recursal/Fanatic-Fandom huggingface dataset:
Nimble Wit

Carrik Stevens nicknamed Nimble Wit was a 26 year old Blue Protectoran fighter/ranger who was part of Hilt Gaviston’s Mark in 4th Company. He came from Cthol Tarak, the main southern port of the Empire and was recruited there into the Blue Protectoran. He has survived many of the encounters and adventures of Varian around Shepperton Vale including the Ripnack Slackjaw attack and the fight in the cave where the way marker transported Varian to Ithyyyan Dorn.

He and his best friend Tattle worked as the scouts and sub-commanders of Gaviston’s squad. They worked with the catlord Varian more than any other members of the squad especially doing reconnaissance. He was killed after Shobar Nightshade completed his ritual and his Giant Scorpion transformed from Stinger into Nightshade. A single strike through his chest split the young man in two.
Red Blades

The Red Blades were an elite group of swordsmen with the Red Protectoran . They were typically selected not for their leadership capabilities (these were usually reflected by promotion to officer ranks) but for their swordsmanship.

They wielded two-handed greatswords and were extremely feared for their skill and ferocity in battle. Units of Red Blades were preferred for the honour guard of nobles. They were chosen along with clerics and templar knights for the bodyguard of the Emperor known as the Loyal Force.

This came about because a unit of Red Blades who has been assigned as the bodyguard of the Empress' brother Renis were used as the core of his new wizard hunting unit during the Conclave Dispute.
Marty

One of three boys in Shepperton Vale in whom Marin the Veiled Seer has taken an interest. She has given all three of them a special coin that allows her to track them though they don’t know this.

Marty is renowned for causing trouble in the village. He is undisciplined and dislikes controlling authorities. He has a good eye for horse flesh and likes to gamble. He also has a remarkable aptitude for tactics and strategy.

Varian has trained him and the other two boys in the monk arts. Marty particularly liking the quarterstaff fighting.

When they passed through the Cursed city of Middleholm which was renamed Darien Kal after the curse of Melkior destroyed it. Varian, Marin and the boys had to flee into Darien Kal to avoid the pursuit of the beast men and shades that were pursuing them. Whilst there Marty was lured into taking a jewelled dagger and met a small balding man called Rondel.

After fleeing the town once the mist began to attack them, Marty and Varian were split off from the others. They are heading towards the Veiled Court. Marty has become extremely paranoid and massively attached to his dagger which has now been identified as being cursed. A hit from ‘the dagger’ always kills and separation from it seems to be deadly to Marty.

A cleric was paid by Varian to heal the effects of the dagger but the actual attachment could not be broken. Marty is somewhat better, but knows exactly where the dagger is at all points and cannot give it up. They are now pushing for the centre of the Empire which is the location of the court.

On the journey they have been attacked many times by people carrying rings of thorns.

Having gone to the Veiled Court Marty’s connection to the Dagger has been severed, or almost, through the combined efforts of some of the most powerful Green Seers and the use of an Enlightener artefact.

He is was recovering at the court but now it appears he has gone missing and most believe he is seeking after the peddler who seems to have stolen ‘the dagger’ he brought from Darien Kal.
Sacred Sanctuary

The Sacred Sanctuary is the eternal rest promised to the faithful followers of Light. It is a huge, potentially endless location in the Plane of Light. The weather is beautiful yet temperate and the buildings are aesthetically beautiful yet comfortable. Here is where musicians can play and dancers can dance. Families can play together in eternal bliss. Yet even here there are opportunities for service and growth especially in the Medicae. There people are tended by the Lifesires and others such as Warding Angels.

The Sanctuary is protected from outside influence by being placed behind the Brilliant Halls so that any travelers to the Plane will have to pass by the far more defensible Halls first.
King Aaron

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The Maned King of Errantlund during the Second Dragon Army Invasion.

Aaron is a young king, still a teenager and leans heavily on his Lion Knights and especially the Green Circle. He lives in the capital Lionelle which is also the location of his palace. His current Duke of Lionelle is his cousin Marmaduke.

He is clever and well educated in both word and sword. However he is untried or was until his country was attacked during the 2nd Dragon Army invasion.

He has one sister.
Knight of the Empire

The Order of the Knights Imperial or Knight of the Empire (KOE) is the only official order of Knighthood recognised by the Aurian Empire. It is uniquely provided by a knighting ceremony and done by the Emperor himself or one of his direct royal kin. It owes nothing to the Senate and is entirely filled with the aristocracy.
Red Protectoran

The Red Protectoran are known as the Red Blades, The Elite, The City Guard and the Capital Guard. They are given all the most highly trained and successful recruits. In past centuries it was normal for successful members of other Protectorans to be promoted into the Red. These days inter army rivalry and pride make that less and less likely. The best paid, armed and armoured of the Protectorans the Red attracts the very best of the Imperial intake. The brightest minds and the most noble-born recruits will be found among its ranks. Rank can be bought more easily than earned anyway.

## Arms

Typical Red soldiers are armed with sword and shield and a throwing weapon of some kind. They tend to wear chainmail, helmets and full breastplates, making them the most heavily armoured fighting force in the Empire outside of the Knights.

## Area

They cover four of the most important cities of the Empire Tor Honarik, the capital, Tor Armakan, the centre of study and magic, Tor Kalash the military head quarters and Tor Celer the origional religious centre. They border directly onto the old enemy Torash and it speaks volumes of the Red’s fierce-some reputation that this old enemy doesn’t attempt to raid its hated rival more often.

## Individuality

The Leader of the Red Protectoran holds the Title of Marshal of the Empire and is considered slightly senior to the other Marix, or Protectoran leaders. It is currently Ran Clarke.

Lexions are often called Marshals in the Red.

The head of a legion in the Red Protectoran is called a Blademark.

Regulars who show particular skill are given the appellation Chosen Blade and then Blademaster to acknowledge their individual skill. Though they are not officers these titles do bestow seniority upon them and can lead them to bridging the gap to officer.

The Red Blades are an elite group with the Red. They wield two-handed greatswords and are extremely feared for their skill and ferocity in battle.

The 19th Red Legion was named the Red Wraiths after their involvment in the Waste of Wraiths.
Jonah III

Thirteenth Emperor of Auria. He reigned from 258-264PE

The key part of his reign was his overseeing of the Split Walls Secession War from 260-263PE.

260PE Rak Danning and Wrennost secede from the Empire.

261PE: Armies move to directly take back the surrounding areas of Rak Danning and one of the revolt's key leaders is killed in the field at the first battle of Turton Hill. Internal loyalists in Rak Danning help pressure the populace and the city is returned imperial control without need for a siege or an assault on the walls.

261PE: Wrennost forces win a key battle ending the first undermanned campaign to bring them to heel. The 'Sharp Peaks Offensive' ends when the expeditionary force is ambushed in the mountains and broken by the Wrennost forces. One of the worst nights of the Emperor's life according to his memoirs.

262PE: The Emperor redirects the army that had been aimed at Rak Danning and moves it to crush Wrennost. This is controversial as many felt Rak Danning had to be left in a state of martial law until it earned its place again.

Even with the reinforcements Wrennost proved resilient. Its previous victories have brought many allies to its side and in particular some elves from Quintox. Wrennost forces use magic to help them in their fighting. In the end the wizards Crimsonsky and Tremorfist are crucial to turn the fighting in Jonah's favour.

263PE: Wrennost falls thanks to Tremorfist and the secession is overturned.

Importantly after the war Jonah is very leniant in reaccepting the cities and their soldiers and even some of their leaders back into Auria as a whole. It is for his end of war negotiations that he is called the Merciful. Many of those who took the old rank of Dann in Rak Danning are not only spared but are allowed to keep the majority of their property only being fined and forced to sign 'loyalty papers'. When compared to other some other wartime Emperors this was leniency bordering on the naive. However it worked. His reputation for needing to be convinced to attack them at all and his response with those he defeated led to several bloodless surrenders especially after the fall of Wrennost itself.
Owlsworn

These are a Perennial race similar to Kenchillians. The Owlsworn seem to be owls or owllike Kenchillians and are blesssed with great knowledge and wisdom. They are Wild's advocates with Knowledges forces and are welcome in all areas of the Eternal Vistas.

The Owlsworn are said to have made special promises and founded natural laws now only obeyed and not remembered. They are considered inviolate in the conflicts that often shake the Planes.
Ki-xial

Ki-xial was the city most seen by outsiders on Derioch. It was heavily populated and the centre for the Tele-Kinetics (TKs) and their academy.

The academy, in the north east part of the city, was in four parts: three arrow shaped buildings and one singular rounded building at the bottom emulating the TK symbol. The circular building was where new trainees would come for their early training then depending on progression and specialism the classes moved down the arrows till they reached the end. The three arrow shaped buildings were on a gentle slant rising into the air using stable kinetic forces. The tests that took place in the three arrow heads graduated one from the academy. It is to Ki-xial that TKs gather to elect their Savant.

The harbor area was always busy with many jetties sticking out into the sea which allowed large sea going vessels to moor here. Called the safe harbor this area was under the effect of a stable kinetic wave which regulates a calm over the entire harbor. TE specialists also regular the weather over the safe harbor.

The market here flowed with goods. Magical items gather a very good price in Ki-xial as did wood, considering Derioch’s natural lack of that particular resource. Many foods and goods specific to dwarvern and elven craftsmen also fetched high prices in Ki-xial, The xeren also used these same merchants to offload their own particular wares such as sentient weapons/items, self-propelled missiles/tools, metal work and gems.

There was a large military base on Ki-xial, due to the huge amount of outsider interaction in that city. The Chancellor for the Exterior made that base his centre of power.
Rat's Den

The Rat’s Den is the thieves guild of Kaladire. It is a pseudo-house in that it is not officially recognised but is openly recognised on the street. The guild do much as the others and in the privacy of interguild politics the Rat’s Den is as active a participant as all the others. However it operates beyond the rules of the other great houses giving it a certain freedom of movement and information. Yet as it is not ‘officially’ recognised no leader of the Rat’s Den can ever be made Grand Vizier.

Much as the other guilds that Rat’s Den regulates its members and prevents non-members from opperating inside Kaladire’s walls. The idea being that there will always be thieves, spies and low lifes but if they are in a guild and controlled through a heirarchy as lawless as themselves then they will never grow out of control. Up to now it works a treat and though they are not quite considered the equal of the other houses the special status of Rats compared to other unauthorised thieves is something that could be considered unique in the known world. Their leaders whislt not officially able to hold the same public sway as the other Great Houses have the information and objects gained from spying and information trafficing at their fingertips. They wield a more subtle power, but one no less real and for now they are content..
Life Seers

A type of faye. They seemingly are entirely made of plant matter and they guard the memory of the growing things of the world. They know immense amounts but their perspective is that of plants not men or elves. It has been noted that they are incredibly frustrating as sources of knowledge, but most agree their knowledge runs extremely deep and is remarkably unemotional and unbiased.
Outriders

The Outriders were a Alkan tribe presumed to be break off from those who became the Shift of Gales but they claim their tribe never joined the Shifts. They are reputed as the best mounted scout of the Empire. They ride Alkan Steeds and use their skills within the Black Protectoran to incur a lot of respect.
Marid

Marid are the most powerful of the subrace of Djinn. They are among the most powerful Perennials on the plane known as the Eternal Vistas.

## Descriptions

Marid tend to have colourings on the opposite of the spectrum to the Efreets who they tend to hate. Marids start as white as clouds but deepen into blues and purples as they gain in strength. THey typically sport multiple limbs but mimic mortal humanoid shape.

## Attributes

The Marid are immensely powerful having the ability to change reality itself to the will of those they serve. In and of themselves they have immense physical and magical power able to change their size at will.

Marid are immune to many kinds of attack no poison, disease or curse can take a hold on them. Most mortal weapons made of regular metal or wood have no effect on them unable to so much as bruise their skin.

Fire can harm them but rarely does one have a fire hot or large enough to actually threaten the life of a Marid. The cold, acid, deafening sonic attacks, water or air based attacked cannot harm the Marid at all.
Peter I

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The Emperor of the Aurian Empire from 512-530 PE. Son of Aluap, The Organiser. He was best remembered for being the Emperor who founded the Protectorans from the Aurian Trade Area Legions.

## Key Events

520PE: Due to the increased effectiveness of the reorganised area-legions, **Peter I** created the Five Protectorans of the Empire. Tor Kalash, the third largest city in the Empire, was officially designated as their military base of power. Each would have a specialism and cities across the Empire where they would hold recruitment and remote headquarters. Black - Mounted Legions (Middleholm), Blue - Naval Legions (First Yewdon later Gan Tarak), Yellow - Border Legions (Rak Danning and later Tor Zeric), Red - Capital and Elite Foot Legions (Tor Kalash), Green - Ranger and Woodsmen Legions (Oakhome).

During 523-529PE, under Peter I's reorganised structure, the Empire embarked on several controlled campaigns to take the city state Zeric, the Duchy of Tholis Mesa and Cthol Tatrak, which had been a vassal to the defeated kingdom of Tatrak. Kolaran joined the empire during this time, realising all the advantages of so doing and the likely consequence of refusing.
Plane of Death

A large part of the Abyss the native home of undead and demons. The Boneyards, the Wraith Wake, the Hollow Halls and the Soul Cage are all features of the **Plane of Death** ruled by the Avatar of Death.

## Appearance

The Plane of Death is a dark and hanting place lit by an eerie soullight. It is a place of Soulcraft, pain and anguish. It is a manifest powerhouse and does not disguise itself with any of the illusion and oppulance of the Plane of Darkness. This is the core of the Abyss if not its deepest point.

## Planar Inhabitants

Death rules the **Plane of Death** and its denizens. Most of its denizens are demons or undead. Some undead creatures exist here that are beyond the undead that one can raise on the Material Plane of Tal these are called the Restless.

### The Restless

These are more powerful or unusual undead and have two key abilities to differentiate them from their lesser brethren. Restless can move between planes without being destroyed and they can think for themselves… after a fashion.

* Ghosts
* Liches
* Shades and Wraiths
* Skeletal Abominations
* Wights and Neverwights

(See monster manual for regular undead such as skeletons, ghouls, zombies, mummies etc)

### Inexorable Fate

These bring about Death’s will and the eventual ruin of life. It is through these among others that Death’s inevitable victory is assured.

* Entropic Reavers with scythes of entropy
* Lich Lords such as Scaverous
* Death's Touch Assassins
* The Executioner
* Robe
* Obliteraters
* The Battlesong
* The Withered Watch aka the Withered, the Wither Watch, or the Withering Watch.

### Others

* The Broken Lynx
* Death Wardens those who guard the souls of death to the judgement.
* The Fathomless or The Fathomless Legion
Peter II

The Emperor of the Aurian Empire from 659-676 PE. He was very well liked and is known in history as the Wise Old Man.

668PE: Peter is credited with a lot of political victories and particularly for organising the interaction between Senate, Sarrifs, Church of Celer and the Protectorans. Some of this resulted in the Lakeside Accords in this year.

673PE: An interesting excerpt from his reign is his attempted assassination by the Torra City Watch. This was in retaliation for the murder of their own king at the hand so it was claimed of the Knight Stalkers. Regardless of the justice or lack thereof of their cause their attempt failed spectacularly. Apart from the deaths of all who took part in the attempt, Peter was considered remarkably lenient and politically savvy. He merely imposes harder trading tariffs on Torra City and considered the matter closed.

674-675PE – The successful campaign against the Danoran Mountain Clans and the founding of Dardon Point. The Emperor has very little to do with it allowing the Blue Protectoran's Grand Admiral Keele Masterton to mastermind the campaign. Though it is held that the interaction between the military leadership, civilian leadership, Sapphire Wizards' Guild and the clerical support from the Church was nigh on perfect during this campaign. the Emperor though is quoted dismissing those who tried to congratulate him on the text book war by saying 'War is won by soldiers and paid for by the people, it is nothing to do with me'.

672-676PE: Peter writes up his life's memories and publishes them whilst sponsoring the creation of the three Great Libraries at Tor Armakan, Tor Honarik and Tor Celer.
Redeemed Reflections

Redeemed Reflections are demons who have been redeemed and raised by the Avatar of Light. Though they are still racially demons they now have the aspect of a creature of Light similar to an archon and yet they are not archons nor are they angels.

Redeemed Reflections is the name that has been applied to all who manage the incredibly difficult transition to throwing off the influence of begotten evil to become something new having never known it. These are as rare as Fallen Angels or Darchons. Typically a creature created in the Abyss has little context or desire to transform into something so utterly different. Just as few angels can be tempted by the lure of evil having never known the weaknesses or freedom or mortality.
Knights Glace

**Founding**

Kalasti, reputed to be the greatest Aquati War Marshal of all time, and greatest king too, after only Rimic himself. Went to Lake Da'kor during the human invasion by Torash. There, he met the great Matriarch Netherfrost the Striker, of the blue dragon Glace clan. Having learnt to communicate with the great serpents he proceeded to make a deal with her. Based on this arrangement through process of personal tests (See recruitment) the dragons would join their forces to those of the Aquati.

With the dragons' help Kalasti turned back the invasion and a few years later officially formed those dragon riders into a Knighthood called the Knights Glace.

**Recruitment**

To join the Knights Glace is deceptively simple and at the same time incredibly complex and difficult. Elves who wished to be knights could come to Lake Da'kor and find a dragon and it could test them. The rules were as follows: The elf must answer the dragon's questions and so satify his or her curisoity and the dragon must after introducing the test give the would-be knight the chance to withdraw with complete honour. Though no one has ever been known to admit to having backed away from a dragon's test, many dragons claim to have had aspirants refuse their tests. Yet the dragons are bound to silence about the tests and their would be partner's names. The dragon rider knights are called the Knights Glace. This is the most secretive of the three orders and though it has holdings in Venesti and interacts with all the knightly orders and visits their towers and fortresses, its true headquarters must be near Lake Da'kor. If so, this site is well hidden and not revealed to any, who have as yet told the wider elven population about it.

**Ranks**

Like most organisations within the Aquati culture the Knights Glace have the traditional three levels or ranks.

* Varant
* Star Seeker
* Moon Lord

The Varant is a new recruit, he has passed his test and has the loyalty of a dragon, but has not yet earned the right to carry the enchanted arms of a Knight Glace, the Pearl Lance and Reflective Mirror Platemail. He is to seek out opportunities of service and honour. When he has achieved enough of this he is accosted by a Moon Lord and appropriatly advanced to Star Seeker. Most Knights Glace are this rank. They carry the magical arms of the class.

To become a Moon Lord one must ride with one's dragon a long time. Rider and ridden must become one in thought and deed. Their reputations for courage, leadership and prowess must be beyond compare. Most of all they must have prooved themselves pure and good so that they will not lead the armies of Rimic astray in battle.

**Role**

The Knights Glace are very secretive about their rites and inner workings however they are the most prestigious and powerful of the three knighthoods. In war it is to them the War Marshal turns first for council and leadership. Moon Lords need not reguard orders from anyone save the War Marshal himself, while they cannot only command their own knights, but Trident Knights and Sons of Sollus as well. Though this does not always go as smoothly, especially with Solitars and the Sons of Sollus..
Letter of Regicide

A letter declaring the intention of removing the Emperor Jarlath of the Aurian Empire from power for the greater good.

During the Conclave Dispute multiple factions among the wizards of the Sapphire Wizards' Guild vied for supremacy. Lethe (a wizard who used Soulcrafting as well as Arcania) deceived Interal, one of the contenders to control the guild, into thinking that Feint (Interal's rival for rulership of the Sapphire Wizards' Guild) had enchanted the Emperor. Interal then signed the **Letter of Regicide**. Interal claimed in the letter that regicide was necessary to restore the Guild and to save the Empire.

This attack was later carried out by a group of individuals who became known as Regicide. The letter was later produced to prove Interal's treasonous position.
Planes

The planes connected to Tal are limited. They are found in:

***The Plane of Tal***

Material Plane – the world as we perceive it.
Spiritual Plane – the world around us that cannot be perceived.

***The Planes of Power***

The Abyss

* Plane of Darkness
* Plane of Death

The Celestial Haven

* Plane of Justice
* Plane of Light

The Eternal Vistas

* Plane of Knowledge
* Plane of Nature aka the Plane of Wild.

The Chaos

* Plane of Chaos the space between the planes
Pit Dwarves

A sub type of dwarf. Pit Dwarves spend their entire lives underground and find the sun extremely difficult to bear. Their vision above ground is very poor as their eyes do not handle white light very well.

**Game Mechanics**

+2 CON -4 CHA
Darkvision

Always know North.

-2 in direct sunlight to all skill checks, attack rolls and SAVES.

Stone Cutting

+2 knowledge (The Depths)
+2 Hide

Untraceable (Applies to Dark Vision, they can lower their body’s heat signature to make themselves all but undetectable as long as they move at half speed and take only partial actions.)
Riddlemouth

Riddlemouth is a trading town on the coast of the the Danaspree Cauldron where the river Riddle empties into the sea.

It is a busy town with a lot of commerce running through it. Some key locations allow people to make deals and having a repuatation for following through on such things is worth more than hard currency among the 'businessmen' of the town.

Return to Danaspree
Ratfink

Ratfink is a small hunched apparently partially insane ranat. He lives in ‘the mine’ and purports to do a huge number of tasks there that keep him incredibly busy. He talks to himself almost constantly and often speaks of himself in the third person. He appears quick small and sickly even for a ranat. He talks about serving and helping ‘the Brightest’ and has even been part of making a deal with the heroes on the Brightest’s behalf.
Beast

**The Beast** was once a spoiled and selfish prince who was unkind to everyone. Then one night, when an old beggar woman came to the castle and ask for shelter from the cold in exchange for a rose the prince turned her away. Upon doing so, she revealed to be a beautiful enchantress who then put a curse on him by turning him into beast and turning his servants into furniture. The rose she gave him was an enchanted rose which would bloom until his 21st year, if he could learn to love someone and earn her love in return before the last petal fell the spell would be broken. If not he would be doomed to remain a beast forever, then one night he meets Belle and the Total Drama Gang who've come to the castle looking for her father Maurice, who is now the Beast's prisoner. So she and her friends offer to take his place and he accepts and tells them they can go anywhere, except the West Wing. Unfortunately they go in anyway and soon discover the rose, just then the beast appears and accidentally scares them away from the castle. When Belle and the T.D. Gang run into a pack of wolves, the Beast shows up and saves them. As Belle tends to his wounds, he soon develops feeling for her. Then one night after a romantic evening together, he sees Belle still misses her father so he shows her his magic mirror and she sees her father is lost in the woods and is very sick. So the Beast, out of love sets her and her friends free and they go to him, but once they get back home they see their enemies Heather, Azula and Alejandro are working for Gaston; a bully of a hunter who wants to marry Belle. When they have Maurice and the T.D. Gang thrown into the asylum, Belle shows everyone the Beast. Thinking Belle's also crazy, Gaston convinces everyone that the Beast is a monster and he leads an angry mob to the castle to destroy him. While, Lumière and the other castle residence fend off the villagers Gaston and the other villains attack the Beast, though he is too depressed to fight when he sees Belle and the others have returned he immediately fights back. When Gaston begs the Beast to spare his life, the Beast lets him go and tells him to "Get out!" Once Belle and the Beast reunite with each other, Gaston stabs the Beast in the back refusing to admit defeat but ultimately falls to his doom while the other villains are blown away by Aang in his "Avatar State" The Beast is now dying and thinks its better this way and dies, but Belle immediately falls in love with him just as the last petal falls from the rose. The spell finally breaks and the Beast and his servants are turned back to human and he and Belle live happily ever after.
Oakland Trading Area

A Trading Area of the Aurian Empire.

This area is all but completely covered by the anchient forest of Quintox. The humans called the forest Oakland and have a large city build near the middle of the southern half. The northern half of the forest is technically across the border in Alkan. There is a large imperial paved road leading right through Oakland to the capital Tor Honarik. This is called the Oakland Trail. It is the largest road in Karandia and is paved all the way along providing quick transport even in bad winter weather.

Key cities include:

Oakhome

Turreton

Yewdon
Resurgence

This is the return of the Avatars. They had been forgotten during the years of the disaffection as slowly worship of the named aspects of the Avatars, or the Lesser Gods, overtook the worship of the Avatars themselves.

The resurgence was quite brutal in some areas as the Avatars reasserted their control and that of their few faithful over the churches which had been secularised and split off. many of these churches were influential and powerful and in conflict one with another. The resurgence though was an irresistible force as the Avatars brought their own Tara-Vor into active duty to enforce the change.
Knights Errant

When a young noble wishes to become a knight he must go on a quest or perform some great deed of bravery or chivilry. Upon seeing this a Chapter Master of the Lion Knights may bestow upon him the honour of Knight Errant. These Chapter Masters are usually high nobility, if a Duke is a Lion Knight he will almost inevitably be granted the rank Chapter Master.

This bestowing of the rank of Knight is called a knighting or being knighted. If it happens to a commoner they are commoner no longer but a noble and must be given a small holding by another noble knight from within the Chapter if none will sponcer the Knight then the Chapter Master must do so himself or not bestow the knighthood at all.

Once a Knight Errant the Knight has a duty to uphold the honour of his family, his duke, the Knights Errant, any lady and the King. Knights Errant are also supposed, by their very nature, to seek out adventure and quests of bravery and nobility. They are to oppose evil wherever they find it and many combine their knightly pursuits with heavenly ones becoming holy knights or paladins.

Every Knight Errant must never refuse a challange through fear of failure or cowardice. It is his sworn duty to heed a call for help and certainly any call to war.

Once a Knight Errant has proven himself and gathered enough reknown he can be sponsered by Lion Knights to be Knighted by the Lion. In this case his name along with other worthy candidates would be presented to the King and his advisors. Should he be deemed worthy he would be summoned to Lionelle and in the Royal Palace and in full Armour he would be knighted a Lion Knight and henseforth be allowed to carry weapons into the presence of the King..
Plane of Chaos

Chaos is not a place so much as what is between places. Chaos embodies change and delights in defying everything embodied by the six Avatars. Chaos makes up everything that is not in a plane, all the energy that remains untamed and not yet organised. Everything that is still ‘free’.

There are things that live in the Chaos but they are incredibly dangerous and unpredictable. They are not evil per-se, but they hate the organisation that worlds, building and life represent. When the material world connects with the Plane of Chaos and any Chaosborn are able to get through it is invariably horrible in result.

The Alkar in particular have placed themselves against Chaos where they hold no specific enmity towards the Avatars of evil. The Helm's Gate Alliance also represent a faction specifically opposed to Chaos above all else. It seems that it tried and almost succeeded in wiping Kenchillians and Catlords from creation. Needless to say they resented that.
Rak Danning Trading Area

A trading Area of the Aurian Empire.
The northern border of the Empire is a busy and fruitful place. Endless trade flows through here and it is in constant flux. Saracan, Free Country, the Dead Plains and Alkan all border this trading area.

It is guarded and policed by the Yellow Protectoran.

**Key Cities**

* Rak Danning
* The fortress of Silverscale
Golden Guides

Golden Guides are angels of light born of Light's inner fire. Though they dwell in the Plane of Light they are sent to guide mortals on Tal's Material plane. Typically they use their powers of light bending to disguise themselves as mortals near to those they are trying to guide and protect.

## Appearance

Guides have the power to bend light and can appear however they wish. If they wish to use their full power though they have to reveal themselves. Typically a flash of golden light in the eyes or around the head can give them away as they tap into their power briefly. However if they need to seriously engage in outright combat they are angelic humanoids wreathed in open and ever burning flame their skin tinted gold in the constant reflection of their own constantly burning aura.

## Roles

Golden Guides are those who tend the fires. The guides are assigned to hopeful sparks and seek to protect and lead them to becomes the raging fires and blinding beckons they have the potential to become.

Guides can play a protective role but this is personalised and secondary to the main mission of ensuring their spark achieves their destiny.

## Traits

Golden Guides have angel traits. They are immune to fire in all its forms.

Guides can change light to appear however they want. They often use this to get close to the sparks they are sent to guide, stoke and watch over. If they reveal themselves they can use fire and light as weapons, armour and life force. They weaken in darkness and at night. They remain potent but cannot call of the levels of strength and power available to them in the light of the sun.

## Examples of Guides and the Guided

* Silver the Unfallen (His guide hid in the guise of Katie a young half-dwarf)
Quinkorin

Quinkorin is a hidden city in the southern half of the Quintox forest. The Aurians call this area Oakland and consider it their land, the elves of Quinkorin however will not leave.

They are feared, and rightly so, as even the expertly trained Green Protectoran cannot match wood elves in their own habitat. Engaged in an eternal guerilla war with the Aurian Empire the Quinkorin elves are some of the most hardened and deadly elves to walk the face of Karandia. Every living member of the city is a fighter first and a person second.

They are led by the War Council a group of Quinkorin elves distinguished only a their sporting of a single red sash across their cheasts.
There only druids in Quinkorin are the war druids, the Shrouded. These are accompanied by many war-like ents and indeed they live in a great black ent, which was sometimes called the Shrouded Tree.

**Key Characters**

* Mantrix
* Merrith Shrouded
* Thallowroot
* Willowvain Warrior
Massus O'Hakkendak

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Massus is an ex-assassin from the Gold Blade assassin's guild. He lost all his family to an assassin strike and hates the Grim Reapers. He is crazy and can lapse into uncontrollable battle frenzies when angered and fighting. He is exceptionally strong and wields two huge ancestral axes when in combat. He is very large for a dwarf. He wore the magical helm, Na'Haran and has able to bear it. he is consiedred a member of the group known as the Stars of Destiny.

He was involved, for a time at least, with Kaela a cleric and daughter of Byzon an older leader of Massus' when he was in the Gold Blade.
Mithril Valley

Mithril Valley is the large valley running through the Barkarin Mountains from Farmount in the west to Barkarin itself in the east. It is long, deep and wide enough for 100 men to walk abreast. Needless to say the dwarves realise this could be a highway for an invading army to attack their final stronghold. For this reason it is closed off by the presence of Farmount and it is death for a non-dwarf to step a foot into the valley without dwarvern permission.

Mithril valley has a small river running most of its length and it is a fertile and sheltered area. The dwarves have many small settlements in the valley and grow a lot of surface foods there. With Barkarin at one end and Farmount at the other they are well protected and trade is plentiful enough.

Their are mithril deposits in the mines along the edge of the valley which is yet another reason the dwarves want to keep it secure behind Farmount. Mithril is the most precious metal in existence, harder than dragonscale and worth a hundred platinum the piece..
Hilt Gaviston

Hilt Gaviston is the leader of the Mark of Blue Protectoran fighters who were left by 4th Company after the Company pulled out of Shepperton Vale when the orc invasion was averted. At about 42 years old he is the oldest member of his team and has seen plenty of action though mainly on the coast rather than at sea.

He is a slightly gruff, veteran type. Like his unit he fights with a sword, crossbow and shield.
Karritkol

These are the wood elves: The Quinkol, Quinkorin and the Karritkol (Literally wood people). These elves retreated to the woodlands of Karandia in response to the Wars of Betrayal with the humans.

There main holdings are in Karritan and all wood elves take their leadership and direction from the Druidlore there. In the great forest of Quintox the Elder of Quintox has presidence but he also defers to the Druidlore. The elves of the El Hir‚ are a remnant of the Quinkol.

**Appearance**

Wood elves are the archetypal elves. Slim of build and slightly shorter than humans. They have delicately but noticeably pointed ears and slanted eyes. The hands tend to be slightly longer, with agile dexterous fingers. There skin ranges from a creamy white to deep tan or more frequently a sun dappled greenish shade. They are often described as looking noble, beautiful and smooth, especially by humans.

**Location**

The vast majority of the remaining wood elf population live in Karritan one of the two remaining great forests. Located in the far north of Karandia. There is an official outpost in Saracan called Woodguard. The Quintoxian elves and their offshoots the Quinkorin and the El Hir‚ live in the other major forest of Quintox, which has been renamed Oakland, by the Aurian Empire. Yet many elves travel abroad in the world at large but these are usually isolated individuals and not settlers.

**Game Mechanics**
+2 DEX and WIZ, – 2 CON

They are not immune to sleep and instead receive a +2 racial bonus vs sleep and *enchantment* effects. They do not receive automatic chances to find secret doors but may search and find them as any other race.

Low light vision.

*Racial Ability: Woodlore (Ex)*
Wood elves gain a racial bonus of +1 per Hit Die to all Survival/Wilderness Lore checks relating to woods or forests, including tracking. Wood are considered easy terrain.
Nicholas-Mark II

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Third Emperor of Auria, son of Nicholas-Mark I and great-grandson of Jomark. He reigned from 86-92PE. He was the founder of the chivalric order of the Knights of the Empire. His reign was short due to him being very old when he came to the throne due to his fathers longevity. He conducted no wars and assisted in stabilising the Empire and rewarding those who had supported him and his father with land and titles.
Prism Archon

Archons of the Avatar of Light. These celestial being were manifestations of light and celebrations of colour.

Prism Archons are considered higher than Sentinel Archons but are focused on art and creativity more than combat proess. They have inner light that can be used to many diverse and magical purposes and they love to create and share their creations with the worthy. They love curiosity and invention and are likely to be used in areas where Light is creating or storing objects of beauty, magic or might. Though possessing celestial glory they pale in comparison to the mighty Solar Archons.

## Appearance

Extremely colourful these creatures often carried or wore prismatic clothing either resembling crystal or varied myriad colours.

## Abilties and Traits

The legends almost always attirbute the ability to show pictures of light and to appear any way they pleased. They were said to be able to create exquisite artworks but also to be able to use true colour as power.
Pitfiends

*Description*

Classical demons of the dark. These are humanoid, large and devastatingly black. They trail an inky, soot filled blackness from their weapons, limbs and wings and their eyes boil with and boiling ink-like substance. Wielding terrible weapons of evil these are the Captains of the armies of Shadow.

More powerful ones are the Pitlords who lead them as generals.

*Mechanics*
Modeled on horned devil statistics pg 55 MM. They have Shadow traits rather than demon traits they have their extraordinary and supernatural liabilities but not their spell-like abilities. They fight with an assortment of weapons that all count as evil and carry the listed stun effect. Also they can use the pit weapons and their wings to obscure as if with the spell darkness any area over which they walk or attack.. This is not a spell and cannot be interrupted and takes no additional action to perform. They are considered to always have 20% miss chance due to cover, unless the enemy is able to see through darkness or use another sense. (Their weapons are typically evil and carry a + = to their HD / 4 rounded down… so usually about a +3)

They also have greater DEX than a horned devil as creatures of Darkness.
Lady Dragonsbane

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Wife of the famous Vanguard Dragonsbane. Lady Dragonsbane is motherly and commanding. Refusing his wishes just doesn't seem to cross people's minds. The lady of Dragonwatch Keep is very well liked and respected by common folk and her peers. She is considered by many as thee example of powerful courtly womanhood in Errantlund.
Repletan

The Saffier of the Sapphire Wizards' Guild during the Conclave Dispute.

753PE: The archmages of the Conclave of the Sapphire Wizards' Guild attempted to remove **Repletan** as the current Saffier. Naturally, he resisted this move and it resulted in a cold war. Mages were not blasting each other in the corridors, but there were deaths even in the early months.

754PE: The dispute runs on with no end in sight. Despite several of the Conclave moving for the Saffier's removal it is now clear that they are not unified. Multiple factions are vyed for supremacy. Several of the most powerful archmages started to simply claim themselves as Saffier. The first to do this openly was Feint the archmage assigned to Enchantment.

755PE: A faction called Splinters of Bone cause a spree of murders within Tor Armakan. They are investigated by Danil Durova and after months of clues, investigations and sparing Durova successfully exposes the group. Two archmages die in the final confrontation, which ends in a bloodbath including 32 deaths far more wounded and the destruction of Clawspire Tower.

756PE: The year of three Saffiers. Interal declares himself Saffier claiming widespread popular support and the need to bring the dispute to an end. Repletan instantly reacts declaring his statement invalid and demanding his arrest and exile. Many wizards refuse to support his declaration and this failure openly ends his claim to rulership of the guild. However Interal believing that the refusal to arrest him gave him a mandate to rule was surprised himself when his attempt to control the Conclave was utterly ignored by the other archmages. He had widespread support among sarrifs but not among the most powerful. Feint directly opposes him and ends up using tricks to embarrass Interal and this is to his popularity's detriment.

At the end of the year, during Fallsal Repletan is killed in mysterious circumstances. Though the archmage Interal was blamed, it was eventually revealed to be the work of the soulcrafter Lethe.
Plane of Light

The Plane of Light was a name for the parts of the Celestial Haven where the Avatar of Light's power was in presidence. A place of incredible beauty and elegance. It is a place made to be a rest and a refuge from the world and the attacks of Darkness. It is the home of the Avatar of Light.

## Appearance

In its spiritual aspect the Plane if light it just light and movement through it is based on traveling between the prismatic lines.

The physical aspect of the plane of light is full of open meadows filled with bright colourful flowers and verdant grass. It is a comfortable and peaceful place with little to challenge the traveller. Spread across its expanse are elegant cities usually of beautiful light coloured stone.

There are a few high mountains, but they stand alone and proud as distinct monuments, where angels abound, rather than as imposing ranges.

## Planar Locations

* The Brilliant Halls
* The Everglades
* The Sacred Sanctuary
* The Sunforge
* The Wellspring of Hope

## Planar Inhabitants

The Avatar of Light rules the Plane of Light and its denizens.

### Archons of Light

* Dawnbreakers
* Exalted
* Prism Archons
* Proarch
* Sentinel Archons
* Solar Archons
* Spark Archons
* Truth Gazers

### Angels of Light

* Arch Angels
* Golden Guides
* Guardian Angels
* Heralds
* Star Walkers or Astral Angels
* Seraphs
* Warding Angels

### The Illuminated

* The paladins of the Illuminated Order
* The Clerics of the Sun
* The Brightsteel Band
* The Everbright
* The Beyond White
* The Lifesires
* The Lords of the Dawn

### Others

* Allseers
* Luminessence
* Radiant Beasts
* Redeemed Reflections
* Silver Sentries
* Tara-Vor
Ogres

Ogres are sometimes considered the largest of the Greenskins and sometimes as the smallest and most numerous of the giants. The second is closer to the truth. The former has occurred mainly because ogres have allied themselves in recent memory with large bands of orcs usually operating in the function of elites or heavy infantry and occasionally as specialists.

Ogres are large, most adults standing well over two metres as standard. Large males tend to cross the three metre threshold without it being considered extremely unusual.

**Subraces**

* Mollum Ogres
* Ratteroges

**Game Mechanics**
Protectorates

In Auria the five Protectorates is where a lot of the money is made and is the bread basket of the Empire. Here the farmers, miners, spinners and blacksmiths toil day in and day out to make the produce that runs the thriving economic machine that is the Aurian Empire. These villagers and townsfolk turn raw materials into what ‘proper’ city craftsmen call crude materials. It is the city craftsmen who by shaping these into goods and selling them make the majority of the profit.

Auria’s main interest in the Protectorates is that they feed its heaving population centres and provide recruits for its even hungrier armies.

The Protectorates were once mainly unclaimed land and before 20 PE they were known as the Savage Lands to the Aurians. However they were conquered in the campaign known as ‘the Scourging’ during the Wars of Unification. After this they were settled and officially brought under Aurian control.

The Protectorates are covered entirely by towns and villages without a single major city. They are protected and policed by the Black Protectoran.
Redmist

His real name is Rhavin One of the most famous fighters of recent times in the Fighting Pits of Javo. He was called the Redmist in the pits.

The Redmist was renown for fighting so quickly and with such deadly precision that anyone around him started to bleed. It was as if he was surrounded by a red mist it was said.