being home almost exclusively of the violent and xenophobic [[Dryad]]s and many untamed beasts.&lt;br /&gt;
&lt;br /&gt;
Wide, grassy plains are most readily associated with [[Centaur]]s on Sote, who use the area to farm crops, dominating the supply of vegetation for civilizations. They&amp;#039;re also often home to races that are civilized but aren&amp;#039;t fans of sprawling cities, such as the more traditional [[Harpie]]s. &lt;br /&gt;
&lt;br /&gt;
Plains and open areas are often turned into small towns and cities if given time, which are the most diverse offerings nowadays, as many races have abandoned any sense of wilderness. [[Human]]s tend to make the majority of the populations, but [[Usagi]] and [[Tengu]] are also almost exclusively found in cities now. [[Neko]]s and [[Goblin]]s enjoy making sleek futuristic cities, but these are few and far between due to the size and resources they need.&lt;br /&gt;
&lt;br /&gt;
Wide, significantly less grassy deserts are currently largely uninhabited by races permanently, although there are many that feel at home in it at times, such as [[Salamander]]s and some breeds of the adaptable [[Giant]]s, Dragons, Fae, and [[Troll]]s. These areas are again home to many undiscovered treasures under the sand, and again many dangers.&lt;br /&gt;
&lt;br /&gt;
Traveling to the opposite in humidity, the sea is equally filled with life. [[Merfolk]] most readily make up the majority of civilized water races and the only one exclusively in the water, making their homes in lopsided and tall buildings. [[Kappa]] and [[Undine]] have become involved with civilization and indeed can leave the water to travel to the surface to check out the offerings of those cities instead, and many races such as Salamanders, [[Naga]]s, or the adaptable races are able to travel down to see the offerings of the sea instead. However, by and large the sea is untamed, especially its darkest depths, which holds the same caveats as the deepest caves.&lt;br /&gt;
&lt;br /&gt;
Returning to the surface and traveling up, larger hills and smaller mountains are most often associated with Giants, if only because they&amp;#039;re most obvious there. As the temperature drops and the snow falls, larger mountains become home exclusively to [[Yuki]], who take unkindly to visitors in their small territory. This is aggravated when such mountains turn out to be volcanoes, which are hotspots (ha ha!) for Salamanders.&lt;br /&gt;
&lt;br /&gt;
Yuki also dominate the freezing poles, but this is solely due to them being the only race capable of easily surviving there, and these Yuki, due to such large areas, are much friendlier to outsiders. But much like deserts, these areas house little hospitality in general, though they hide great rewards and dangers as well. &lt;br /&gt;
&lt;br /&gt;
From the description, the following races were left out entirely:&lt;br /&gt;
*[[Angel]] (Sure they can fly, but where do they hang naturally?)&lt;br /&gt;
*[[Asura]] (Which isn&amp;#039;t too hard to believe as they don&amp;#039;t really have a set home)&lt;br /&gt;
*[[Cubus]] (Majority in their own plane, otherwise tend to be in cities?)&lt;br /&gt;
*[[Inu]] (Which IS concerning because I realized I never get them an explicit niche and now it shows)&lt;br /&gt;
*[[Karm&amp;#039;s]] (Extinct)&lt;br /&gt;
*[[Mandragora]] (Same as Inu)&lt;br /&gt;
*[[Minotaur]] (Probably small settlements on plains before moving to the cities?)&lt;br /&gt;
*[[Orc]] (Almost exclusively in cities as well now?)&lt;br /&gt;
*[[Raijuu]] (Where IS their natural habitat?)&lt;br /&gt;
*[[Vanzin&amp;#039;s]] (Extraterrestrial)&lt;br /&gt;
&lt;br /&gt;
Not horrible, but I&amp;#039;d kinda like to put most of them somewhere. I also didn&amp;#039;t describe beaches and swamps (and I&amp;#039;m sure some others), because I don&amp;#039;t really know what to put there (Trolls were originally swamp because they&amp;#039;re alligator-esque, but that&amp;#039;s no longer the ONLY option they have). That also includes non-race-wise, I mean, it feels kinda silly putting treasures in swamps? Poor swamps. Maybe they&amp;#039;ll get Raijuu.&lt;br /&gt;
==Specifics==&lt;br /&gt;
===Deep Caves===&lt;br /&gt;
Deep below the surface are labyrinths of tunnels covering the underside of the planet, connecting many caves from around the world. However, this deep in the cave range are extreme temperatures and a severe lack of light, so it is mostly empty.&lt;br /&gt;
&lt;br /&gt;
The Formric were a later race created with great burrowing abilities, and they quickly dug deep into the planet, interweaving their colonies. Later, an offshoot of Elves who directly opposed OO sought safety, and were welcomed to the vast underground network, adjusting to survive.&lt;br /&gt;
&lt;br /&gt;
Although the Planet Eaters never arrived on Sote, many of their Void Mites reached the planet and burrowed deep into the planet, wiping themselves out in the planet core. In their journey, many hit Formric colonies, wiping them out; and many more ended up flooding the tunnels with mana from the core, wiping out even more and destroying the familiar structure. The elf inhabitants prove their worth during this crisis, able to use their mastery of magic to reroute the mana and save many lives.&lt;br /&gt;
&lt;br /&gt;
The tunnels are mostly clear of hostile creatures, although any mana pits usually have some sort of predator around for eating the spawning Adamites. There are rumors that a few Void Mites themselves are still alive deep in the tunnels, but these reports are disregarded as &amp;#039;depressing.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;90%)&lt;br /&gt;
** Formic&lt;br /&gt;
** Deep Elves&lt;br /&gt;
* Minority (&amp;lt;10%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Goblins&lt;br /&gt;
** Trolls&lt;br /&gt;
** Cubus&lt;br /&gt;
** Nekos&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Humans (&amp;lt;1%)&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Corrupted Adamites&lt;br /&gt;
** Ghouls&lt;br /&gt;
** Boogies&lt;br /&gt;
** Kobolds&lt;br /&gt;
** Sponges&lt;br /&gt;
* Minority (&amp;lt;1%)&lt;br /&gt;
** Basilisks&lt;br /&gt;
** Drakes&lt;br /&gt;
** Liches&lt;br /&gt;
** Void Mites?&lt;br /&gt;
&lt;br /&gt;
===Mountain Caves===&lt;br /&gt;
Just past the surface of the planet are tunnels connected the outside world to the deeper caves. These caves are rich with solid mana veins, left untapped when the Formric burrowed deeper. The dwarves were a later race created shortly after the Formric began their subterranean paradise, and found many hidey-holes in mountains to protect them from the savage creatures. They soon discover the mana veins, and began to restructure the entirety of these entrance caves to support the mining of these as well as supporting the growing size and population of their race as protection became more viable. Soon other races began to approach the dwarves for their secrets, and the dwarves effectively started metal trade, helping set the foundation for what would eventually become society.&lt;br /&gt;
&lt;br /&gt;
While dwares make up the majority of Mountain cave inhabitants, there are many that were or became unsuitable for dwarven needs and hostile creatures took residence instead. Several large creatures find the size suitable for a resting chamber, and in abandoned caves Nymphs sometimes move like ghosts, hoping to find the revelry that once filled the caves.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Dwarves&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Goblins&lt;br /&gt;
** Humans&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Ogres&lt;br /&gt;
** Drakes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Nymphs&lt;br /&gt;
===Woods===&lt;br /&gt;
Deep woods have always been a dangerous place on Sote. Originally some of the First Tellurians were savage hunters, but as civilization has progressed a new threat arose, the once peaceful Dryads. Their homes being cut into as cities grew, Dryads tend to control the heart of forests but tend to maintain a perimeter on wherever they feel their territory start. The only areas within forests that tend to be untamed by Dryads tend to be dominated by beasts not even they can oppose. Going into a forest is a bad idea, going into a forest without a clear plan is the equivalent of suicide.&lt;br /&gt;
&lt;br /&gt;
A small number or area of forests sometimes house a small village or community of other races who cleared out the Dryads before them. That said, these communities are not always welcoming of outsiders, and even if they are, claiming to remove Dryads from a forested area is something like claiming to remove the sand from the desert, there&amp;#039;s always still more around.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;95%)&lt;br /&gt;
** Dryads&lt;br /&gt;
** OO&lt;br /&gt;
* Minority (&amp;lt;5%)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Cockatrices&lt;br /&gt;
** Tanukis&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Kobolds&lt;br /&gt;
===Plains===&lt;br /&gt;
Plains were once a mixed bag for races, they provided no cover for enemies, but that also meant the races themselves were unprotected. Centaurs were one of the first races to take a dive and establish actual villages on the plains, cultivating the natural plants and coordinating defensive maneuvers when attacked. Eventually these villages thrived, and many races came to the Centaurs asking for reliable food in exchange for something, which laid down an agricultural trade and was pretty much the start of any form of civilization.&lt;br /&gt;
&lt;br /&gt;
The plains being a hotspot for races already, humans came along and started developing towns to entertain and engross travelers. Most of these towns thrived (due to contracts with minotaurs bought out from centaurs) and turned into bustling cities, pinnacles of creation and innovation, and symbols of civilization. Humans started to work with other races to form groups dedicated to eradicating things that threatened their lifestyles, most notably the once dangerous First Tellurians.&lt;br /&gt;
&lt;br /&gt;
Humans clearly won out, and many cities became melting pots of all races and cultures. Centaurs stuck to small farms, feeling most comfortable with that, and Nekos felt that they might not be able to beat the sheer magnitude of the humans, but they could certainly improve the quality, and built sleek futuristic cities. Harpies, who became upset over losing their cultural identity, began building their own villages again to try to preserve their traditions.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Humans&lt;br /&gt;
** Nekos&lt;br /&gt;
** Orcs&lt;br /&gt;
** Minotaurs&lt;br /&gt;
** Goblins&lt;br /&gt;
** Centaurs&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Tengus&lt;br /&gt;
** Cubus&lt;br /&gt;
** Harpies&lt;br /&gt;
** Usagi&lt;br /&gt;
** Kappa&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Orges&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Boogeys&lt;br /&gt;
&lt;br /&gt;
===Deserts===&lt;br /&gt;
Desert are already dangerous to many races on their own, the significant heat and lack of any viable subsistence make it deadly in general. This is not helped by the fact that it has some of the planet&amp;#039;s deadliest creatures. Large vulture-like creatures set up large nests and head out in all directions, intent of stripping nutrition from any foolish enough to end up in the desert. Large scorpion-like creatures hug the canyons and valleys, intent of catching any stranglers that are trying to avoid the former. And large worms burrow deep underground, searching for subsistence of their own.&lt;br /&gt;
&lt;br /&gt;
Not all races find the desert unforgiving, though. Salamanders love the heat and are more protected than other races to the predators that fill the landscape. And gnomes in particular are able to move through the sand as if it were water, having only trouble defending themselves from worms.&lt;br /&gt;
&lt;br /&gt;
The desert itself is desolate of civilization, any salamanders or other races living as nomads. An ancient civilization once lied in the desert, producing vibrations to scare off the burrowing worms. Unfortunately, as the vultures became more plentiful, they soon came to check what produced those vibrations and stripped the city of all life, leaving no clue of the inhabitants. The city still stands empty, routinely attacked by the vultures examining the creatures. Gnomes have taken residence under the city, as the vibrations protect them from their primary predator. They occasionally explore the surface of the city for visitors with protective shells made of sand, so they can quickly retreat into the ground should the vultures strike.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;lt;80%)&lt;br /&gt;
** Gnomes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Salamanders&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Vultures&lt;br /&gt;
** Scorpions&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Worms&lt;br /&gt;
&lt;br /&gt;
===Sea===&lt;br /&gt;
The sea covers the majority of the surface of Sote, and is probably the most untamed area of it, with strict routes maintained for transcontinental travel. Even on these routes are great perils like storms and pirates, but off the routes lurk things far more dangerous.&lt;br /&gt;
&lt;br /&gt;
Merfolk tend to hug towards land, as it makes their camps easier to find. Kappa have relatively recently joined their camps, though they often leave for the surface upon maturity. Merfolk tend to be fiercely protective against hostile outsiders, so the coasts are usually relatively peaceful.&lt;br /&gt;
&lt;br /&gt;
Just a bit further out are small settlements of salamanders or giants looking for underwater mana springs, as well as large reefs of Sponge. But past those are dark, primordial things that are driven by hunger.&lt;br /&gt;
&lt;br /&gt;
Of particular note is the Undine, a creature that is actually made up of two types of creature. They are able to alter to the flow of water, and in large groups are able to create deadly whirlpools and other water phenomena. So deadly, in fact, that most other creatures know to stay clear of them, so small groups ventured out in search of food on their own. Several of these ended up attacking Merfolk, but their attacks were so weak on their own the Merfolk read them as playfulness and treated them as pets. The Undine took the free food and shelter, and adapted to be more like their providers, which in turn got them more favor, until they functionally became a basic race. Like the Kappa, some of them journey to the surface out of the promise of more goods, but most &amp;#039;civilized&amp;#039; ones are content with their place among the Merfolk.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Merfolk&lt;br /&gt;
** Kappa&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Undine&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
** Nagas&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
&lt;br /&gt;
===Swamps and Marshes===&lt;br /&gt;
The only areas with heavy vegetation that don&amp;#039;t house many Dryads and even fewer hostile ones, civilization rarely encroached on swamps and marshes as they are not sources of any essentials. As such, the areas remain largely unchanged since their inception. Raijuu slide along the surface of the sitting water, while small groups of particularly tolerant Dryads, Trolls, Nagas, and Fae often make homes in any vegetation growing, and Sponge cover much of the water surface and base of plants.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Raijuu&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Nagas&lt;br /&gt;
** Fae&lt;br /&gt;
** Trolls&lt;br /&gt;
** Dryads&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
===Mountain Peaks===&lt;br /&gt;
Mountain tops are often extremes, and many of the most esoteric races thrive in this location as a result. Giants love the solitude above the tree line, Yuki love the snow-tipped peaks and Salamanders love volcanic domes. Of course, each race wants different things, and conflict is bound to happen. Mountain Yuki in particular are very aggressive to any giants or salamanders or really anything that enter their territory.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Snow&lt;br /&gt;
** Phoenix&lt;br /&gt;
===Arctic===&lt;br /&gt;
The arctic, much like the desert, is a hard place for any life to be sustained. However, the Arctic Yuki thrive in the temperature, and due to their uncontested rule of the area, are very welcoming of strangers. The relatively small and fast creatures that thrive in the desert give way to larger and sturdier beasts in the wintery wilderness.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Yuki&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
**&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Snow&lt;br /&gt;
&lt;br /&gt;
==SAS==&lt;br /&gt;
A continent with many untamed sections, and diverse climates and locations. The most notable place on the continent is Metro City.&lt;br /&gt;
&lt;br /&gt;
Spread throughout the continent there are still withdrawn villages of purely dryads, elves, or humans, as well as a very rare one of one or two others.&lt;br /&gt;
&lt;br /&gt;
(So what do SAS stand for?)&lt;br /&gt;
===Metro City===&lt;br /&gt;
A city of many names, artificially created by [[Tad]] trying to create a home after losing the peninsula. The nature citizens are weak ([[Tier 0]]) beings whose energies are recycles by the cycle after they die, same with destroyed buildings. They lack desire, going about meaningless business until they are killed. As [[BLUE]] has started to set up base here, the senseless violence has decreased, but most often only replaced by sensible violence.&lt;br /&gt;
&lt;br /&gt;
The city became a target for those who sought to exploit it, and a slums developed around it. This area is very violent and all resources are pretty much constantly contested. Further out, there are more permanent and developed buildings, which has started becoming a community of its own.&lt;br /&gt;
&lt;br /&gt;
Recently, a young outsider entrepreneur has somehow gained a rule over the city, and has allowed many businesses to build within the city limits. These buildings are NOT part of the city have to be rebuilt by hand if destroyed.&lt;br /&gt;
====The Presidential Building====&lt;br /&gt;
A large sleek spire in the middle of the city, it is somehow intimidating as well as inviting. [[Blake]] rules the city from here, handing out deeds to business owners, working to try to solve internal and external social problems, and dicking around in his free time. Currently it is undergoing renovations to become the official BLUE headquarters as well. &lt;br /&gt;
====Freyu&amp;#039;s Diner====&lt;br /&gt;
A diner within the limits run by [[Freyu]] (gasp!), the main source of food for outsides in both the city limits and those in the areas around it. The place is opened all hours, and is generally ran by Freyu alone unless she has a waitstaff on duty. She is very intolerant of people acting out in the diner, and even moreso of damage to it, recruiting any that slight her to work for her until they pay off their debt. The diner is open to any faction.&lt;br /&gt;
&lt;br /&gt;
DMs are encouraged to throw random supporting characters in the area into the waitstaff every now and then for kicks. You know you want to.&lt;br /&gt;
====Laidena&amp;#039;s Tailor====&lt;br /&gt;
A clothing shop ran by [[Laidena]] and assisted by [[Dommi]], provider mostly for those in the Slums and the forming city. Accepts commissions at any hour and usually produces results within a day unless particularly esoteric. Recently it has been revealed Laidena opened the shop in Metro City to keep an eye on the city for [[HAZE]], but it still functions normally and for any faction.&lt;br /&gt;
====Rapa&amp;#039;s Store====&lt;br /&gt;
Weapons, armor, and general goods are provided here. If a character needs something special delivered, Rapa is usually able to get it, though it might take some time. In certain cases, providers refuse or the request to too obscure, but it&amp;#039;s rare for her to give up her pursuit easily. Rapa is open to commission at any hour to anybody, but she shows huge bias to BLUE employees, giving them discounts and prioritizing them over others.&lt;br /&gt;
&lt;br /&gt;
==NEO==&lt;br /&gt;
The most technologically focused continent, as where as HAZE&amp;#039;s headquarters are. In most drafts it&amp;#039;s about 1.5 times larger than SAS, but due to the focus that ratio might flip, especially seeing how NEO is more heavily watched by HAZE and as such more tame.&lt;br /&gt;
&lt;br /&gt;
Humans, nekos, and goblins make up the majority of the native population, although obviously they are joined by all walks of life employed by HAZE.&lt;br /&gt;
&lt;br /&gt;
(Again, the abbreviation)&lt;br /&gt;
===The Heart===&lt;br /&gt;
Papercut&amp;#039;s company&amp;#039;s headquarters, a large monopoly that makes many of the goods of Sote and distributes even more. The staff is fairly small for the size but very dedicated, with all hours and organizations covered under its plans.&lt;br /&gt;
==The Floating Continent==&lt;br /&gt;
A once fertile peninsula of SAS, destroyed from within shortly after the attack by the Planet Eaters after the chain of volcanoes lining it were activated and amplified. Barren and bereft of life, the area was struck by a mana satellite, creating a fine dust cloud over the area for a while. When it finally settled, the area was gone, assumed to have finally sank at the stress. A few people speculated that the area became adrift, developing a new environment from the mana and becoming an attraction to those seeking power. These remarks were shrugged off as &amp;#039;poorly-written.&amp;#039;&lt;br /&gt;
==LUU==&lt;br /&gt;
A continent that was a group of civilized and diplomatic kingdoms working together, refusing the rule of HAZE instead governing themselves. When a felon usagi of HAZE carrying a strange item entered their domain, they forbade HAZE from entering and removing him, welcoming him as a visitor. The rest of the details are unclear to most, just knowing the areas is off-limits nowadays. If they think about it at all, they usually assume the item was misused and covered the area in unstable magics or something.&lt;br /&gt;
&lt;br /&gt;
The reality is far worse. The item was part of a dead planet&amp;#039;s core, and he was able to use it to subtly manipulate the citizens. He altered the structure to benefit him, as those free of his control became more anxious. HAZE decided to send in a group to destroy him, and they failed. Specifically, one of them betrayed the others, not seeing the problem herself. As she spent more time with the usagi, though, it became clear just how much his actions were hurting the continent, and he was slain by the one he love, but not before leaving an heir.&lt;br /&gt;
&lt;br /&gt;
His heir proved even more dangerous, absorbing part of the core (which shattered as a result), ignoring the subtleties of control at all. She could make people do whatever she wanted, and she was going to. The continent quickly fell into civil war as she spread her control, and many of those who rose up against her only wanted power themselves, now armed with a shard of the core themselves. The continent was falling from its diplomacy and becoming unthinking armies, and HAZE decided to quarantine it and seal it off. The act was mostly pointless, though: The heir and her kind had no desire to leave, their armies had no thoughts of escape, and those who were still free of mind were the only ones who suffered its effects.&lt;br /&gt;
&lt;br /&gt;
Nowadays, those with the power tend to play games of control amongst each other, with the occasional shifts of powers as one rises and another one falls. It&amp;#039;s considered poor sport to lure or force others from another continent, but these acts are usually appreciated, as they tend to backfire on the cheater and introduce new pieces that are unable to leave. And so the game goes on.&lt;br /&gt;
&lt;br /&gt;
Due to her vast fortune being worthless, the heir also set up several different ways to invest in external companies and even provide for them. As such, she actually has a more concrete grasp on the world than HAZE, and could drive it into chaos financially if she ever wanted to. But as the games begin to bore her, she has instead become fascinated with the businesses she has a hand in.&lt;br /&gt;
&lt;br /&gt;
Originally the largest continent, about twice the size of SAS. It&amp;#039;ll probably get shrunk unless the size does discourage people from going there. (Also abbreviation)&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=515</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=515"/>
				<updated>2011-07-13T17:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* Plains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
To get a grasp on the planet both for myself and those working for me, at the center of the planet there is a core of pure Mana.&lt;br /&gt;
&lt;br /&gt;
Much higher above that, but still much deeper than the planet&amp;#039;s crust, are pitch dark labyrinths of caves. [[Drow]] and [[Redux&amp;#039;s]] tend to be the only races at this depth, living together in patches; though there are many untold great treasures left from the age of the gods, and even greater untold horrors lurking in some parts. Neither of these have really been defined!&lt;br /&gt;
&lt;br /&gt;
Above the caves, where the soil is softer, [[Gnome]]s live in almost seclusion, swimming freely through the earth as if it was water. Naturally, they are prey to creatures that do the same, and have unique access to many things have sunk below the face of the planet. As they are the only race to be able to do so, they don&amp;#039;t have much outside interaction, except with their neighbors above and below them in rare situations.&lt;br /&gt;
&lt;br /&gt;
Finally reaching the crust, [[Dwarves]] fill many cave mouths leading deeper into the planet. They tend to hollow out a general living space as large as they can, and farm any valuable materials they sense in or near it, or any place they&amp;#039;ve dug to do so before. They too have access to some things can be found only within the planet, and as such are valued in society and in contact with many of the civilized races.&lt;br /&gt;
&lt;br /&gt;
Many caves however lie within or near deep woods, which have become one of the most dangerous areas. Though they used to be homes of other races such as [[Fae]], [[Kitsune]], [[Dragon]]s, and [[Elves]], many of those have moved on to other areas or at least occupy much less, now being home almost exclusively of the violent and xenophobic [[Dryad]]s and many untamed beasts.&lt;br /&gt;
&lt;br /&gt;
Wide, grassy plains are most readily associated with [[Centaur]]s on Sote, who use the area to farm crops, dominating the supply of vegetation for civilizations. They&amp;#039;re also often home to races that are civilized but aren&amp;#039;t fans of sprawling cities, such as the more traditional [[Harpie]]s. &lt;br /&gt;
&lt;br /&gt;
Plains and open areas are often turned into small towns and cities if given time, which are the most diverse offerings nowadays, as many races have abandoned any sense of wilderness. [[Human]]s tend to make the majority of the populations, but [[Usagi]] and [[Tengu]] are also almost exclusively found in cities now. [[Neko]]s and [[Goblin]]s enjoy making sleek futuristic cities, but these are few and far between due to the size and resources they need.&lt;br /&gt;
&lt;br /&gt;
Wide, significantly less grassy deserts are currently largely uninhabited by races permanently, although there are many that feel at home in it at times, such as [[Salamander]]s and some breeds of the adaptable [[Giant]]s, Dragons, Fae, and [[Troll]]s. These areas are again home to many undiscovered treasures under the sand, and again many dangers.&lt;br /&gt;
&lt;br /&gt;
Traveling to the opposite in humidity, the sea is equally filled with life. [[Merfolk]] most readily make up the majority of civilized water races and the only one exclusively in the water, making their homes in lopsided and tall buildings. [[Kappa]] and [[Undine]] have become involved with civilization and indeed can leave the water to travel to the surface to check out the offerings of those cities instead, and many races such as Salamanders, [[Naga]]s, or the adaptable races are able to travel down to see the offerings of the sea instead. However, by and large the sea is untamed, especially its darkest depths, which holds the same caveats as the deepest caves.&lt;br /&gt;
&lt;br /&gt;
Returning to the surface and traveling up, larger hills and smaller mountains are most often associated with Giants, if only because they&amp;#039;re most obvious there. As the temperature drops and the snow falls, larger mountains become home exclusively to [[Yuki]], who take unkindly to visitors in their small territory. This is aggravated when such mountains turn out to be volcanoes, which are hotspots (ha ha!) for Salamanders.&lt;br /&gt;
&lt;br /&gt;
Yuki also dominate the freezing poles, but this is solely due to them being the only race capable of easily surviving there, and these Yuki, due to such large areas, are much friendlier to outsiders. But much like deserts, these areas house little hospitality in general, though they hide great rewards and dangers as well. &lt;br /&gt;
&lt;br /&gt;
From the description, the following races were left out entirely:&lt;br /&gt;
*[[Angel]] (Sure they can fly, but where do they hang naturally?)&lt;br /&gt;
*[[Asura]] (Which isn&amp;#039;t too hard to believe as they don&amp;#039;t really have a set home)&lt;br /&gt;
*[[Cubus]] (Majority in their own plane, otherwise tend to be in cities?)&lt;br /&gt;
*[[Inu]] (Which IS concerning because I realized I never get them an explicit niche and now it shows)&lt;br /&gt;
*[[Karm&amp;#039;s]] (Extinct)&lt;br /&gt;
*[[Mandragora]] (Same as Inu)&lt;br /&gt;
*[[Minotaur]] (Probably small settlements on plains before moving to the cities?)&lt;br /&gt;
*[[Orc]] (Almost exclusively in cities as well now?)&lt;br /&gt;
*[[Raijuu]] (Where IS their natural habitat?)&lt;br /&gt;
*[[Vanzin&amp;#039;s]] (Extraterrestrial)&lt;br /&gt;
&lt;br /&gt;
Not horrible, but I&amp;#039;d kinda like to put most of them somewhere. I also didn&amp;#039;t describe beaches and swamps (and I&amp;#039;m sure some others), because I don&amp;#039;t really know what to put there (Trolls were originally swamp because they&amp;#039;re alligator-esque, but that&amp;#039;s no longer the ONLY option they have). That also includes non-race-wise, I mean, it feels kinda silly putting treasures in swamps? Poor swamps. Maybe they&amp;#039;ll get Raijuu.&lt;br /&gt;
==Specifics==&lt;br /&gt;
===Deep Caves===&lt;br /&gt;
Deep below the surface are labyrinths of tunnels covering the underside of the planet, connecting many caves from around the world. However, this deep in the cave range are extreme temperatures and a severe lack of light, so it is mostly empty.&lt;br /&gt;
&lt;br /&gt;
The Formric were a later race created with great burrowing abilities, and they quickly dug deep into the planet, interweaving their colonies. Later, an offshoot of Elves who directly opposed OO sought safety, and were welcomed to the vast underground network, adjusting to survive.&lt;br /&gt;
&lt;br /&gt;
Although the Planet Eaters never arrived on Sote, many of their Void Mites reached the planet and burrowed deep into the planet, wiping themselves out in the planet core. In their journey, many hit Formric colonies, wiping them out; and many more ended up flooding the tunnels with mana from the core, wiping out even more and destroying the familiar structure. The elf inhabitants prove their worth during this crisis, able to use their mastery of magic to reroute the mana and save many lives.&lt;br /&gt;
&lt;br /&gt;
The tunnels are mostly clear of hostile creatures, although any mana pits usually have some sort of predator around for eating the spawning Adamites. There are rumors that a few Void Mites themselves are still alive deep in the tunnels, but these reports are disregarded as &amp;#039;depressing.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;90%)&lt;br /&gt;
** Formic&lt;br /&gt;
** Deep Elves&lt;br /&gt;
* Minority (&amp;lt;10%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Goblins&lt;br /&gt;
** Trolls&lt;br /&gt;
** Cubus&lt;br /&gt;
** Nekos&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Humans (&amp;lt;1%)&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Corrupted Adamites&lt;br /&gt;
** Ghouls&lt;br /&gt;
** Boogies&lt;br /&gt;
** Kobolds&lt;br /&gt;
** Sponges&lt;br /&gt;
* Minority (&amp;lt;1%)&lt;br /&gt;
** Basilisks&lt;br /&gt;
** Drakes&lt;br /&gt;
** Liches&lt;br /&gt;
** Void Mites?&lt;br /&gt;
&lt;br /&gt;
===Mountain Caves===&lt;br /&gt;
Just past the surface of the planet are tunnels connected the outside world to the deeper caves. These caves are rich with solid mana veins, left untapped when the Formric burrowed deeper. The dwarves were a later race created shortly after the Formric began their subterranean paradise, and found many hidey-holes in mountains to protect them from the savage creatures. They soon discover the mana veins, and began to restructure the entirety of these entrance caves to support the mining of these as well as supporting the growing size and population of their race as protection became more viable. Soon other races began to approach the dwarves for their secrets, and the dwarves effectively started metal trade, helping set the foundation for what would eventually become society.&lt;br /&gt;
&lt;br /&gt;
While dwares make up the majority of Mountain cave inhabitants, there are many that were or became unsuitable for dwarven needs and hostile creatures took residence instead. Several large creatures find the size suitable for a resting chamber, and in abandoned caves Nymphs sometimes move like ghosts, hoping to find the revelry that once filled the caves.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Dwarves&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Goblins&lt;br /&gt;
** Humans&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Ogres&lt;br /&gt;
** Drakes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Nymphs&lt;br /&gt;
===Woods===&lt;br /&gt;
Deep woods have always been a dangerous place on Sote. Originally some of the First Tellurians were savage hunters, but as civilization has progressed a new threat arose, the once peaceful Dryads. Their homes being cut into as cities grew, Dryads tend to control the heart of forests but tend to maintain a perimeter on wherever they feel their territory start. The only areas within forests that tend to be untamed by Dryads tend to be dominated by beasts not even they can oppose. Going into a forest is a bad idea, going into a forest without a clear plan is the equivalent of suicide.&lt;br /&gt;
&lt;br /&gt;
A small number or area of forests sometimes house a small village or community of other races who cleared out the Dryads before them. That said, these communities are not always welcoming of outsiders, and even if they are, claiming to remove Dryads from a forested area is something like claiming to remove the sand from the desert, there&amp;#039;s always still more around.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;95%)&lt;br /&gt;
** Dryads&lt;br /&gt;
** OO&lt;br /&gt;
* Minority (&amp;lt;5%)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Cockatrices&lt;br /&gt;
** Tanukis&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Kobolds&lt;br /&gt;
===Plains===&lt;br /&gt;
Plains were once a mixed bag for races, they provided no cover for enemies, but that also meant the races themselves were unprotected. Centaurs were one of the first races to take a dive and establish actual villages on the plains, cultivating the natural plants and coordinating defensive maneuvers when attacked. Eventually these villages thrived, and many races came to the Centaurs asking for reliable food in exchange for something, which laid down an agricultural trade and was pretty much the start of any form of civilization.&lt;br /&gt;
&lt;br /&gt;
The plains being a hotspot for races already, humans came along and started developing towns to entertain and engross travelers. Most of these towns thrived (due to contracts with minotaurs bought out from centaurs) and turned into bustling cities, pinnacles of creation and innovation, and symbols of civilization. Humans started to work with other races to form groups dedicated to eradicating things that threatened their lifestyles, most notably the once dangerous First Tellurians.&lt;br /&gt;
&lt;br /&gt;
Humans clearly won out, and many cities became melting pots of all races and cultures. Centaurs stuck to small farms, feeling most comfortable with that, and Nekos felt that they might not be able to beat the sheer magnitude of the humans, but they could certainly improve the quality, and built sleek futuristic cities. Harpies, who became upset over losing their cultural identity, began building their own villages again to try to preserve their traditions.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Humans&lt;br /&gt;
** Nekos&lt;br /&gt;
** Orcs&lt;br /&gt;
** Minotaurs&lt;br /&gt;
** Goblins&lt;br /&gt;
** Centaurs&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Tengus&lt;br /&gt;
** Cubus&lt;br /&gt;
** Harpies&lt;br /&gt;
** Usagi&lt;br /&gt;
** Kappa&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Orges&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Boogeys&lt;br /&gt;
&lt;br /&gt;
===Deserts===&lt;br /&gt;
Desert are already dangerous to many races on their own, the significant heat and lack of any viable subsistence make it deadly in general. This is not helped by the fact that it has some of the planet&amp;#039;s deadliest creatures. Large vulture-like creatures set up large nests and head out in all directions, intent of stripping nutrition from any foolish enough to end up in the desert. Large scorpion-like creatures hug the canyons and valleys, intent of catching any stranglers that are trying to avoid the former. And large worms burrow deep underground, searching for subsistence of their own.&lt;br /&gt;
&lt;br /&gt;
Not all races find the desert unforgiving, though. Salamanders love the heat and are more protected than other races to the predators that fill the landscape. And gnomes in particular are able to move through the sand as if it were water, having only trouble defending themselves from worms.&lt;br /&gt;
&lt;br /&gt;
The desert itself is desolate of civilization, any salamanders or other races living as nomads. An ancient civilization once lied in the desert, producing vibrations to scare off the burrowing worms. Unfortunately, as the vultures became more plentiful, they soon came to check what produced those vibrations and stripped the city of all life, leaving no clue of the inhabitants. The city still stands empty, routinely attacked by the vultures examining the creatures. Gnomes have taken residence under the city, as the vibrations protect them from their primary predator. They occasionally explore the surface of the city for visitors with protective shells made of sand, so they can quickly retreat into the ground should the vultures strike.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;lt;80%)&lt;br /&gt;
** Gnomes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Salamanders&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Vultures&lt;br /&gt;
** Scorpions&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Worms&lt;br /&gt;
&lt;br /&gt;
===Sea===&lt;br /&gt;
The sea covers the majority of the surface of Sote, and is probably the most untamed area of it, with strict routes maintained for transcontinental travel. Even on these routes are great perils like storms and pirates, but off the routes lurk things far more dangerous.&lt;br /&gt;
&lt;br /&gt;
Merfolk tend to hug towards land, as it makes their camps easier to find. Kappa have relatively recently joined their camps, though they often leave for the surface upon maturity. Merfolk tend to be fiercely protective against hostile outsiders, so the coasts are usually relatively peaceful.&lt;br /&gt;
&lt;br /&gt;
Just a bit further out are small settlements of salamanders or giants looking for underwater mana springs, as well as large reefs of Sponge. But past those are dark, primordial things that are driven by hunger.&lt;br /&gt;
&lt;br /&gt;
Of particular note is the Undine, a creature that is actually made up of two types of creature. They are able to alter to the flow of water, and in large groups are able to create deadly whirlpools and other water phenomena. So deadly, in fact, that most other creatures know to stay clear of them, so small groups ventured out in search of food on their own. Several of these ended up attacking Merfolk, but their attacks were so weak on their own the Merfolk read them as playfulness and treated them as pets. The Undine took the free food and shelter, and adapted to be more like their providers, which in turn got them more favor, until they functionally became a basic race. Like the Kappa, some of them journey to the surface out of the promise of more goods, but most &amp;#039;civilized&amp;#039; ones are content with their place among the Merfolk.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Merfolk&lt;br /&gt;
** Kappa&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Undine&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
** Nagas&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
&lt;br /&gt;
===Swamps and Marshes===&lt;br /&gt;
The only areas with heavy vegetation that don&amp;#039;t house many Dryads and even fewer hostile ones, civilization rarely encroached on swamps and marshes as they are not sources of any essentials. As such, the areas remain largely unchanged since their inception. Raijuu slide along the surface of the sitting water, while small groups of particularly tolerant Dryads, Trolls, Nagas, and Fae often make homes in any vegetation growing, and Sponge cover much of the water surface and base of plants.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Raijuu&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Nagas&lt;br /&gt;
** Fae&lt;br /&gt;
** Trolls&lt;br /&gt;
** Dryads&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
===Mountain Peaks===&lt;br /&gt;
Mountain tops are often extremes, and many of the most esoteric races thrive in this location as a result. Giants love the solitude above the tree line, Yuki love the snow-tipped peaks and Salamanders love volcanic domes. Of course, each race wants different things, and conflict is bound to happen. Mountain Yuki in particular are very aggressive to any giants or salamanders or really anything that enter their territory.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Snow&lt;br /&gt;
** Phoenix&lt;br /&gt;
===Arctic===&lt;br /&gt;
The arctic, much like the desert, is a hard place for any life to be sustained. However, the Arctic Yuki thrive in the temperature, and due to their uncontested rule of the area, are very welcoming of strangers. The relatively small and fast creatures that thrive in the desert give way to larger and sturdier beasts in the wintery wilderness.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Yuki&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
**&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Snow&lt;br /&gt;
&lt;br /&gt;
==SAS==&lt;br /&gt;
A continent with many untamed sections, and diverse climates and locations. The most notable place on the continent is Metro City.&lt;br /&gt;
&lt;br /&gt;
Spread throughout the continent there are still withdrawn villages of purely dryads, elves, or humans, as well as a very rare one of one or two others.&lt;br /&gt;
&lt;br /&gt;
(So what do SAS stand for?)&lt;br /&gt;
===Metro City===&lt;br /&gt;
A city of many names, artificially created by [[Tad]] trying to create a home after losing the peninsula. The nature citizens are weak ([[Tier 0]]) beings whose energies are recycles by the cycle after they die, same with destroyed buildings. They lack desire, going about meaningless business until they are killed. As [[BLUE]] has started to set up base here, the senseless violence has decreased, but most often only replaced by sensible violence.&lt;br /&gt;
&lt;br /&gt;
The city became a target for those who sought to exploit it, and a slums developed around it. This area is very violent and all resources are pretty much constantly contested. Further out, there are more permanent and developed buildings, which has started becoming a community of its own.&lt;br /&gt;
&lt;br /&gt;
Recently, a young outsider entrepreneur has somehow gained a rule over the city, and has allowed many businesses to build within the city limits. These buildings are NOT part of the city have to be rebuilt by hand if destroyed.&lt;br /&gt;
====The Presidential Building====&lt;br /&gt;
A large sleek spire in the middle of the city, it is somehow intimidating as well as inviting. [[Blake]] rules the city from here, handing out deeds to business owners, working to try to solve internal and external social problems, and dicking around in his free time. Currently it is undergoing renovations to become the official BLUE headquarters as well. &lt;br /&gt;
====Freyu&amp;#039;s Diner====&lt;br /&gt;
A diner within the limits run by [[Freyu]] (gasp!), the main source of food for outsides in both the city limits and those in the areas around it. The place is opened all hours, and is generally ran by Freyu alone unless she has a waitstaff on duty. She is very intolerant of people acting out in the diner, and even moreso of damage to it, recruiting any that slight her to work for her until they pay off their debt. The diner is open to any faction.&lt;br /&gt;
&lt;br /&gt;
DMs are encouraged to throw random supporting characters in the area into the waitstaff every now and then for kicks. You know you want to.&lt;br /&gt;
====Laidena&amp;#039;s Tailor====&lt;br /&gt;
A clothing shop ran by [[Laidena]] and assisted by [[Dommi]], provider mostly for those in the Slums and the forming city. Accepts commissions at any hour and usually produces results within a day unless particularly esoteric. Recently it has been revealed Laidena opened the shop in Metro City to keep an eye on the city for [[HAZE]], but it still functions normally and for any faction.&lt;br /&gt;
====Rapa&amp;#039;s Store====&lt;br /&gt;
Weapons, armor, and general goods are provided here. If a character needs something special delivered, Rapa is usually able to get it, though it might take some time. In certain cases, providers refuse or the request to too obscure, but it&amp;#039;s rare for her to give up her pursuit easily. Rapa is open to commission at any hour to anybody, but she shows huge bias to BLUE employees, giving them discounts and prioritizing them over others.&lt;br /&gt;
&lt;br /&gt;
==NEO==&lt;br /&gt;
The most technologically focused continent, as where as HAZE&amp;#039;s headquarters are. In most drafts it&amp;#039;s about 1.5 times larger than SAS, but due to the focus that ratio might flip, especially seeing how NEO is more heavily watched by HAZE and as such more tame.&lt;br /&gt;
&lt;br /&gt;
Humans, nekos, and goblins make up the majority of the native population, although obviously they are joined by all walks of life employed by HAZE.&lt;br /&gt;
&lt;br /&gt;
(Again, the abbreviation)&lt;br /&gt;
===The Heart===&lt;br /&gt;
Papercut&amp;#039;s company&amp;#039;s headquarters, a large monopoly that makes many of the goods of Sote and distributes even more. The staff is fairly small for the size but very dedicated, with all hours and organizations covered under its plans.&lt;br /&gt;
==The Floating Continent==&lt;br /&gt;
A once fertile peninsula of SAS, destroyed from within shortly after the attack by the Planet Eaters after the chain of volcanoes lining it were activated and amplified. Barren and bereft of life, the area was struck by a mana satellite, creating a fine dust cloud over the area for a while. When it finally settled, the area was gone, assumed to have finally sank at the stress. A few people speculated that the area became adrift, developing a new environment from the mana and becoming an attraction to those seeking power. These remarks were shrugged off as &amp;#039;poorly-written.&amp;#039;&lt;br /&gt;
==LUU==&lt;br /&gt;
A continent that was a group of civilized and diplomatic kingdoms working together, refusing the rule of HAZE instead governing themselves. When a felon usagi of HAZE carrying a strange item entered their domain, they forbade HAZE from entering and removing him, welcoming him as a visitor. The rest of the details are unclear to most, just knowing the areas is off-limits nowadays. If they think about it at all, they usually assume the item was misused and covered the area in unstable magics or something.&lt;br /&gt;
&lt;br /&gt;
The reality is far worse. The item was part of a dead planet&amp;#039;s core, and he was able to use it to subtly manipulate the citizens. He altered the structure to benefit him, as those free of his control became more anxious. HAZE decided to send in a group to destroy him, and they failed. Specifically, one of them betrayed the others, not seeing the problem herself. As she sent more time with the usagi, though, it became clear just how much his actions were hurting the continent, and he was slain by the one he love, but not before leaving an heir.&lt;br /&gt;
&lt;br /&gt;
His heir proved even more dangerous, absorbing part of the core (which shattered as a result), ignoring the subtleties of control at all. She could make people do whatever she wanted, and she was going to. The continent quickly fell into civil war as she spread her control, and many of those who rose up against her only wanted power themselves, now armed with a shard of the core themselves. The continent was falling from its diplomacy and becoming unthinking armies, and HAZE decided to quarantine it and seal it off. The act was mostly pointless, though: The heir and her kind had no desire to leave, their armies had no thoughts of escape, and those who were still free of mind were the only ones who suffered its effects.&lt;br /&gt;
&lt;br /&gt;
Nowadays, those with the power tend to play games of control amongst each other, with the occasional shifts of powers as one rises and another one falls. It&amp;#039;s considered poor sport to lure or force others from another continent, but these acts are usually appreciated, as they tend to backfire on the cheater and introduce new pieces that are unable to leave. And so the game goes on.&lt;br /&gt;
&lt;br /&gt;
Due to her vast fortune being worthless, the heir also set up several different ways to invest in external companies and even provide for them. As such, she actually has a more concrete grasp on the world than HAZE, and could drive it into chaos financially if she ever wanted to. But as the games begin to bore her, she has instead become fascinated with the businesses she has a hand in.&lt;br /&gt;
&lt;br /&gt;
Originally the largest continent, about twice the size of SAS. It&amp;#039;ll probably get shrunk unless the size does discourage people from going there. (Also abbreviation)&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=514</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=514"/>
				<updated>2011-07-13T17:46:59Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
To get a grasp on the planet both for myself and those working for me, at the center of the planet there is a core of pure Mana.&lt;br /&gt;
&lt;br /&gt;
Much higher above that, but still much deeper than the planet&amp;#039;s crust, are pitch dark labyrinths of caves. [[Drow]] and [[Redux&amp;#039;s]] tend to be the only races at this depth, living together in patches; though there are many untold great treasures left from the age of the gods, and even greater untold horrors lurking in some parts. Neither of these have really been defined!&lt;br /&gt;
&lt;br /&gt;
Above the caves, where the soil is softer, [[Gnome]]s live in almost seclusion, swimming freely through the earth as if it was water. Naturally, they are prey to creatures that do the same, and have unique access to many things have sunk below the face of the planet. As they are the only race to be able to do so, they don&amp;#039;t have much outside interaction, except with their neighbors above and below them in rare situations.&lt;br /&gt;
&lt;br /&gt;
Finally reaching the crust, [[Dwarves]] fill many cave mouths leading deeper into the planet. They tend to hollow out a general living space as large as they can, and farm any valuable materials they sense in or near it, or any place they&amp;#039;ve dug to do so before. They too have access to some things can be found only within the planet, and as such are valued in society and in contact with many of the civilized races.&lt;br /&gt;
&lt;br /&gt;
Many caves however lie within or near deep woods, which have become one of the most dangerous areas. Though they used to be homes of other races such as [[Fae]], [[Kitsune]], [[Dragon]]s, and [[Elves]], many of those have moved on to other areas or at least occupy much less, now being home almost exclusively of the violent and xenophobic [[Dryad]]s and many untamed beasts.&lt;br /&gt;
&lt;br /&gt;
Wide, grassy plains are most readily associated with [[Centaur]]s on Sote, who use the area to farm crops, dominating the supply of vegetation for civilizations. They&amp;#039;re also often home to races that are civilized but aren&amp;#039;t fans of sprawling cities, such as the more traditional [[Harpie]]s. &lt;br /&gt;
&lt;br /&gt;
Plains and open areas are often turned into small towns and cities if given time, which are the most diverse offerings nowadays, as many races have abandoned any sense of wilderness. [[Human]]s tend to make the majority of the populations, but [[Usagi]] and [[Tengu]] are also almost exclusively found in cities now. [[Neko]]s and [[Goblin]]s enjoy making sleek futuristic cities, but these are few and far between due to the size and resources they need.&lt;br /&gt;
&lt;br /&gt;
Wide, significantly less grassy deserts are currently largely uninhabited by races permanently, although there are many that feel at home in it at times, such as [[Salamander]]s and some breeds of the adaptable [[Giant]]s, Dragons, Fae, and [[Troll]]s. These areas are again home to many undiscovered treasures under the sand, and again many dangers.&lt;br /&gt;
&lt;br /&gt;
Traveling to the opposite in humidity, the sea is equally filled with life. [[Merfolk]] most readily make up the majority of civilized water races and the only one exclusively in the water, making their homes in lopsided and tall buildings. [[Kappa]] and [[Undine]] have become involved with civilization and indeed can leave the water to travel to the surface to check out the offerings of those cities instead, and many races such as Salamanders, [[Naga]]s, or the adaptable races are able to travel down to see the offerings of the sea instead. However, by and large the sea is untamed, especially its darkest depths, which holds the same caveats as the deepest caves.&lt;br /&gt;
&lt;br /&gt;
Returning to the surface and traveling up, larger hills and smaller mountains are most often associated with Giants, if only because they&amp;#039;re most obvious there. As the temperature drops and the snow falls, larger mountains become home exclusively to [[Yuki]], who take unkindly to visitors in their small territory. This is aggravated when such mountains turn out to be volcanoes, which are hotspots (ha ha!) for Salamanders.&lt;br /&gt;
&lt;br /&gt;
Yuki also dominate the freezing poles, but this is solely due to them being the only race capable of easily surviving there, and these Yuki, due to such large areas, are much friendlier to outsiders. But much like deserts, these areas house little hospitality in general, though they hide great rewards and dangers as well. &lt;br /&gt;
&lt;br /&gt;
From the description, the following races were left out entirely:&lt;br /&gt;
*[[Angel]] (Sure they can fly, but where do they hang naturally?)&lt;br /&gt;
*[[Asura]] (Which isn&amp;#039;t too hard to believe as they don&amp;#039;t really have a set home)&lt;br /&gt;
*[[Cubus]] (Majority in their own plane, otherwise tend to be in cities?)&lt;br /&gt;
*[[Inu]] (Which IS concerning because I realized I never get them an explicit niche and now it shows)&lt;br /&gt;
*[[Karm&amp;#039;s]] (Extinct)&lt;br /&gt;
*[[Mandragora]] (Same as Inu)&lt;br /&gt;
*[[Minotaur]] (Probably small settlements on plains before moving to the cities?)&lt;br /&gt;
*[[Orc]] (Almost exclusively in cities as well now?)&lt;br /&gt;
*[[Raijuu]] (Where IS their natural habitat?)&lt;br /&gt;
*[[Vanzin&amp;#039;s]] (Extraterrestrial)&lt;br /&gt;
&lt;br /&gt;
Not horrible, but I&amp;#039;d kinda like to put most of them somewhere. I also didn&amp;#039;t describe beaches and swamps (and I&amp;#039;m sure some others), because I don&amp;#039;t really know what to put there (Trolls were originally swamp because they&amp;#039;re alligator-esque, but that&amp;#039;s no longer the ONLY option they have). That also includes non-race-wise, I mean, it feels kinda silly putting treasures in swamps? Poor swamps. Maybe they&amp;#039;ll get Raijuu.&lt;br /&gt;
==Specifics==&lt;br /&gt;
===Deep Caves===&lt;br /&gt;
Deep below the surface are labyrinths of tunnels covering the underside of the planet, connecting many caves from around the world. However, this deep in the cave range are extreme temperatures and a severe lack of light, so it is mostly empty.&lt;br /&gt;
&lt;br /&gt;
The Formric were a later race created with great burrowing abilities, and they quickly dug deep into the planet, interweaving their colonies. Later, an offshoot of Elves who directly opposed OO sought safety, and were welcomed to the vast underground network, adjusting to survive.&lt;br /&gt;
&lt;br /&gt;
Although the Planet Eaters never arrived on Sote, many of their Void Mites reached the planet and burrowed deep into the planet, wiping themselves out in the planet core. In their journey, many hit Formric colonies, wiping them out; and many more ended up flooding the tunnels with mana from the core, wiping out even more and destroying the familiar structure. The elf inhabitants prove their worth during this crisis, able to use their mastery of magic to reroute the mana and save many lives.&lt;br /&gt;
&lt;br /&gt;
The tunnels are mostly clear of hostile creatures, although any mana pits usually have some sort of predator around for eating the spawning Adamites. There are rumors that a few Void Mites themselves are still alive deep in the tunnels, but these reports are disregarded as &amp;#039;depressing.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;90%)&lt;br /&gt;
** Formic&lt;br /&gt;
** Deep Elves&lt;br /&gt;
* Minority (&amp;lt;10%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Goblins&lt;br /&gt;
** Trolls&lt;br /&gt;
** Cubus&lt;br /&gt;
** Nekos&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Humans (&amp;lt;1%)&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Corrupted Adamites&lt;br /&gt;
** Ghouls&lt;br /&gt;
** Boogies&lt;br /&gt;
** Kobolds&lt;br /&gt;
** Sponges&lt;br /&gt;
* Minority (&amp;lt;1%)&lt;br /&gt;
** Basilisks&lt;br /&gt;
** Drakes&lt;br /&gt;
** Liches&lt;br /&gt;
** Void Mites?&lt;br /&gt;
&lt;br /&gt;
===Mountain Caves===&lt;br /&gt;
Just past the surface of the planet are tunnels connected the outside world to the deeper caves. These caves are rich with solid mana veins, left untapped when the Formric burrowed deeper. The dwarves were a later race created shortly after the Formric began their subterranean paradise, and found many hidey-holes in mountains to protect them from the savage creatures. They soon discover the mana veins, and began to restructure the entirety of these entrance caves to support the mining of these as well as supporting the growing size and population of their race as protection became more viable. Soon other races began to approach the dwarves for their secrets, and the dwarves effectively started metal trade, helping set the foundation for what would eventually become society.&lt;br /&gt;
&lt;br /&gt;
While dwares make up the majority of Mountain cave inhabitants, there are many that were or became unsuitable for dwarven needs and hostile creatures took residence instead. Several large creatures find the size suitable for a resting chamber, and in abandoned caves Nymphs sometimes move like ghosts, hoping to find the revelry that once filled the caves.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Dwarves&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Goblins&lt;br /&gt;
** Humans&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Ogres&lt;br /&gt;
** Drakes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Nymphs&lt;br /&gt;
===Woods===&lt;br /&gt;
Deep woods have always been a dangerous place on Sote. Originally some of the First Tellurians were savage hunters, but as civilization has progressed a new threat arose, the once peaceful Dryads. Their homes being cut into as cities grew, Dryads tend to control the heart of forests but tend to maintain a perimeter on wherever they feel their territory start. The only areas within forests that tend to be untamed by Dryads tend to be dominated by beasts not even they can oppose. Going into a forest is a bad idea, going into a forest without a clear plan is the equivalent of suicide.&lt;br /&gt;
&lt;br /&gt;
A small number or area of forests sometimes house a small village or community of other races who cleared out the Dryads before them. That said, these communities are not always welcoming of outsiders, and even if they are, claiming to remove Dryads from a forested area is something like claiming to remove the sand from the desert, there&amp;#039;s always still more around.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;95%)&lt;br /&gt;
** Dryads&lt;br /&gt;
** OO&lt;br /&gt;
* Minority (&amp;lt;5%)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Cockatrices&lt;br /&gt;
** Tanukis&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Kobolds&lt;br /&gt;
===Plains===&lt;br /&gt;
Plains were once a mixed bag for races, they provided no cover for enemies, but that also meant the races themselves were unprotected. Centaurs were one of the first races to take a dive and establish actual villages on the plains, cultivating the natural plants and coordinating defensive maneuvers when attacked. Eventually these villages thrived, and many races came to the Centaurs asking for reliable food in exchange for something, which laid down an agricultural trade and was pretty much the start of any form of civilization.&lt;br /&gt;
&lt;br /&gt;
The plains being a hotspot for races already, humans came along and started developing towns to entertain and engross travelers. Most of these towns thrived (due to contracts with minotaurs bought out from centaurs) and turned into bustling cities, pinnacles of creation and innovation, and symbols of civilization. Humans started to work with other races to form groups dedicated to eradicating things that threatened their lifestyles, most notably the once dangerous First Tellurians.&lt;br /&gt;
&lt;br /&gt;
Humans clearly won out, and many cities became melting pots of all races and cultures. Centaurs stuck to small farms, feeling most comfortable with that, and Nekos felt that they might not be able to beat the sheer magnitude of the humans, but they could certainly improve the quality, and built sleek futuristic cities. Harpies, who became upset over losing their cultural identity, became building their own villages again to try to preserve their traditions.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Humans&lt;br /&gt;
** Nekos&lt;br /&gt;
** Orcs&lt;br /&gt;
** Minotaurs&lt;br /&gt;
** Goblins&lt;br /&gt;
** Centaurs&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Tengus&lt;br /&gt;
** Cubus&lt;br /&gt;
** Harpies&lt;br /&gt;
** Usagi&lt;br /&gt;
** Kappa&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Orges&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Boogeys&lt;br /&gt;
===Deserts===&lt;br /&gt;
Desert are already dangerous to many races on their own, the significant heat and lack of any viable subsistence make it deadly in general. This is not helped by the fact that it has some of the planet&amp;#039;s deadliest creatures. Large vulture-like creatures set up large nests and head out in all directions, intent of stripping nutrition from any foolish enough to end up in the desert. Large scorpion-like creatures hug the canyons and valleys, intent of catching any stranglers that are trying to avoid the former. And large worms burrow deep underground, searching for subsistence of their own.&lt;br /&gt;
&lt;br /&gt;
Not all races find the desert unforgiving, though. Salamanders love the heat and are more protected than other races to the predators that fill the landscape. And gnomes in particular are able to move through the sand as if it were water, having only trouble defending themselves from worms.&lt;br /&gt;
&lt;br /&gt;
The desert itself is desolate of civilization, any salamanders or other races living as nomads. An ancient civilization once lied in the desert, producing vibrations to scare off the burrowing worms. Unfortunately, as the vultures became more plentiful, they soon came to check what produced those vibrations and stripped the city of all life, leaving no clue of the inhabitants. The city still stands empty, routinely attacked by the vultures examining the creatures. Gnomes have taken residence under the city, as the vibrations protect them from their primary predator. They occasionally explore the surface of the city for visitors with protective shells made of sand, so they can quickly retreat into the ground should the vultures strike.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;lt;80%)&lt;br /&gt;
** Gnomes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Salamanders&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Vultures&lt;br /&gt;
** Scorpions&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Worms&lt;br /&gt;
&lt;br /&gt;
===Sea===&lt;br /&gt;
The sea covers the majority of the surface of Sote, and is probably the most untamed area of it, with strict routes maintained for transcontinental travel. Even on these routes are great perils like storms and pirates, but off the routes lurk things far more dangerous.&lt;br /&gt;
&lt;br /&gt;
Merfolk tend to hug towards land, as it makes their camps easier to find. Kappa have relatively recently joined their camps, though they often leave for the surface upon maturity. Merfolk tend to be fiercely protective against hostile outsiders, so the coasts are usually relatively peaceful.&lt;br /&gt;
&lt;br /&gt;
Just a bit further out are small settlements of salamanders or giants looking for underwater mana springs, as well as large reefs of Sponge. But past those are dark, primordial things that are driven by hunger.&lt;br /&gt;
&lt;br /&gt;
Of particular note is the Undine, a creature that is actually made up of two types of creature. They are able to alter to the flow of water, and in large groups are able to create deadly whirlpools and other water phenomena. So deadly, in fact, that most other creatures know to stay clear of them, so small groups ventured out in search of food on their own. Several of these ended up attacking Merfolk, but their attacks were so weak on their own the Merfolk read them as playfulness and treated them as pets. The Undine took the free food and shelter, and adapted to be more like their providers, which in turn got them more favor, until they functionally became a basic race. Like the Kappa, some of them journey to the surface out of the promise of more goods, but most &amp;#039;civilized&amp;#039; ones are content with their place among the Merfolk.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Merfolk&lt;br /&gt;
** Kappa&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Undine&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
** Nagas&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
&lt;br /&gt;
===Swamps and Marshes===&lt;br /&gt;
The only areas with heavy vegetation that don&amp;#039;t house many Dryads and even fewer hostile ones, civilization rarely encroached on swamps and marshes as they are not sources of any essentials. As such, the areas remain largely unchanged since their inception. Raijuu slide along the surface of the sitting water, while small groups of particularly tolerant Dryads, Trolls, Nagas, and Fae often make homes in any vegetation growing, and Sponge cover much of the water surface and base of plants.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Raijuu&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Nagas&lt;br /&gt;
** Fae&lt;br /&gt;
** Trolls&lt;br /&gt;
** Dryads&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
===Mountain Peaks===&lt;br /&gt;
Mountain tops are often extremes, and many of the most esoteric races thrive in this location as a result. Giants love the solitude above the tree line, Yuki love the snow-tipped peaks and Salamanders love volcanic domes. Of course, each race wants different things, and conflict is bound to happen. Mountain Yuki in particular are very aggressive to any giants or salamanders or really anything that enter their territory.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Snow&lt;br /&gt;
** Phoenix&lt;br /&gt;
===Arctic===&lt;br /&gt;
The arctic, much like the desert, is a hard place for any life to be sustained. However, the Arctic Yuki thrive in the temperature, and due to their uncontested rule of the area, are very welcoming of strangers. The relatively small and fast creatures that thrive in the desert give way to larger and sturdier beasts in the wintery wilderness.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Yuki&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
**&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Snow&lt;br /&gt;
&lt;br /&gt;
==SAS==&lt;br /&gt;
A continent with many untamed sections, and diverse climates and locations. The most notable place on the continent is Metro City.&lt;br /&gt;
&lt;br /&gt;
Spread throughout the continent there are still withdrawn villages of purely dryads, elves, or humans, as well as a very rare one of one or two others.&lt;br /&gt;
&lt;br /&gt;
(So what do SAS stand for?)&lt;br /&gt;
===Metro City===&lt;br /&gt;
A city of many names, artificially created by [[Tad]] trying to create a home after losing the peninsula. The nature citizens are weak ([[Tier 0]]) beings whose energies are recycles by the cycle after they die, same with destroyed buildings. They lack desire, going about meaningless business until they are killed. As [[BLUE]] has started to set up base here, the senseless violence has decreased, but most often only replaced by sensible violence.&lt;br /&gt;
&lt;br /&gt;
The city became a target for those who sought to exploit it, and a slums developed around it. This area is very violent and all resources are pretty much constantly contested. Further out, there are more permanent and developed buildings, which has started becoming a community of its own.&lt;br /&gt;
&lt;br /&gt;
Recently, a young outsider entrepreneur has somehow gained a rule over the city, and has allowed many businesses to build within the city limits. These buildings are NOT part of the city have to be rebuilt by hand if destroyed.&lt;br /&gt;
====The Presidential Building====&lt;br /&gt;
A large sleek spire in the middle of the city, it is somehow intimidating as well as inviting. [[Blake]] rules the city from here, handing out deeds to business owners, working to try to solve internal and external social problems, and dicking around in his free time. Currently it is undergoing renovations to become the official BLUE headquarters as well. &lt;br /&gt;
====Freyu&amp;#039;s Diner====&lt;br /&gt;
A diner within the limits run by [[Freyu]] (gasp!), the main source of food for outsides in both the city limits and those in the areas around it. The place is opened all hours, and is generally ran by Freyu alone unless she has a waitstaff on duty. She is very intolerant of people acting out in the diner, and even moreso of damage to it, recruiting any that slight her to work for her until they pay off their debt. The diner is open to any faction.&lt;br /&gt;
&lt;br /&gt;
DMs are encouraged to throw random supporting characters in the area into the waitstaff every now and then for kicks. You know you want to.&lt;br /&gt;
====Laidena&amp;#039;s Tailor====&lt;br /&gt;
A clothing shop ran by [[Laidena]] and assisted by [[Dommi]], provider mostly for those in the Slums and the forming city. Accepts commissions at any hour and usually produces results within a day unless particularly esoteric. Recently it has been revealed Laidena opened the shop in Metro City to keep an eye on the city for [[HAZE]], but it still functions normally and for any faction.&lt;br /&gt;
====Rapa&amp;#039;s Store====&lt;br /&gt;
Weapons, armor, and general goods are provided here. If a character needs something special delivered, Rapa is usually able to get it, though it might take some time. In certain cases, providers refuse or the request to too obscure, but it&amp;#039;s rare for her to give up her pursuit easily. Rapa is open to commission at any hour to anybody, but she shows huge bias to BLUE employees, giving them discounts and prioritizing them over others.&lt;br /&gt;
&lt;br /&gt;
==NEO==&lt;br /&gt;
The most technologically focused continent, as where as HAZE&amp;#039;s headquarters are. In most drafts it&amp;#039;s about 1.5 times larger than SAS, but due to the focus that ratio might flip, especially seeing how NEO is more heavily watched by HAZE and as such more tame.&lt;br /&gt;
&lt;br /&gt;
Humans, nekos, and goblins make up the majority of the native population, although obviously they are joined by all walks of life employed by HAZE.&lt;br /&gt;
&lt;br /&gt;
(Again, the abbreviation)&lt;br /&gt;
===The Heart===&lt;br /&gt;
Papercut&amp;#039;s company&amp;#039;s headquarters, a large monopoly that makes many of the goods of Sote and distributes even more. The staff is fairly small for the size but very dedicated, with all hours and organizations covered under its plans.&lt;br /&gt;
==The Floating Continent==&lt;br /&gt;
A once fertile peninsula of SAS, destroyed from within shortly after the attack by the Planet Eaters after the chain of volcanoes lining it were activated and amplified. Barren and bereft of life, the area was struck by a mana satellite, creating a fine dust cloud over the area for a while. When it finally settled, the area was gone, assumed to have finally sank at the stress. A few people speculated that the area became adrift, developing a new environment from the mana and becoming an attraction to those seeking power. These remarks were shrugged off as &amp;#039;poorly-written.&amp;#039;&lt;br /&gt;
==LUU==&lt;br /&gt;
A continent that was a group of civilized and diplomatic kingdoms working together, refusing the rule of HAZE instead governing themselves. When a felon usagi of HAZE carrying a strange item entered their domain, they forbade HAZE from entering and removing him, welcoming him as a visitor. The rest of the details are unclear to most, just knowing the areas is off-limits nowadays. If they think about it at all, they usually assume the item was misused and covered the area in unstable magics or something.&lt;br /&gt;
&lt;br /&gt;
The reality is far worse. The item was part of a dead planet&amp;#039;s core, and he was able to use it to subtly manipulate the citizens. He altered the structure to benefit him, as those free of his control became more anxious. HAZE decided to send in a group to destroy him, and they failed. Specifically, one of them betrayed the others, not seeing the problem herself. As she sent more time with the usagi, though, it became clear just how much his actions were hurting the continent, and he was slain by the one he love, but not before leaving an heir.&lt;br /&gt;
&lt;br /&gt;
His heir proved even more dangerous, absorbing part of the core (which shattered as a result), ignoring the subtleties of control at all. She could make people do whatever she wanted, and she was going to. The continent quickly fell into civil war as she spread her control, and many of those who rose up against her only wanted power themselves, now armed with a shard of the core themselves. The continent was falling from its diplomacy and becoming unthinking armies, and HAZE decided to quarantine it and seal it off. The act was mostly pointless, though: The heir and her kind had no desire to leave, their armies had no thoughts of escape, and those who were still free of mind were the only ones who suffered its effects.&lt;br /&gt;
&lt;br /&gt;
Nowadays, those with the power tend to play games of control amongst each other, with the occasional shifts of powers as one rises and another one falls. It&amp;#039;s considered poor sport to lure or force others from another continent, but these acts are usually appreciated, as they tend to backfire on the cheater and introduce new pieces that are unable to leave. And so the game goes on.&lt;br /&gt;
&lt;br /&gt;
Due to her vast fortune being worthless, the heir also set up several different ways to invest in external companies and even provide for them. As such, she actually has a more concrete grasp on the world than HAZE, and could drive it into chaos financially if she ever wanted to. But as the games begin to bore her, she has instead become fascinated with the businesses she has a hand in.&lt;br /&gt;
&lt;br /&gt;
Originally the largest continent, about twice the size of SAS. It&amp;#039;ll probably get shrunk unless the size does discourage people from going there. (Also abbreviation)&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=OO&amp;diff=513</id>
		<title>OO</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=OO&amp;diff=513"/>
				<updated>2011-07-13T17:32:56Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: /* OO Infiltrator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have the highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=512</id>
		<title>Child of the Black Lotus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=512"/>
				<updated>2011-07-13T15:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;24.211.249.27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to pass the single digits due to the power involved in their creation.&lt;br /&gt;
==Traits==&lt;br /&gt;
*Tier 4&lt;br /&gt;
==Combat==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;/div&gt;</summary>
		<author><name>24.211.249.27</name></author>	</entry>

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