recursal/Fanatic-Fandom huggingface dataset:
Lionelle

This is the capital of Errantlund and home of the Maned King also called the Lion. The king’s symbol is a silver lion on a green field. It is the location of the Royal Palace a place of splendor equalled by no human building outside of the Empire in its magnificence, age and opulence.

Here is the Dukal Hall where the Duke’s of Errantlund gather for councils of war or a formal Council of Succession. The Royal Magician has quarters in Lionelle as well as those in the Circle’s Tower. The Duke of Lionelle is the closest direct male heir of the current King and in cases of urgent need he is the direct heir apparent though this is no longer a foregone conclusion due to the ??? family holding the throne so long (See history in Errantlund ).

The Lion Guard are the personal guards of the Royal Family and are the only military allowed in the palace grounds. When Dukes visit they must leave their armies at home or quartered without the inner city’s walls.

Lionelle as mentioned before is a very old city dating back to long before Errantlund was formed as a nation. Indeed a human settlement with a very similar name and in a similar geographical location seems to be mentioned in an elven text dated before 940BE.

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Monastry of the Moons

One of the Great Houses of Kaladire, this is the guild of monks and clerics devoted to the Moon gods Syron and Serrim. The Monastry is built upon the highest point of Kaladire facing the heavens. It is a place of open windows and roofs, where the members are as likely to spend as much time contemplating the night sky in meditation, as they are to be practising spells or physical combat. It is the quietest of the Houses removed from the ebb and flow of the city and filled with people of inner reflection and circumspection. Self control is highly prised and understanding of the future is a skill developed by many of the members of the guild. It is illegal to be a cleric of another deity within the walls of Kaladire and not register with the Monastry of the Moons.

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Plane of Nature

The home of the Avatar of Wild, this plane makes up a significant section of the Eternal Vistas.

Divided into sections that combine and complement and come into conflict with each other in the Apex and the Vortex. There are the Elemental Lands of Fire, Earth, Water and Air, but there are also the Jungles of Verdure, the Fang Hold, the Eternal Sands, the Sleeping Forest, the Soaring Peaks and Den of the Eclipse. Here is also at the very centre of the Apex the Lifespring.

Natives of this plane are called Perennials.
Proarch

Proarchs are mysterious archons from the Celestial Haven about which little is known. Some argue they are mortals turned into archons and have more in common with the Exalted than anything else, but others claim they are the ultimate archons more powerful even than Solar Archons.

## Appearance

Unkown as stories and legends varied too widely.

## Abilties and Traits

Unkown as stories and legends varied too widely.
Rotting Sea

The Rotting Sea is the largest single lake in Karandia. Located in the middle of the continent it is surrounded by the Dead Plains. It stretches for almost 30 leagues west to east and is at least 5 leagues from its northern shore to its southern.

The water appears thick and a mix between grey and brown in colour, with odd lurid green patches that come and go. Huge bubbles rise to the surface in groups and explode sending out noxious gases, seemingly at random across its breadth. Those who have striven to investigate its waters have found them universally deadly as testified to the half digested body parts which can be seen routinely floating in its glutenous waters.

This area is toxic to normal life and almost all animals and sentient beings avoid it. Yet in its own way, like the Plains, the rotting sea has its own densins. Undead creatures and those that are born of and spread disease live in the Rotting Sea. Some of them are so vastly removed for normal healthy creatures that they could no more live outside of the Rotting Sea than fish or humans could live in it.
Magic

There are five distinct sources of magic on Tal and they operate in distinctly different fashions. They are all called ‘magic’, but their natures, sources and abilities vary widely! As you can see from the above diagram the different kinds of magic interact. There are elements of Talia and Soulcraft in Arcania as there are in Divinia.Magical sources that do not interact are typically opposed. Runia or Runecraft is the ability to bind a source of magic onto a physical object and can be applied to all magical sources.

I will cover each in its own subsection. To find these follow the links below.

1. Arcania
2. Divinia
3. Talia
4. Runecraft
5. Soulcraft
Lich Lords

These are liches of much greater power. Typically Lich Lords were much stronger in life than liches and made even more obsene deals in their death pacts to garner even more power. Lich lords are often Praetors of Death.

A typical lich lord will have a caster level of at least 16. Their soul-cells are even more powerful and much more difficult to destroy even than those of a normal lich. many lich lords abide in the Abyss rather than on Tal.
Paromere

The origin of the universe and location of the Platinum Crystal.

It is used as a meeting place and place of worship by the Avatars.

A Tara-Vor is initiated here when he/she makes 'the choice'.

All planes are accessible from the Paromere.

The Paromere has its own rules in a similar way to the physics of Tal, but they are extremely different from those that apply on the Planes and on Tal.

Attempting to use magic or forces in the Paromere may be futile, hazardous and potentially lethal.

The foremost text on the Paromere is the ancient Marred Codex of the Forgotten Inker. It has four partial copies still known to exist on Tal but they are all in places of great prestige and security. Even being allowed a few hours to read the text is considered the lifetime pursuit for planar scholars.
Nightfall

A dangerous organisation that appears to be involved somehow with the Warlords of Nightfall or their counterparts the Lords of Dawn.
The Warlords of Nightfall should have been the Lords of Dawn.

This group killed and sacrificed the Luminary Seth in a blood ritual.

Midnight- Alkar human.
Twilight- Shrouded elf.
Dawn- Halfling Hunter of the Dead.
Murk- Dwarf rogue/street fighter with barbarian/ravager side.
Shade -Ranat.
Equinox – Visk caster of some sort.

Return to Seven Fall Campaign
Pathfinders

At an age between 13-25 a young Alkar descides he wishes to be an adult. At this point they leave to find their path. Youths on this journey are called Pathfinders and they wander the ways of Karandia until a defining moment occurs and they discover what their adult name should be. Then they return to their Shift and tell their tale and reveal their new name. They are introduced to their parents and family and then to the rest of the Shift staring with the current Tarrik.

Pathfinders are very useful to the Alkar nation as they seek out the Second Generation Shifts and bring back news and commodities from those far flung allies and family. In a time of war Pathfinders often work as forward scouts and skirmishers rather than leave to go looking for their names or paths. Indeed it is said that in war your name finds you.

‘May your path find you’ is a tradition phrase but it can be used as either a blessing or a curse depending on who says it and how to whom.

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Stars of Destiny

A Star of Destiny is a Sirriis. This article refers to the adventuring group of heroes who played a pivotal role in the Second Dragon Army Invasion for information on Stars of Destiny in general see Sirriis.

When several Sirriis meet and interact the possibilities for what they are capable of multiply exponentially. This is called a convergence and it is a times like these that some of the greatest changes have taken place on the face of Tal. This is what happened during the Second Dragonite Invasion.

When a group came together that were later called by some the **Stars of Destiny**. They were:

* Ashley Darkkenblade
* Massus O’Hakkendak
* Shadron Dan’r
* Pamela Gletson
* Leonadar Halkithantarius
* Ratorbi Sebini

It is possible that none of these individuals actually were Sirriis; however considering the events that unfolded that is UNLIKELY in the extreme. Most students of the era agree that at least two must have been sirriis and that some of the remarkable events of that era were due to the convergence effect as stated above.
Prosecution of Fact

The Prosecution of Fact is human-like in appearance except instead of a head he supports a mirror atop his shoulders. The mirror is reflective on both sides and shows a different face or image to all who look in it.

The Prosecution argues for the accused to be found guilty and applies all facts to that end. The Prosecution of Fact knows EVERYTHING that has happened in this reality to date but is bound by the rules of dimension and time.

He serves Justice as part of the Eternal Court.
Regicide

A group of individuals hired by the mage Interal during the Conclave Dispute.

Multiple factions among the wizards vied for supremacy. Lethe (a wizard who used Soulcrafting as well as Arcania) deceives Interal into thinking that Feint (Interal's rival for rulership of the Sapphire Wizards' Guild) has enchanted the Emperor. Interal then signs the Letter of Regicide.

He claims it is to restore the Guild and to save the Empire. This is carried out by the elite strike group who became known as the Regicide. They infiltrate the palace, kill 17 Red Protectoran elites, 3 Knights of the Empire, 4 sarrifs including one archmage, 8 bodyguards some or all of whom may have been Knight Stalkers. The Emperor and two of his children are killed as a result.

The group were varied, but all were powerful and deadly.
Televerant

Hypothesized idea that a Xeran could be born able to wield all 5 forces simultaneously. this is unknown, indeed no one has been born in all recorded history who can wield 4. there is a legend that the mythical figure Derioch himself was a Televerant. However his very existence is debatable in and of itself, never mind his supposed legendary powers.

Yet the existence of Dual-Wielders and Triempathics has led several xeren philosophers and researchers to conclude that the Televerant is a possibility in the future no matter how slight. it has been prophesied many hundreds of years ago by an old and now almost forgotten prophet but none of his other prophecies have ever been confirmed so his ramblings hold little weight in the community at large.
Magi

The Magi are a group of exceptionally powerful wizards chosen by Knowledge. They are all Praetors of Knowledge and many of them seem to be extremely long lived. They are considered to be part of 'The Tome' or the section of Knowledge's followers (Mainly mortals) commited to preserving and advancing the knowledge of all races on Tal.

It has been hypothesised that the Magi are split by school/discipline of Arcania but many have challenged this as at some points it is clear that there have been more than eight and at others less. Also no specific Magi appears to favour a specific school but rather they appear to be very well rounded magic users. In response to this others have put forward the suggestion that the Magi are still specialists but in areas of study rather than areas of magic. Priests kn Knowledge seem to favour this often reminding those who ask that the Avatar is patron of Knowledge not simply magic.

Known Magi:

* Hestor Manniac
Plane of Darkness

This is the home and centre of power of the Avatar of Darkness. This part of the Abyss is cloaked in darkness.

## Appearance

Light as it is known to mortals on Tal is an anathema here. Everything that is native to this plane has its own way of sensing the world around it and sight is the least of their senses. Shadow-sight and blind-sense are common features of the denizens of this plane.

The surroundings of the plane are in constant movement what can be perceived is best described to a normal person as black and grey. The locations are hard to find and do not remain fixed.

You are able to light fire or bring in a light source but it is more limited than usual.

## Planar Inhabitants

There is also those called 'The Fallen' by the historian David Foster. The relationship, if any exists, between the following individuals and groups is tenuous at best. It would be a lie to consider the Fallen an organisation. Foster’s suggestion was that 'The Fallen' were, or could have been used as examples of, the righteous that were corrupted or lured to evil through concerted effort by Darkness. Foster's thesis went on to hypothesise that those who are good, but fall to the lure of Darkness, are given increased powers and potency as a result.

### The Fallen

These are creatures that inhabit the plane or travel within it often but were not originally native to it. Some are corrupted mortals but some are planar creatures who have been drawn into the web of Darkness and now cannot break free.

* Eventide
* Fallen Angels
* Shadowsedge
* The Unseen Hand

### Demons

The true inhabitants of the Abyss are described as demons. Demons are not a singular monolithic race but rather are a whole group of different creatures created by the Avatar of Darkness. They share characteristics like resistance to none holy weapons, magic and having unnaturally touch

* Hidden Horrors
* Mid-Knights
* Pitlords or Pitfiends
* Princes of the Night
* Succubi

### Shadows

Shadows are manifestations of Darkness. They share traits such as ethereal, immune to death magic and enhanced by darkness magic.

* Banes aka Passions
* Deluvers
* Shadowstuff and Shadowmelds also called the Formless
* Shadowblades and Mistblades
* Sorrows
* Sorrow Lords
Sons of Sollus

## **Founding**

After the Reckoning, the great battle which turned back the human armies from slaying what was left of the elven nation. The sea elves named themselves the Aquati fully embracing their heritage as elves of the sea rather than the woods. After Rimic made his pact and uttered his curses the elves went through an irreversible change. Their bodies adapting and the ability to hold their breath for huge lengths of time (due to being able to store oxygen in their blood). Within several years this began to have unforseen consequences. Some elves began to change even more developing into animals. Specifically animals with a link to the water and the sea.

The Sons of Sollus were formed to orgaise and bring companionship to those who had these afflictions and turned, what was seen at first as a curse, into an asset. Those who had the ability to tranform their shape would join one of the three chapters within the knighthood. This is what it had become, rather than a group of caring for those with a sickness, a knighthood able to serve in new and unusual ways.

## **Recruitment**

To become a Son of Sollus you need meerly manifest 'the gift'. The moment you can change form the Sons will seek you out and urge you to join their ranks. Some have refused but they are very rare. To do so would be to turn their backs on the only other elves who were like them, the only other beings who could fully understand them. Also to refuse any knighthood, once offered, is a direct snub to the king. Once found the recruit is trained one on one by an older more experienced knight. Then when that tutor believes him ready he brings him to a Chapter House and the Chapter vote on it depending on what they see and have noted. Each chapter is different in what it expects before a recruit can be considered a knight. Note that despite being called the Sons of Sollus the orders do include females though the gift manfests more often in male elves.

## **Ranks**

Like most organisations within the Aquati culture the Sons of Sollus have three chapters, parts or orders.

* Thentheri (Otter Spirit)
* Shentheri (Dolphin Spirit)
* Chaiani (Shark Spirit)

The Thentheri are freedom loving, trackless wanderers. They work as scouts and explorers of both land and sea.

The Shentheri are the fastest and most agile. They are defenders, extreamely loyal and agile of mind as well as body, these are often used as ambasadors as they have a giving and inquisative spirit that leads them to deal well with the other races.

Chaiani are the strongest and most warlike of the Sons. They tend to be angry and distrustful of others, especially aliens not of their race. These defend Rimic with a harsh brutality unequalled by other Aquati. These are a powerful suppoty for Rimics fleet when the elves need to field one. Some would argue with the Chaiani in the water Rimic needs no fleet.

## **Role**

Just as the Trident Knights represent the rigidity of the Aquati and the Knights Glace the prowess of the Aquati, the Sons of Sollus represent their spirit. All of their orders or Chapters are equal and each plays a different role as listed above.
Sentinal Smythe

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The great Toran spymaster, during the War of Thorns. He was responsible for many of the Aurian defeats in the war working closely with the genera Corbet Wyntyrs aka The Goat. It is suggested by some that he was they key in the deaths of both the King of Torash, resulting in the creation of the Council of Swords, and that of the Aurian Marshal of the Empire Grant Boldant, resulting in the breaking off of active warfare at the last forts. He is one of the key reasons Torash was never subsumed into the Aurian Empire.

He survived the war and held onto the position on the Council of Swords which he'd risen to during the conflict. Many believe he controlled what was known about the war and the roles of many of its key players. Regardless he became the most influential man in Torash following the end of the war and was behind a lot of the restructure of their government, building programmes, laws and policies in the following years.
Surehoof

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### History

598PE: Surehoof's father is born with an Alkar father and an Aurian lady as a mother. He is raised as an Aurian, but taught the ways of the Alkar from his youth.

631: Surehoof is born into a military family his father holding the position of Lancemark in the Aurian Military.

674-675PE: Surehoof rides as an officer to the successful campaign against the Danoran Mountain clans. The infamous razing of the Eagle Moors clans occurs during these conflicts. Surehoof was involved in some of the key battles and controversy. The razing of the clans results in the removal of the First Lance by uncertain means. Surehoof becomes the First Lance in his stead. Partially due to his Alkar heritage he founds the Outriders within the Riders. Surehoof is the precedent used by some of the Black Protectoran for the First Lance going by only one name.

687PE: Surehoof is part of planning the failed Saracan invasion. He is present for the negotiating delegation that formalises the Aurian northern border, which outlines the upper limit of the Kolaran Trading Area.

700PE: There is a proposal to split the Yellow Protectoran as a Border Guard. Half to guard the southern border centred in Tor Zeric and half the northern border centred on Rak Danning. This is not a popular in the north many arguing that the Black Protectoran should cover the south or that a new Legion Group should be founded. Surehoof argues the point and is instrumental in ensuring the Yellow splits instead of the Black.

704PE: Surehoof retires but before he does writes into the Black Protectoran military field book the position of the Outriders as a semi independent force to ensure they retain their special privileges after his death.
Shrouded

The Shrouded are a large group of wood elf druids who consider themselves seperate from the ruling Druidlore. They are also called the battle druids and are very warlike and combat orientated. They are the direct commanders of the Shadeborn elite and tend to cause fear wherever they go.

Dark and mysterious their true organisation and that of the Shadeborn who serve them is a mystery. They seek to keep it that way rarely allowing anyone, even other elves or Vaseal to see one of them command another. They are contemptuous of the regular channels of authority, though they will communicate and assist the Karritkol through the Vaseal. They want the same things as the rest and the Druidlore: peace for the elves, the humans to back off, the restoration of ancient glories and the preservation and thriving of their race.

However despite this they broke with the other elves and specifically their leaders the Druidlore centuries ago. *Why* is a secret now, lost in time to most and to those who know, some of the oldest druids and the Shrouded themselves it is the ultimate secret never spoken of outside of Deadwood.

The Shrouded tend to blacks and very dark green and browns int their appearence much as do the Shadeborn. Oddly the tend to not be surrounded by animals, choosing instead ent companions. Indeed many say animals fear them rather than being drawn to them, and Deadwood is the only part of Karritan not teaming with animal life..
Shadar Dan'r

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An elven noble, who worked as a spy and double agent against the human Errantlunder invaders in Karritan. He seduced a female mercenary commander in order to further his mission and from that relationship was born his half-elf son Shadron Dan'r. He is deceptively suave and charming, yet sinister. Before his betrayal and exile he was a friend of Sarion Silversong.

He is an accomplished duelist and his sword Cloudglider is magical in nature.
Riven Axe

#### The Riven Axe

These units are considered the best of the standard dwarvern full time military. They are renowned for their resilience in the face of the enemy and their incredible professionalism. Almost without exception dwarves that serve in Riven Axe units served in other units previously. Riven Axe officers are either: Riven Axe warriors who have been promoted due to excellence or bravery; or officers from other corps that have proven so effective they have been placed in the Riven Axe to show their elite status.

The Riven Axe’s symbol is a black axe on. Their uniforms tend to be red over Barkarin typical grey. Their Axes are always motifed in black. Some have often have black-wood hafts, others paint their heads or their iron fittings black.
Soulcraft

Soulcraft is a kind of magic which uses souls as its power source.

***Source***

It is generated from the life energy of souls. It is not life like Talia is but rather sucks away essence and transforms it into power for the wielder to use. Usually a soul still in a living body is beyond the reach of the Soulcrafter or Shaman. However if a body or mind is weakened sufficiently even souls still in their owners bodies can be syphoned and used as power. Rituals are particularly important to this brannch of magic in order to allow unwilling soul use. The more powerful and numerous the souls available to the Soulcrafter the more power they have to use.

***Learning***

Soulcrafting is openly illegal in all civilised nations on Karandia. However it also is practised even if in very small numbers everywhere. The savage races such as orcs, goblins and dreeku use shamans who invariably use this as their source of power. It can be taught and its power is enhanced by undergoing rituals involving the deaths and sacrifices of souls.

Learning Soulcraft taints the learner, usually permanently.
It is very closely related to the Necromancy school in Arcania and to the Avatar of Death’s powers in Divinia. Usually its practitioners in civilised lands disguise what they are doing as one of these slightly more acceptable practices.

So in short Soulcrafting is the manipulation and enslaving of souls of either the living or dead in order to pwoer necromantic or death spells.

***Organisation***

Soulcrafting magic and abilities are not organised at all. Though some who have attempted to understand this sickening art have made some rough attempts. beliow is their general consensus.

1- Soulcrafting is limited in ways that Arcania and Divinia are not. It is the antithesis of Talia and cannot mimic it well.
2- Rituals, usually involving the sacrifice, of flesh, blood, organs or parts of the soul enhance this kind of magic sometimes beyond all proportion.
3- Though servants of Death seem to be disproportionately represented among the practitioners the power itself does not come from the Avatar at all but is independent.
4 – When Soulcrafting is used it has been noted that it can almost always be detected as evil. So spells and powers the detect such as always triggered.
5- Cultures of low civilisation seem particularly drawn to Soulcrafting and often have a Soulcrafter or Shaman in stead of clerics and wizards.

Some key groups are:

* Dreeku

* Gyar
* Ogres
* Orcs
* The Sons of Sollus
* Elemental Shapers

Some key individuals of note

* Zarin A powerful necromancer and lich.
Running Shields

The Running Shields was the name given to the second cohort of the 25th Legion of the Yellow Protectoran. they gained the name in the War of 1803.

Several hundred horselords attacked the Protectoran camps in southern Alkan. Despite being expected, their initial charge was very effective, though not as devastating as it should have been thanks to the troopers setting up earthworks. The key features of the battle were the earthwork defenses, blocks of Yellow Protectoran spear men and a crucial hidden counterattack by Captain Leval Vanilov and his cohort the Running Shields.

They earned the nickname the Running Shields for their amazing defense of Haberstal town and the incredible mobility they displayed. The Running Shields night run from Haberstal to the Alkar camp and the following attack became the most recounted event of the war.
Mystro

Mystro is believed to be a single creature. 'He' is vast and complex and is the manifestation of mystery itself. His very nature makes understanding him and full perceiving him almost impossible. He dwells, at least in part, in the Plane of Knowledge. Due to this it is likely he is Perennial of sorts.

When you learn more I will be able to explain further.
Tobias Grissen

A highly respected man of about 42 years. Tobias has been the main smith in Evenfall for almost twenty years.

He sits on the town council and the recent population boom has brought in competition for him such as he has never experienced before. He is not completely happy about this but is not one to grumble. Indeed, his business is doing well despite the competition as the demand for smithing work has risen sharply!
Skenton Reed

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Called the Barrowborn, Skenton Reed was at one point the Executioner.

The story told of Skenton was that he was nothing more than a clerk to a funeral master, in some versions he was a grave digger, but all agree he was something of a scholar regardless of the job assigned him. The tale of his visit to the barrows of Grey Heath have been recorded and passed on in the oral tradition and perhaps are best known as part of Gwival's Tales of Danger and Mystery. for a full recounting of the myth one should refer to that book which can be found in any four-home village.

What is important is that after that adventure in the barrows Skenton Reed became Death's own Executioner and enacted the will of the most evil from then on. As such the 'powers' he supposedly possessed were many some I have listed below for the sake of the curious.

* To create 'graves' within which no arcania or divinia or talia would work, thereby leaving the victim entirely within Death's control.
* He carried a book within which he wrote the names of those sentenced for death. The book was supposed to force reality to its will and prevented changes. It apparently had some ability to censure the minions of the Avatar of Chaos. Some versions say it trapped them within its pages.
* To hear the final confession of dying souls. It was said that if he slew a named victim that, after they were killed, he knew every secret they had ever hidden and carried their sins in his own blackened soul.
Templar

The Templar are a group of holy warriors. Also known as paladins they are usually organised in knightly order but have access to the power of Divinia.

In Auria the Templar were always associated with the worship of Celer as an aspect of Avatar of Knowledge. During the reign of Peter I the Templar were officially organised into specific Templar Orders in order to link them with the Protectoran legions.
Shift of Light

One of the Seven Great Shifts of the Alkar and formed during the war with Chaos, the Shift of Light is focused entirely on the destruction of Chaos and the spiritual leadership of the Alkar.

Manes of Shift join the Chorus of Light and ride Brilliant Steeds. Some of the female manes of the Shift routinely ride unicorns. Operating more like clerics than fighters the Chorus of Light tend to wield blunt weapons rather than blades.

They are healers and peace lovers, but they are also watchmen against the encroachment of Chaos. So you may get very different reactions from members of this Shift depending on how you are viewed. Generally they are seen as a tollerant and forgiving Shift.

**Famous members of the Shift include:**
Slaughterer

Slughterers are demons of death who dwell in the Abyss, who delight in battle and death. Physically powerful they typically are red in colouring though some are black. Some shed their outer shells and this is supposed to denote some kind of evolution.

Some slughterers are armed with great weapons as rewards and are 'knighted' into the Order of Destruction.

There is a word associated with this type of demon 'Slaughterfest' it may be the name of an evolved or strengthened form of this race, but it may also be a grouping, an individual, a title or even an event.
Tomsky

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A career soldier in the Yellow Protectoran ‘Terrible’ Tomsky never seemed to be likely to make it too high. Of limited imagination, bravery and skill he found himself assigned to Silverscale Keep during the Second Dragon Army Invasion. On a routine suicide patrol with his Mark of men, including the halfling hero Dareheart, he was attacked several times. Remarkably he and his entire squad survived and earned themselves the name of the Suicide Squad.

This group led by Tomsky became a talisman for the Yellow Protectoran as a whole and for the defenders of Silverscale in particular. Their successes led to Tomsky's promotion and that of several of his squad.
The Blind

Almost nothing is known about the Blind, other than that every member appears to be blind, but this does not appear to hamper them in any way. Some suggest it may be part of their initiation rites.

They are an organisation that appear to serve the chosen of Darkness but their motives and objectives are unknown to any.
Scaled Court

The Court of The Matriarch the mother and queen of the dragonite nation Vash'Kar. The court is a group of the Matriarch's adherants but it is also a physical place in which she resides near the largest of Vash'Kar's fortress cities. Despite not being a city the Scaled Court is the true capital of Vash'Kar and its Empire.
Seaguard Keep

Seaguard was founded by emigrating people from Seaguard in Danaspree. Ashamed of what the once proud port of the Aquati had become they left to seek better fortune, even rebirth, in free Errantlund. So Seaguard Keep was founded later becoming the centre of the Toral Dukedom. Even since the creation and renovation of Toral Castle, Seaguard still operates as the finacial and political centre of the Toral Dukedom.

Here are some of the best sailors of Errantlund, with a high percentage of halflings and mixed race half and halfs. The majority of Errantlund navy come from Seaguard and its Dukedom and they jokingly call themselves the Sealions. This beast of the sea is considered to be good luck and to some sailors nothing less than a sign from the god of the sea.

It is a clean and prosperous port town. Built to a very organised and careful plan with a diligent customs and leadership Seaguard Keep is a clashing mirror to its namesake in Danaspree.

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Shift of Gales

One of the Seven Great Shifts of the Alkar, The Shift of Gales is renowned for its fast horses and its bowmen.

The manes of the Shift are called Galeriders and they ride Galemounts the fastest horses that exist said to be able to keep pace with the birds of the sky. Shadron Dan'r earned himself a Galemount steed and when he did he was accepted by the Alkar as one of them the only half-elf to ever be so accepted.

The Manes of the Shift wield bows from horseback and are prodigiously good shots.

It is the Eqi-Tane of the Shift of Gales who traditionally leads a war of Shadowmane.

The Shift of Gales are quite open and friendly for the Alkar and they love stories of travel and discovery.

## Famous members

* Greeneye
* Howlingscream
* Midnightswhisper
* Whisperwind
* Windseeker
* Windwhisperer
Truth Speakers

Truthspeakers may not actually exist. There is little of no record of them except in fairy stories and morality tales. Most intellectuals and magi discount them as invested fictional ideas of a bygone era.

In the tales it is said that they are strange creatures that appear to be normal mortals to the eye, however any prrson who knows enough about them to name them would suggest they cannot merely be human, orcish or even elven.

Most legends and morality tales in which they feature agree on what their core powers were and suggest their purpose was to teach mortals lessons.

When they speak they always speak 'The Truth'. Their power or effect is very specific: When a Truth Speaker speaks A Truth it becomes true indefinitely. Truth Speakers have no power other than to state the truth. They can only say something is so if it is actually so. They cannot change the truth nor would they wish to… ever.

Once a truth speaker speaks a truth it is true forever. So if you are married and a truthspeakers tells you that you are it cannot be undone. Some marriages that people have tried to split after the truth saying, resulted in almost-instantaneous death for one of the parties involved.

This has been known to prevent aging by stating someone's age at a specific moment.
If they say you are young you will always be young, though maybe not in the way you might think.

The creatures' purposes and motives are a complete mystery though many assume they must coincide with the will of the Avatars as their power is certainly not arcane in nature. It is thought their purpose is to teach or make things fair in someway.

They are, all tales agree, impossible to deceive, though they may pretend to be deceived.

Spculation places them as Perennials of the Eternal Vistas as most scholars believe they are associted with the Avatar of Knowledge.
Tele-Pathic

These are xeren who are born with the ability to project and read minds. This ability can be developed, but it is innate and can apparently not be taught to a non-xeran.

As with all xeran abilities the absolute power level of this ability is set at birth for each individual. The xeran caste system is based upon this capacity and whichever tier you are in you will remain in for life. You can develop your abilities within your tier but you will never access a higher tier.

## Role in Society

The Pathers are widely used in Derioch as information gatherers, researchers, communication specialists, diplomats, mages and teachers.

## Powers

The TPs are considered by many to be the weakest of the xeran subgroups, possibly because they are the most common. The ability to insert thoughts and receive them over great distances may be interesting, but does not seem to make anything actually happen. However it should be noted that their very numbers gives them an importance not to be ignored and more important even than that TPs alone have the power to ‘seal’ psionic xeren together. This ability allows multiple xeren to use their powers in concert. It should also be noted that TPs have shown the greatest aptitude,by far, for Arcania and the role of wizard.

## Male/Female

Males are slightly better receivers than females and they can broadcast and receive single messages over much larger distances.

Females are slightly better broadcasters than males and they are able to broadcast to multiple receivers at once more easily and are particularly good at using the ‘net variant’ of telepathic communication. Females are also far more able in linking or sealing xerans together allowing them to use their power in concert.

## Specialities

Many are covered in the Xeran Military section.

Some others of note are:
TPs who specialise in differnt kinds of thought: Demonic, celestial, animal, psionics and dulls etc.

Their city is Para-xian
Select Councils

Select Councils are temporary councils set up to deal with Empire level decisions over a certain area of subject. Often a select council will be set up when the Empire declares war for example. Other such as the select council for trade operate constantly but use changing members as the years pass. it is through sitting on the select councils that the Senate influence the decisions of the Emperor the most. Select councils do not make laws, but they do council the Emperor directly and help enact the Emperor's policies.

Not all members of a council need be Senators. Indeed it is common for one or more to be Marix in a war situation or Sarrifs if the subject deals with the arcane.
Truth Gazers

Truth Gazers are construct archons similar to celestial golems. They have a level of light simiar to Sentinel Archons but they are not considered to have souls like other archons or the illumated do. They are powerful tools but not really individuals.

## Appearance

They are varied in design, but all have dazzling gems as eyes. These emit constant light and can cut through all illusions and darkness magic short of Everdark itself. Their surface is covered in either stone or armour.

## Role

The Truth Gazers are used as sentinels to protect locations important to the Light. They are sometimes sent to find someone or something that is hidden. They are tools to uncover lies and defend against deception. Though respected and never misused they are not considered to have the value of true individuals like living creatures. They are equisite tools but not truly alive.

## Abilities and Traits

Truth gazers have basic archon traits. They are resistant to damage, do not age and are immune to disease and poison. They are also immune to magical influence and automatically pass will saves to avoid deception.

Truth Gazers have armoured bodies that are very resistant to physical attack. They tend to fight with weapons that dispel magical effects and carry enchantments that when they are in contact with a mortal they cannot lie.

More powerful Truth Gazers often have powerful auras around them. These may force those inside to only speak words that are not lies, Some sense movement/sound and others dispel magical effects within the radius.
Syron and Serrim

These are the two moons that orbit Tal. They are associated with both Darkness and Light. The generate significant Arcania and their orbits influence the tides of magic heavily. Due to these two moons most of Tal is affected by four tides a day.

Months in Tal are based on the double lunar cycle. As Syron (The Pearl Moon) takes 7 days to orbit Tal and Serrim (The White Moon) takes 9 days. Every 63 days both of the moons will be full at the same time. 'Double Full' therefore marks the first day of a new month on Tal.
Thrash

Title
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Lord Thrash was the moniker taken by the elven Prince El’Aire when he formed a resistance to the Second Dragon Army Invasion of the Quintox forest. He owned the ancestral blade Hawkstrike. He had a sister called Ellera El Aire.

The name was very unelven and it was said that he and his elven followers became more and more human-like in their demeanor and temperament.
Toral

Toral is the Dukedom of South-eastern Errantlund. It was founded originally by the immigrants from Danaspree who came from Seaguard. They founded Seaguard Keep to be Seaguard reborn and hoped in free Errantlund to create a new life for themselves. These early settlers were later able to establish themselves as the ruling class of the new nation of Toral. When it was later conquered by the first Maned King it was easily included in the new nation of Errantlund and the defeated leaders made Dukes. It was a great political manoeuvre and immediately won their support. Later the fort of Toral Castle was built. So these days whilst the Duke runs his monetary and political obligations from Seaguard Keep, he lives and runs any wartime leadership and organisation from Toral Castle.

Toral is known for its trade links. Seamanship, is charateristic of ethnic Toral Errantlunders, specifically as Seaguard Keep is the main training and building docks for the Errantlund’s fleet. It is also known for Toral Castle and Eaglesfarr as these are Errantlund’s primary fortresses..
Tracks

Tracks is not native to Evenfall. The rumours are that he lived in one of the big cities but trained in the wild and then lived in the great mountains for many years. Even now that he lives in Evenfall and sits on its council he still roams into the lower foothills of the mountains and is a nemesis of bandits and the savage mountain tribes.

Some say that Tracks travels with a great beast but this is unconfirmed by the ranger himself. Few feel they can ask directly and the ranger simply states that he has an affinity with all animals when anyone has hinted at the odd rumours.

Tracks is openly acknowledged as one of thee most formidable warriors in all of Evenfall and its close environs. few people in the area are more respected and/or mysterious. Many even fear the ranger in his dark green cloak and somber demeanor.

Seven Fall Campaign
Telholm

Telholm is the southern most province of Torash. situated a long way from the city of Torash itself and the military might of Redwatch it is an unsettled place and frequently tries little revolts. It is a land of farmers and is covered in rich arable land, perfect for growing grains and farming both cattle and sheep. The Torans raise horses here as well for use in farming and for cavalry use.

Its capital is Telran which is something of a hotbed of discontent. Different Toran governers have tried different means of settling this varying wildly from trying to buy off the population to extremely rigorous loyalty checks with stiff penalties attached under martial law.

The port of Hotal is located in Telholm and it is used as the main inport, export city of Torash, as such it is highly lucrative.

The Staging Forts

In the far south of Telholm are the Staging Forts all along the border with Rimic. Torash has tried to enslave the Aquati but the strong military border centred on Aquariguard (A fortress to rival Redwatch in might) and Aquati military tradition has always defeated these attempts. The Torans however with the limited sight of the xenophobe are determined that the elves are their enemy and a danger and will form no pact with them. So the staging forts have been made and are the only fortifications in Torash that never get used defensively. They are only ever used to stage raids and invasions into Rimic. This in contrast to how Torash views its other neighbors, Auria of whom it is in constant fear and Elygia who have given far more cause for distrust than the elves. Elygia has invaded Torash and almost toppled it entirely as a country, but no fortifications at all, line the border with Elygia. The Elygians subtly refuse any long standing or military defensive or offensive pacts with the Torans and yet the situation continues.

When Telholm was invaded the invasion was hotly contested and Torash was forced to use Arcen knights in order to reinforce its own units and this had led to a strong dislike between the two nations. This has proved beneficial for Torash as it prevents the two most likely rebels to have a strained relationship at the best of times.

There is a royalty underground that keeps up an ongoing secret resistance to the Toran occupation. This underground has connected with other like minded organisations and become named the Knights of the Sky. The different Knights of the Sky factions display their colours differently exposing that they are not as united as they should be. This probably explains why after over a millennia the knights have never thrown off Toran occupation.

The Knights of the Sky are recognised by a blue flag with a black hawk swooping down with a weapon in its claws. In the Telran version the hawk is carrying an scythe.

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Maned King

The King of Errantlund also known as the Lion and the Lion King. He lives in the Palace at Lionelle. Is the commander in chief of any military force from Errantlund and is the only person authorised to issue the Lion’s Call.

His son or closest male relative is the Duke of Lionelle who would command the King’s Lion Guard. These are the guard of the palace and Lionelle and are loyal to the King specifically wearing his colours of Green and Silver.

He is the man to whom the Green Circle of wizards are directly loyal. The Royal Magician the leader of the Green Circle is almost always the King’s chief counsellor. He is always considered a Lion Knight and no man has accended to the office who wasn’t one since the creation of the Order. he is the only man who may Knight one of the Knights Errant to the Order of Lion Knights.

His personal one on one bodyguard is one of the Royal Champions and carries the further distinction of being named the Kings Champion. Unlike other Champions he is only released from this upon death. The King can never ‘lose’ his royal status as far as the oath of Champion is concerned.

The King is selected from the Dukes of Errantlund upon the death of the pervious king.

The current king is King Aaron..
Shift of Stones

One of the Seven Great Shifts, the Shift of Stones is known for its dependability and defensive strength. It is the only Shift that has a fixed location and base of operations!!. This is the Shift that routinely inhabits Horsegate.

Its manes are called Stoneclad Knights, they wield Stone Lances and ride, the apparently barded in stone, Greyhill Steeds.

This Shift has the secret of the forging of living stone. This allows them to craft armour and weapons from stone without them becoming brittle or overly heavy. The armour and weapons still carry great weight but are wield-able. The Shift is renowned for its strength, the largest and bulkiest Horselords hail from this Shift. The horses are the largest and strongest horses known to the peoples of Karandia.

**Famous members of the Shift include:**
Chorus of Light

The Chorus of Light includes all of the manes of the Shift of Light. They do not fight so much with weapons as with their voices and ride Brilliant Mounts or unicorns. They are the new spiritual leaders of Alkan.

**Game mechanics**
Initiate of the Chorus of Light is a class open only to Alkar players and NPCs. You must have DM approval to play an member of the Chorus as you will be noble born and start with benefits unavailable to most level one characters.
Sorrows

Sorrows have no physical form and cannot be seen with the naked eye. Sorrows enhance feelings of weakness, sadness and despair. Some sorrows attach to specific individuals to torment and weaken them. Sorrows like banes are used by Darkness to inflict pain and suffering on his enemies without being openly direct.

Some sorrows evolve to become Sorrow Lords.

They live in the Plane of Darkness as part of the Abyss