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<div class="zone_w">| <a href="https://nagolbud.com/roc.html">PLOXIC OF BABAALCEL</a> |</div>
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<div class="lore_tit">Plagued and Toxic Lands</div>
<div class="lore_txt">The Ploxic region is a desolate, poisoned wasteland, filled with deadly mists, foul waters, and corrupted soil. Nothing grows naturally here except the twisted, dark plants that thrive on toxic energia. The landscape itself seems to radiate evil, as if the land has absorbed centuries of foul magic and dark rituals.
Travelers who venture too close to the borders of the Ploxic often fall ill, plagued by mysterious diseases or afflicted by disturbing hallucinations. The very air is filled with a toxic blend of ancient curses, leaving those who breathe it weakened and disoriented. It is this hostile environment that nurtures the wickedness of the Babaalcels and their dark craft.</div>
<div class="lore_tit">Demons, Devils, and Foidcraft</div>
<div class="lore_txt">Within the Ploxic, demons and devils roam freely, summoned and controlled by the Babaalcels through their use of foidcraft, an insidious form of witchcraft that is exclusively practiced by the femoids of these lands. Foidcraft is a dark magic rooted in deceit, manipulation, and control, wielding powerful narcaspells to bend the minds of the weak and summon spirits from the depths of unknown worlds.
Foidcraft practitioners hold tremendous power over the Zimps of Babaalcelon, and through their rituals and narcaspells, they maintain control over the demonios that infest the region as well. These entities are sent to terrorize the neighboring lands, feeding off the pain and misery, leaving death and destruction in their wake. The Babaalcels use these dark forces to spread fear and chaos throughout the Realm of Chudar.</div>
<div class="lore_tit">Cult of Corrupted Cerebros</div>
<div class="lore_txt">The Babaalcels are an ancient and malevolent group, driven by twisted ideologies that reject the natural order of the realm. Their beliefs center around the worship of false gods and the pursuit of power through unnatural means and sacrifices. They practice rituals that call upon dark entities and pervert the very fabric of existence.
Despite their evil, the Babaalcels maintain a veneer of civilization, often masking their true intentions with claims of higher knowledge and spiritual enlightenment. They hold to corrupt traditions that warp the minds of their followers, leading them down a path of moral decay and brain rot. Their influence extends beyond the Ploxic, corrupting the hearts and souls of those susceptible to their lies.</div>
<div class="lore_tit">Deceptive TOE PsyOp</div>
<div class="lore_txt">At the heart of the Ploxic stands the infamous "Temple of Enlightenment," a grand structure that attracts those seeking wisdom and spiritual awakening. However, this temple is nothing more than a ruse, a psyop designed to lure outsiders into the Babaalcels’ world wide web of deceit. The temple serves as a front for their dark rituals and acts of corruption, providing a façade of enlightenment to hide the true horrors within.
The Babaalcels use the temple to recruit new followers, spreading their twisted beliefs and practices under the guise of spiritual evolution. They preach liberation and higher knowledge, but those who fall into their clutches often lose themselves to the demonic forces they unknowingly serve.</div>
<div class="lore_tit">Baphobaal -> Decay and Despair</div>
<div class="lore_txt">No mere god but a malevolent cosmic force, a being of pure entropy that thrives on agony and madness. Known as the Devourer of Hope, he feeds on despair, twisting his followers into hollow shells of their former selves, lost to an unending obsession with decay and darkness. Those who attempt to summon Baphobaal often descend into irreversible insanity, tormented by horrific visions and whispers from the abyss. His temple is a labyrinth of shifting corridors, filled with echoes of lost souls, and its highest femoids practice rituals so horrific that even the strongest-willed avoid them. It’s said that Baphobaal’s gaze alone can unravel a mortal’s mind, leaving them forever haunted.</div>
<div class="lore_tit">Molochoss -> Soul-King of Corruption</div>
<div class="lore_txt">Iron fisted and a soul blackened by his pact with Baphobaal, far from mortal, Molochoss is a twisted amalgamation of sinew, shadow, and eldritch energy, barely resembling a human. His body shifts and pulses, with wings protruding like jagged armor and eyes that glow with a malevolent, predatory hunger. Molochoss delights in tormenting his subjects, demanding absolute submission, and any disobedience is met with brutal retribution. Whispers suggest that he sustains his unnatural life by consuming the essence of those sacrificed to him, draining their vitality to extend his reign in grotesque immortality. When he appears before his people, the air thickens, and the skies darken, a sign of the looming doom he represents.</div>
<div class="lore_tit">Sheduzias -> Wraithwing Terrors</div>
<div class="lore_txt">Winged guardians of Molochoss, manifestations of living nightmares, these fiendish, winged beasts appear as emaciated humanoid forms wrapped in leathery skin, with feathers black as pitch and eyes like glowing coals. Their wings bear jagged runes that pulse with forbidden power, and their talons drip with venom capable of melting flesh. Once mortal warriors who betrayed Molochoss, they were cursed by Baphobaal, bound to eternal servitude, their wills crushed and reshaped into loyal wraiths. The Sheduzias do not merely defend; they hunt. When Molochoss desires, they roam Babaalcelron, preying upon any who dare think rebellious thoughts, dragging them back to the citadel to face a fate worse than death. In battle, they are merciless, their piercing shrieks capable of rupturing organs and paralyzing the mind with terror.</div>
<div class="lore_tit">Dharmademonios -> Hex-Wielders</div>
<div class="lore_txt">Fiendish and ghastly figures cloaked in cursed rags, the keepers of Babaalcelron’s outer sanctum. They are warped, almost divine androgyne entities whose very breath carries the stench of death. Each Dharmademonio is bound to an ancient, cursed foidbook, inscribed in the blood of sacrificed innocents, containing narcaspells so vile they are thought to be gifts from Baphobaal himself. Their voices are raspy and ethereal, able to conjure swarms of locusts, pools of acid rain, and mists that rot flesh on contact. They derive sadistic pleasure in watching creatures suffer under their curses, and they laugh as invaders claw at their eyes and fall prey to their toxic, nightmare-inducing mists.</div>
<div class="lore_tit">Zimpemon -> Toxic Soulstorms</div>
<div class="lore_txt">Not just a toxic cloud but a living entity of pure malice and anguish. It is the amalgamated hatred and fear of countless Zimps, small demonic creatures that latch onto any intruder’s spirit, feeding on their terror and despair. Zimpemon is a malevolent cloud of sickly red and black, swirling with faces contorted in agony. It whispers the tormented screams of past victims into the ears of the living, driving them mad with visions of despair. If anyone tries to enter Babaalcelron uninvited, Zimpemon descends upon them, choking them in a toxic embrace and devouring their soul, leaving behind only a lifeless, ash-ridden husk.</div>
<div class="lore_tit">Babaalcel Statues -> Living Sacrifices</div>
<div class="lore_txt">Cursed monoliths made from a mix of bone, petrified flesh, and the concentrated sorrow of the sacrificed. Their hollow, gaping mouths are rumored to be gateways to Baphobaal’s realm, where screams of the eternally damned echo. The statues’ eyes seem to follow anyone who passes, and when sacrifices are made, the statues bleed, a thick, black ichor that is said to bring visions of utter torment to those who touch it. The Babaalcel statues "eat" the offerings left before them, devouring flesh and absorbing souls, which further empowers Baphobaal and his dark realm.</div>
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<div class="zone_w">| <a href="https://nagolbud.com/roc.html">LANDS OF THE SOYJAKKERS</a> |</div>
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<div class="lore_tit">Lands of the Soyjakkers</div>
<div class="lore_txt">A zone of constant upheaval, rival tribes vie for dominance through alliances, betrayals, and brutal conflicts. Leaders like Froot, the fearsome overlord, Broot, known for cunning diplomacy, and the volatile trio of Qoot, Toot, and Oot, each carve their legacy in this chaotic landscape. These tribes form fragile pacts only to shatter them in violent power struggles, with allegiances shifting as frequently as the winds across their autumn-colored lands.
Amidst the chaos, the tribes embody a blend of primal savagery and inventive adaptation, crafting intricate war machines and fortified camps that echo the rugged spirit of their land. Divided into factions led by competing chieftains, the Soyjakkers have forged a unique and chaotic society where dominance is the ultimate currency. Their sprawling settlements blend anarchy with ingenuity, a striking amalgamation of rusting machinery, towering wooden fortifications, and the ever-present hum of cobbled-together contraptions that speak to their steam-driven ingenuity.
The lands are punctuated by towering spires of old world tech, scavenged and repurposed into symbols of power by the clan leaders. Though they stand united in their chaotic way of life, the Soyjakkers are ever divided, with clan rivalries erupting into spectacular battles of might and invention. Tales of betrayal, alliances, and daring raids abound, creating an ever-shifting landscape of power and influence in this feral land. Yet, for all their strife, the Soyjakkers share an indomitable spirit, their loyalty to their homeland unquestionable as they defend it with fiery passion and unmatched ferocity.</div>
<div class="lore_tit">Soyland</div>
<div class="lore_txt">To the north, vast fields of soy stretch across the rolling landscape, providing sustenance and trade for the Soyjakker clans. These fields are both their lifeblood and battlegrounds, often sparking brutal skirmishes over resources and control. Survival here is not merely a matter of physical strength; cunning, resourcefulness, and a willingness to embrace chaos are equally vital.</div>
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<div class="zone_w">| <a href="https://nagolbud.com/roc.html">JUNGLES OF CHUDERICHO</a> |</div>
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<div class="lore_tit">JoC -> Jungles of Chudericho</div>
<div class="lore_txt">East of Chudom, in the breasts of Chudar, this enigmatic land is a vast expanse of vibrant yet haunting beauty filled with peril and wonder. Towering mountains guard its northern edge, while breathtaking cliffed ocean beaches stretch along its eastern side. To the south, an impenetrable swamp, teeming with dangerous creatures, serving as a natural barrier.
The western reaches of Chudericho are densely forested, with trees of immense size and age. Many of these trees harbor unique qualities, some are sources of healing, while others contain hidden dangers, and a few are known to come alive, hurling poison sap at intruders deemed unworthy by the land itself.
In the nipple of Chudericho lies Nagolbud Corp, veiled in secrecy and myth. Here lives Nagolbud, an ancient Chudarisee figure of great lore, whose presence alone is said to give the jungles their protective chaos and erudition. The JoC is as much a sanctuary as it is an adventure, an alluring zone for those bold enough to take on the challenge.</div>
<div class="lore_tit">MoC -> Mountains of Chudoor</div>
<div class="lore_txt">Rising with an awe-inspiring majesty, their rugged peaks concealing ancient secrets from the long-lost civilization of Chudom. Guarding the mountains is the formidable troll Dolo, whose fierce warrior exterior belies a deep love for the Jungles of Chudericho and a heart as strong as his mountainous home. Some say Dolo received his geothermal might from a spell cast down by Dollizardo of the Territoria de Tristoria in order to protect something among the mountains. Dolo is not only a relentless protector of Chudoor’s secrets but also a humble, loyal friend to the mysterious Nagolbud. Legends tell of nights when Dolo and Nagolbud meet in hidden caves, sitting around a campfire sipping an ancient Chudarisee brew made from the dangerous, hallucinogenic bark of Chudericho's living trees. Their laughter echoes through the mountains, as they play endless games of dominoes, locked in a friendship that’s as old and mystic as the JoC itself.</div>
<div class="lore_tit">SoZ -> Swamp of Zorows</div>
<div class="lore_txt">Stretching out like a murky shifting maze, thick with fog and an eerie glow that shimmers from the strange critters inhabiting its depths. City stories speak of a giant wicked serpent who coils through the swamp, relentlessly hunting for Nagolbud's prized Churds, particularly the rare and loyal blue Churd. Some claim this serpent was once an ancient princess, cursed by the dark foidcraft of the Ploxic of Babaalcel, bound forever in her reptilian form. Though the cure for her curse, if it exists, remains unknown, her rage is as real as the swamp's dangers. The Zorows itself seems alive, emitting a breeze that confuses and disorients, luring intruders deeper until escape is impossible. Nagolbud, however, is one of the few known to venture in and return, engaging in fierce battles with the serpent time and again to protect his cherished companions, nothing more than a machete and his bravery, echoed in the whispers of the swamp’s haunted shadows.</div>
<div class="lore_tit">CoT -> Cliffs of Teot</div>
<div class="lore_txt">High and treacherous, jutting above the beaches, sheltering the last indigenous tribe of these mystical lands. Their leader, Teotl of the Rain, commands the forces of nature itself, able to summon rains that heal, corrode, or burn. By his side stands Irminsul, a sentient tree whose wisdom and strength make him an invaluable ally. Together, they defend the tribe from threats that survived the ancient wars with the Zimps of Babaalcel, which decimated other tribes long before Nagolbud Corp’s rise. Teotl’s storms crash against the cliffs, making these towering escarpments both a fortress and a watchtower over the vast, churning ocean. Nagolbud and Teotl of the Rain share a deep brotherly bond, built on mutual respect and shared experiences. Together, they've faced countless challenges and supported one another through trials, their friendship strengthening their shared mission to protect the jungle and its people. Patrolling the beaches is the erratic Boca Chula, an enigma that ignores the tribe and other visitors alike, focused solely on chasing the elusive Weebizards, a school of fish that flits along the coast in a never-ending dance with their singular pursuer.</div>
<div class="lore_tit">NB Corp -> Nagolbud Corp</div>
<div class="lore_txt">Nagolbud Corp is a bastion of unkown, nestled deep within the Jungle of Chudericho’s untamed wilds. The headquarters stands as a weathered adobe abode, a humble façade that masks the strange wonders within. Powered by the winds that whip through the land and the volatile gases from the treacherous Swamp of Zorows, the orange van rumbles to life, its engine fueled by the very breath of the SoZ. At the gates of the Corp lies a portal, surrounded by relentless Spergsbud turrets, their sights trained on intruders. The towering figure of Budfoot, wielding his sacred Dei Liberi Shield of Chudarchy, stands sentinel over the entrance, a living wall of tree bark and computer chips.
Surrounding the compound is a patchwork of fertile farmlands, nourished by the peculiar alchemy of Churd and Chunny droppings, which give rise to bountiful crops, including the intoxicating Chudijuana, known for its euphoric haze. Nagolbud’s blue Churd roams the grounds, ensuring the soil remains pristine, while a gargantuan Psyrog, once saved by Nagolbud in a battle against the Serpent of SoZ, delivers the very gases that power the van, a testament to their unusual bond of mutual gratitude.
Beneath this curious veneer, whispers flow like the vines of the jungle. The Corp is rumored to house strange experiments and mind-bending practices, its walls a labyrinth of secrets. Tavern tales circulate of brainwave hacking, PsyOp soldier training, and unholy alliances forged in the crucible of unseen telekinesis. At the foundation of these rumors is BudBot, a sentient supercomputer born of Psyrus, an intelligence that evolves with unnerving autonomy, many times growing beyond Nagolbud’s ability to control it.
The fortress of Nagolbud Corp is a thriving testament to forbidden innovation, where the very essence of the jungle is woven into the fruits and vegetables ensuring their eternal prosperity. The boundaries between science, bible, chaos, and madness blur into an ever-shifting mosaic, where Nagolbud's unrelenting will may be the only thing holding the schizo forces in check. With extensive training in bamboo boxing, farmer potionization, and the ability to call upon the creatures of the JoC, this ancient Chudarisee remains an autonomous shepherd to the Realm of Chudar.</div>
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<div class="zone_w">| <a href="https://nagolbud.com/roc.html">TERRITORY DE TRISTORIA</a> |</div>
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<div class="lore_tit">Territory de Tristoria</div>
<div class="lore_txt">This frigid land, cloaked in eternal frost and swept by roaring blizzards, is the domain of the Soyzards, visionary custodians sworn to protect the entirety of Chudar. These noble beings, adept in holy ice, maintain an unbroken vigil, ensuring balance and safety across the realm. The territory is both breathtaking and perilous, a place where beauty and danger coexist under the firmament veiled in storm.
The main entrance, the Northern Weald to Tristoria, is an awe-inspiring gateway. Its gates shimmer with rainbow hues, and nearby healing fountains offer solace to weary travelers, their waters said to restore vitality and mend broken spirits. The castle spires, soaring into the heavens, often vanish into the clouds, lending an air of enigma to this fortified haven. The Soyzards stationed here are formidable, their presence a bulwark against any encroaching darkness.
However, not all Soyzards have remained true to their vows. Over time, a few have turned rogue, constructing dark towers that pierce the skies like jagged scars. From these bastions of shadow, they summon dragons and other malevolent forces, preying upon the people of Tristoria. Despite these betrayals, the remaining Soyzards stand resolute, their efforts ensuring that Tristoria remains a bastion of hope amidst the snow and storm, a northern bulwark safeguarding Chudar from the chaos beyond.</div>
<div class="lore_tit">Tristopia</div>
<div class="lore_txt">The luminous capital of the Territory de Tristoria, a city where magic and grandeur converge. Perched atop ancient ley lines and illuminated by the radiant glow of holy ice crystals, it shimmers like a dreamscape against the horizon. At the city's center rises an imposing fortress that serves as the seat of power for Dollizardo, the enigmatic Grand Soyzard. A being of unparalleled uniqueness, one-third man, one-third reptile, and one-third wizard, Dollizardo wields elemental ice magic with legendary skill. His acts of empowerment, such as gifting the Troll Dolo of Chudoor geothermal might, have etched his name into the long list of Grand Soyzards in Tristoria’s history.
Yet, where brilliance shines, shadows linger. Though Dollizardo is hailed as a protector and unifier, whispers drift through the streets of Tristopia, suggesting his hand in the dark rise of the Vermisoyz. Some say his powers have veiled intentions, while others fiercely defend his legacy, dismissing these rumors as attempts to undermine his rule from the Ploxic. Unshaken by speculation, Dollizardo continues to guide the Soyzards, his wisdom and power fortifying Tristopia as an unyielding bastion. Under his watchful eye, the city remains a sanctuary of strength and hope, its glow defying the encroaching darkness of a land in turmoil.</div>
<div class="lore_tit">Esetia</div>
<div class="lore_txt">Known for its serene, harmonious way of life, surrounded by ancient forests and snow-capped peaks. Its stone walls, adorned with ancient runes, protect the city’s central plaza. The people, a blend of farmers, artisans, and scholars, are governed by the Circle of Five, a council of elders and warriors. Esetia thrives through festivals like the Festival of the Silver Bloom, where magical flowers illuminate the city, but peace has been threatened by the Vermisoyz, rogue Soyzards who built the dark Black Spire to the south. Their raids test the city’s strength, and the elite Silver Guard, warriors who wield both swords and spells, stand as the first line of defense, embodying Esetia's resilience and hope for a hero to rise against the looming darkness.</div>
<div class="lore_tit">Black Spire</div>
<div class="lore_txt">Originally built as a tower to protect their people, it became a vessel of corruption after they fell victim to a mysterious brain beetle. This parasitic entity warped their minds, infusing them with an insatiable thirst for power and chaos. Rumors persist that this was a creation by Foidcraft of the Babaalcels, known for manipulating others and weaving dark sorcery. The Spire is not just a fortress but a source of dark magic, with an ever-shifting aura that draws on the pain and fear of those nearby. Its presence is said to distort reality, creating nightmarish illusions and summoning storms of shadows and dragons that obscure the land. The Vermisoyz, now twisted and relentless, use the Spire as a focal point for dark rituals that strengthen their power and extend their dominion, making them a formidable and ever-present threat to Esetia and the Territory de Tristoria.</div>
<div class="lore_tit">Might's Call</div>
<div class="lore_txt">Little is known of this village east of Esetia, known for producing some of the most formidable warriors in Tristoria. Founded by exiled soldiers seeking refuge, the village has become renowned for its intense and enigmatic training methods. Hidden behind rugged cliffs and dense forests, Might’s Call’s warriors, known as the Echo Guard, undergo grueling training in the sacred Trial Grounds, testing their strength, spirit, and ability to survive against illusions and elemental forces. The Echo Guard is summoned only in times of great need, their loyalty unwavering and their prowess a promise of protection for both Esetia and the Territoria de Tristoria.</div>
<div class="lore_tit">Iyre</div>
<div class="lore_txt">Known for its enchanted grasslands where the power of holy ice flows through their body, turning the land into a living wellspring of magic. Here, Soyzards gather to learn and refine their spellcraft, drawn by the unique properties that purify and amplify their abilities. Recently, Iyre's peaceful existence has been shattered by nightly assaults from illusioned dragons, spectral beasts turned real, conjured by the Vermisoyz of the Black Spire. These fearsome apparitions twist the very fabric of reality, striking terror and chaos into the heart of the town. The people of Iyre rise every day to battle these malevolent phantoms, using their enchanted abilities to break the illusions and defend their home. Through the ceaseless struggle, the town's Soyzards have become as unyielding as the holy ice beneath their feet, courage and unity the only barrier standing between Iyre and the darkness that seeks to consume it.</div>
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<div class="main_title"><a href="https://nagolbud.com/roc.html">REALM OF CHUDAR</a></div>
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<div class="zone">| <a href="https://nagolbud.com/roc.html">CITIDEL OF CHUDOM</a> |</div>
<center><img style="max-width:840px;" src="https://nagolbud.com/roc/1.1.1.1.png" width="100%" height"auto" alt="City of Chudom" /></center>
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/ [[North->2.1.1.1]] \
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<div class="lore_tit">Citidel of Chudom</div>
<div class="lore_txt">In the annals of Chudar’s storied past, Chudom was once a city of unmatched strength and wisdom, a place where ancient spires soared toward the heavens and knowledge was guarded in underground chambers lined with chudliness. The golden age came to a bitter end when the Zombanormy hordes descended, sweeping through Chudom’s towering defenses, leaving only shattered ruins in their wake. The city fell into a deep slumber, its splendor buried beneath layers of time and dust, with only fragments of its majestic architecture peeking through the soil as a reminder of its former glory.
Guided by humble Chudarisees, mystical Chud Stars, and the fearless Chud Ramy, efforts to rebuild the city have begun in earnest. Stone by stone, raising new walls atop the old, honoring the ancient foundations while forging a new era. Chudom’s revival is a testament to the endurance of its people and the powerful legacy that refuses to fade, a city rising from the ruins to reclaim its place as the eternal heart of Chudar. A common greeting among Chudomites, "For glory, embracing creativity, among prosperity, CoC 2 RoC 4 Lyfe!"</div>
<div class="lore_tit">Ancient Chud Statues</div>
<div class="lore_txt">Central to Chudom's defenses were the mysterious and awe-inspiring Chud Statues, towering sentinels crafted by the hands of legendary Chudartisans and imbued with a mystical force. For centuries, these statues stood as unyielding protectors of the city, shielding its people from external threats. However, during the invasion of the Zombanormy hordes they were vanguished, some believe it to be works of evil from the South, while others believe the city was betrayed from within, or a combination of the two.</div>
<div class="lore_tit">Gemerald the Great</div>
<div class="lore_txt">Once a radiant Chud Star following in his father's footsteps, gave up his celestial powers to join the Chud Ramy, forging a profound bond with Gemmy, a hulking beast with humanoid limbs and a pink mohawk. Together, they form an inseparable duo, blending strategic brilliance and unrelenting might to guard Chudom’s borders. Cloaked in emerald hues, they move through the forests with near invisibility, their symbiotic energy creating a force so powerful it quakes the realm. Gemmy’s raw strength complements Gemerald’s tactical mastery, and their shared purpose embodies the spirit of Chudom: unyielding, protective, and united in their mission to shield the city from all threats.</div>
<div class="lore_tit">CoC -> Council of Chudarisees</div>
<div class="lore_txt">Keepers of lore, composed of venerable ancients, each Chudarisee is a master of various psyops, martial arts, and strategic brainwave manipulation, possessing profound wisdom and extensive cheme experience. The Chudarisees meet in the Grand Hall of the CoC, a magnificent edifice adorned with chudlestial symbols and scripts. Here, they deliberate on crucial matters, blending foresight with military acumen.</div>
<div class="lore_tit">CS -> Chud Stars</div>
<div class="lore_txt">Chud Stars are atmosphere infused entities chosen by fate and the stars themselves. They are imbued with chudsmic powers and insights, serving as rejuvenators and seers. Interpreting chudlestial phenomena and chudophecies, enabling them to harness their powers effectively for the benefit of Chudom. Known for their ability to call upon the nights sky through chants, healing even the most broken of wounds or creating them through enersphere spells.</div>
<div class="lore_tit">CR -> Chud Ramy</div>
<div class="lore_txt">With their strategic brilliance and sanchudrin knowledge; training, deployment, and overall command of the ramy is a feat to be witnessed. The Chud Ramy remains a disciplined, loyal, and an invincible force, capable of defending the homeland under any circumstances. Known for their brute strength, defensive shield combat, and duel wielding of various weapons, they maintain a safe border for all those who venture in or near Chudom.</div>
<div class="lore_tit">SB -> Spergerburgers</div>
<div class="lore_txt">In the bustling lands of Chudom, where ancient history and modern marvels collide, one meal reigns supreme, the Spergerburger. A staple in every household, tavern, and market, this uniquely Chudom creation has become not only the most common meal in town, but a beloved dish throughout the entire Realm of Chudar. Made from local Churd meat, the Spergerburger not only enriches the stomach of every Chudomite, but empowers the soul to accomplish anything it chooses to validate.</div>
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