recursal/Fanatic-Fandom huggingface dataset:
Minotaur

## Traits

Minotaurs are large humanoid bulls standing over ten feet in height, known to hide in caverns, wastelands and other places where few dare venture. Minotaurs are however known for venturing outside of their lairs to pillage and enslave humans to their will, for Minotaurs are vile lazy creatures who prefer to take rather than make anything of their own.

Minotaurs are particularly important in Sveniar culture, where they originated long ago.

## Origins

The Origins of Minotaurs is largely lost to myth, but it is said that long ago a group of valiant knights scoured the land to fight against the nightbreed infesting it, but after a particularly difficult battle the knights found themselves on the brink of death. It was then it is said that a group of good pagan witches came to their aid, bringing them to their sacred sanctuary for healing.

Within this sanctuary the knights found riches, beauty, peace, and all manners of plenty. Although the most of the surviving knights were grateful, a small group, dissatisfied with the hardship they had endured schemed to take it all for themselves. In the night they slew those who would not join them, they then pillaged, sacked, raped and burnt their way through sanctuary. As the last Priestess of the sanctuary was defiled she uttered a great curse, turning the rogue knights into the monsters they truly were.

Whatever the truth of that story, Minotaurs came to be, selfish, violent and cruel creatures with insatiable desire for more, known to abduct and enslave careless travellers and children. Today, they serve as a cautionary tale to Sveniar children "Don't stray too far of the Minotaurs will catch you!"
Ethnicity

The Isles are populated by a dozen different human ethnicities spread across the isles, although most people spend their lives in the land they were born, travellers are not uncommon, and so are expatriates. About a third of all people in the Isles are of mixed ancestry, which does not carry any special stigma.

* Lysian
* Ryssmen
* Sveniar
* Pycti
* Saxen
* Khagani
* Yuani
* Udun
* Lashan
* Vedra
* Dongnu
* Okawaran
* Pashir
Wisp

Wisps are mindless weirds, strange manifestation of magical abuse. Wisps appear as small orbs of fire, lightning or some such power that orbits sites of magical disaster. Wisps have no mind or will but appear drawn to intelligent beings, especially witchbloods and other magical beings.

Wisps are able to detect beings in approximately 20 yards of distance and will move toward them until they either crash into their target or the target escape their detection range. Contact with a wisp can cause serious burns.

Wisps cannot be destroyed through conventional means but may be tricked into discharging themselves by leading them into walls or other obstacles.
Simurgh

Simurghs are massive witchbeast that appear as a mixture of dog and peacock, as large as an elephant, which are known for being gentle and benevolent creatures able to speak.

Simurgh favor making their homes close to freshwater springs away from civilization. Simurgh are protector of the land and water, which they purify from pollution and magical contamination.

Simurgh are generally kind to outsiders and will protect humans from predation by other creatures. So long as humans remain respectful and do not damage their Simurgh's home they can expect hospitality from the beast. They however have a notable enmity against snakes and all manners of related creatures, especially gorgons, lamias, hydras, and linnorms.

Strangely all known Simurgh are female, yet appear able to reproduce without the assistance of a male. As mammals Simurgh suckle their youngs to whom they are kind, devoted and doting mothers.

It is said the tears of a Simurgh can heal almost any affliction but they must be obtained willingly or the tear will spoil.
Faerie Knight

A Faerie Knight, or Fae Knight, is a mortal who has sworn their soul in eternal service to one of the Lords and Ladies of the Faerie courts.

Faerie knights and all those who make such deal with the Fae are considered one of the highest forms of heresy by the Church of Light. and this is typically punished by death.

In exchange for their master's patronage and favor a Fae Knight is bound by the Old Laws.
Sisterhood of the Black

The Sisterhood of the Black is a organization of warlocks who devoted themselves to the destruction of the White Witch, they assembled themselves as a dark reflection of the Vestal Order, purposefully inverting its tenets in a mockery of their hated enemies. For hundreds of years the Sisterhood operated as a secret society slowly corrupting the people of the isles and scheming for the day they would take over the isles.

## History

The Origin of the Sisterhood of the Black are lost ot history, but record keepers of the Inquisition believe them to have first emerged in the first century PA, as a response to the more unified hunt against warlocks.

The early members of the Sisterhood south refuge within the Vestal order, which they infiltrade certain monasteries, slowly climbing the ranks and corrupting them from within. For centuries, the Sisterhood operated as a cancer within the Vestals for a time, secretly performing unholy rites to gather power, make allies of Old Ones, and get a certain twisted revenge against the white witch by perverting her sacred tenets.

The Sisterhood would identify young girls within the order's care who showed cruelty, ambition and other 'qualities' the sisterhood valued. Upon becoming a novitiate the girl would be brought for a secret ritual where she would be offered to a daemon for their entertainment in order to teach the girl the Order's core tenet; that the strong may do as they please to the weak, and that only power will save them.

During this Era the Sisters of the black identified one another by the use of ebony brooch upon their robes.

### Emergence

The Sisterhood of the Black emerged from the shadows when they assaulted the Capital of the Isles during its fifth centennial celebration, crippling the White Witch and slaughtering and enslaving hundreds of thousands.

While this was the Sisterhood's greatest Triumph they underestimated the Church who regrouped faster than they thought and launched the first crusade to exterminate them for their heinous crime. As of present day, it is believed very few Sisters have survived the crusade and purges of the Vestal order.

## Tenets of Darkness

The Sisterhood held a perverted set of laws meant to be a dark inversion of the tenets of light.

1. The strong may do as they wish to the weak
2. Mercy is weakness
3. Take what you desire
4. Let not others inhibit your desires
5. Be true only to your sisters, let others dance around your hands
6. Honesty will lead to your downfall
7. You owe neither anyone nor your country anything
8. In battle, honor and courage are for the dead
9. Waste nothing on the unworthy
10. Take pride in yourself, grovel not before others
11. Laws are nothing but shackles for the foolish
12. Let not the dead go to waste, bind them to you
13. The Old Ones know power, take it for yourself
14. The World exist for our pleasure, do not deny yourself.
Svenia

Svenia is an arid region on the southern edge of the great isle's coast where in 266BA the people rebelled against hereditary rule and formed a network of allied city-states all of whom have some degree of democratic ideas, this group is known as the League of Svenia. The cities are not controlled by nobility (as all are equal of ranks in Svenia) but by the wealthy landed, and the economic powerhouse of the guilds.

The terrain of Svenia is a mix of arid coasts and inland hills, mountains and deserts. The weather is hot and dry in the summer and cool and wet in the winter.

## The Seven Great City States

Seven cities compose the heart of the League of Svenia, which are economic powerhouses that control much of the trade of the isles. A dozen smaller cities, often closely allied to one of the great cities, and a great many satellite settlements exist across the region.

* Almohad***:*** Known as the city of flavor or the jewel of the south, makers of fine spices and coffee
* Sayiid: Known as the city of textile and dyes, making clothes, ropes, sails, rugs.
* Kalitheas: Known as the city of wine, cheese and olives, also known for its condiments.
* Therosa; Known as the city of steel; makers of weapons, armor, and iron wares
* Andusa: Known as the city of scents, makers of incense, perfume, soaps, and flowers
* Morcodo: Known as the city of stone and glass, makers of fine glassware, panel glass, and beads, cut gems, polished stone, and marble.
* Rayyah: Known as the city of knowledge, makers of paper, books, alchemical products, scientific instruments and home to mighty universities open to students of all nations.

### Lesser Cities

* Sidonis: City of Bricks and timber
* Massaad: City of Furniture
* Sparynth: City of Ceramics
* Cartalega: City of Silver
* Saladun: City of Tin and Brass
* Rodena: City of Leather
Aideilian Isles

The Aideilian Isles is the setting of Curse of the Witch Queen, an archipelago composed of the Great Isle, the six sister Island, and a large number of smaller islands. About a hundred mile out at sea, the isles. The isles are named after Aideilia the white witch, the first and only person to unite the isles under one rule.

## The Great Isle

The Great Isle is the largest landmass of the Isles, covering about four million square miles, and is home to the vast majority of the people living within the Isles.

## The Sister Isles

### The Isle of Dread

Located to the East, the Isle of Dread is a magical location that bears the World Tree and thus the Throne of the Witches. Nobody lives on the Isle of Dread due to its overwhelming and dangerous supernatural occupants.

### The Saxen Isles; Eikland, Daleland, Vosland

Eikland, Daleland, Vosland are a series of large islands are all located around the north and west side of the Isles and serve as the heart of Saxen Culture.

### Snaerland

Snaerland is the furthest island from the Great Isles, being about 80 miles north and dangerously close to the great mist barrier. It is an extremely cold island almost always covered in snow.

### Okawara

Okawara is an island to the South of the Isles who was colonized by Yuani-Khagani people thousands of years ago. It is one of the warmest and hottest place within the Isles. It would become an important port for Saxen travellers and Sveniar traders.

## Other Isles

### The Shattered Isles

Once a large sister Island, the Shattered Isles was part of an ancient volcano that exploded in 877BA, leaving a large amount of rocky inhospitable islands with frequent volcanic activity.

* Iles-de-Lys
Hua Ren

Hua Ren, or 'Flower Person' in Yuani, are a third gender legally recognized by the Yuani Imperial administration. All Hua Ren begin their lives as male or female but chose to undergo transformation into a being of neutral sex. In ancient times this was done surgically, but in modern times it is exclusively done through the use of a magical ritual that removes all sexual characteristic from the target, leaves them with an androgynous appearance, and only a small opening for urination.

Hua Ren are well respected within the Imperial Court and many governmental positions are exclusive to them. The Yuani believe that because of their inability to reproduce and lack of sexual drive the Hua Ren are 'Purer' than ordinary people and thus less prone to temptation and sin. Becoming a Hua Ren is considered a great personal sacrifice and a sign of honor and dedication to one's country.

It is possible to reverse the effects of the ritual using magic such as that of the Fleshshapers although this is quite rare.
Serfdom

Serfdom is a form of involuntary bondage where a person lacks the social rights of a Freeman. Serfdom is most common within the Kingdom of Lys and the Empire of the Phoenix. Although not slaves, as Serfs are not transferable property, a Serf is by law obligated to work the land assigned to them by their feudal lords and may not leave their lord's estate, nor marry outside of it without permission.

The people of Svenia is notable for its vocal opposition to any form of bondage, and has many times in the past forcibly freed any serf or thrall that has been brought to their land.

## Serfs by Nations

### Lysian Serfdom

In the Kingdom of Lys, most Serfs were once debtors, vagrants, petty criminals, mentally unfit, and other people of the lowest dredge of Lysian society, or their descendants. By law such people may be auctioned of to lords for their services, where their Lord is to right them and make them productive members of the kingdom. A Lysian Lord must ensure the health and safety of their serfs or free them. In exchange, the lord claims one-third of all their production. A Serf may attempt to save money and go before a court to argue for their liberation, proving they are a capable and responsible member of society.

### Yuani Serfdom

Within the Empire of the Phoenix, most peasants are actually serfs, tied to a noble family over generations. These Serfs are assigned to land shaped in the shape of the traditional Yuani symbol 'Well' 井, where in the center field belongs to their lord and must be cultivated before the surrounding fields, belonging to the serfs, can be. Serfdom is typically life long within Yuani culture, but a Daimyo may release a serf who has done them a great favor, sometimes even elevating them to the rank of Samurai.

### Ryssan Serfdom

Within Ryssan culture, Serfs are typically the result of the nations common inner wars and feuds. Those who stood against a warlord are often forced into service as punishment, although their children are typically released if they can swear an oath of fealty to their ruler.

### Saxen Serfdom

The Saxen do not practice traditional serfdom but rather a semi-slavery practice known as thralldom.

### Pycti Serfdom

The Pycti do not hold regular serfs, but it is traditional when one saves another man's life for that man to swear a life debt to them and become their servant unless they have some way to repay their savior.
Stonewood Tree

Stonewood Trees are a type of deciduous trees unique to a region of the isles known as the Stonewood Forest. It is named after its bark's appearance which resembles gray-colored gneiss. The inside of the wood itself has a light gray tinge.

Stonewood lumber is particularly known for its sturdiness, and is often used in the making of ships, shields and luxury furniture. Its charcoal is one of the best around the isles and burns at high temperature.
Pycti

Pyctis are tall and stocky, very-pale skinned people often with curly fiery hair from the highlands of the Adelian Isles, Pyctis have a strong tribal culture that values strength and honor, with tribal chiefs elected by their peers. Pyctis are often herders and known for raiding other settlements and rustling cattle.

### Foreign Relations

Because the Pycti believe that raiding is an acceptable practice, especially for livestock this often makes them unpopular with their neighbors. Pycti have a long and unpleasant relationship with the Lysians whom they view as pompous fools and resent for their attempted invasions of their land. Meanwhile the people of Lys view Pycti as backwards and violent savages without any form of culture.

## Culture

### Martial Tradition

The Pycti martial traditions use masses of pikes accompanied by two-handed swords they call claymore, as well as heavy longbows. Pycti typically fight only lightly armored.

### Cuisine

The heart of Pycti cuisine are beef and mutton, as livestock is considered the true wealth of any Pycti. OAts is the primary agricultural crop, which is eaten as porridges or in oat cakes. Cheese and butter are omnipresent, The Pycti also grow vegetables such as turnips, cabbage, kale, leeks, onions, carrots.

* Pycti Rarebit: Toast covered with a roasted cheese sauce
* Shepherd's pie; made with mashed turnips
* Pycti Stew: Beef, turnip, carrots, and cabbage
* Colcannon: Mashed turnips filled with fried cabbage
* Boxty: grated turnip pancakes
* Haggis: oats and offals chopped and cooked in a stomach
* Black Pudding; Sausage made of blood and oats
* White Pudding: Sausage made of oats, meat and large amount of suet
* Creton: meat boiled in milk and thickened with oats, spread on bread
* Pickled trotters
* Liver and onions
* Powsowdie: Sheep's head soup

Traditional Pycti drinks include fermented milk, sour butter tea, and beer.

### Entertainment

Pycti, particularly the men, pride themselves as the strongest in the world, and have many competitions of strength such as log throwing, boulder carrying, javelin distance throw. The Pycti also engage in wrestling and bare-knuckle boxing.

The Pycti have a special kind of folk music which uses drums, horns, bagpipes, reed pipes, violins, and harp. These are typically played during a Cèilidh, a Pycti social gathering where clans meet, share food, play music and dance.

### Hounds

The Pycti are considered by some as the best dog breeders in the world, and are known especially for their wolfhounds, terriers, bloodhounds, and sheepdogs.
God

A god or deity is an alleged being of some great power that is worshiped by followers of its religion. Gods typically are seen as being the embodiment or master of a certain aspect of the world or society.

No known 'true' deities are known to exist within the world of the isles, but some beings such as powerful daemon or fae pretend to be such, and ancient societies once believed in myriad of deities were behind natural occurrences such as celestial objects or elemental forces.

## Known Deities

### Mythological Deities

These gods were creatures of myth and fiction commonly part of ancient mythologies and attempt at rationalizing the world.

* Solis, the Sun, god of the Solis Empire
* Celestial Emperor, old Yuani deity of Civilization
* Mekhet, Akemite god of the Afterlife

### Impostor Deities

These entities are merely magical creatures or sometimes witches who pretend to be some greater power in order to deceive their followers.

* Countess of Moonless Nights, Fae noble of owls and mothers of Strigas, 'god' of Owls and Ambition
* Azarath the Despoiler, greater deamon lord and destroyer of the Capital, 'god' of slavery and conquest
Warlock

Warlock are witches whom (unlike hedge-witches) have used their powers for ill and criminal ends; for selfish gain, vengeance, or petty cruelty. Warlocks are the most feared elements of the Isles and the Empire and Church devoted great time and power to rooting them out. Warlocks may be independent or part of a Coven.

The Office of the Purity of the Faith (sometimes called the Inquisition) is a branch of the Church specially dedicated to eradication of warlocks, dangerous heresies and cults. The Chivalric Order of the Sun is dedicated to hunting down Warlocks and bringing them to justice.

A few warlocks have actually joined the crusade, although they might be selfish and terrible people, they have little interest in mortalkind’s extinction, and thus have come to a fragile truce with their former hunters. These Warlocks have been offered a full pardon should they do their duty in the fight against the current witch queen.

## Known Warlocks

### Individual Warlocks

* Magdalena the Living-Dead Witch (Current Witch Queen)
Aberration

Aberrations (sometimes known as mutants by occult scholars) are supernatural beings created when a human or beast is transformed by dark acts of magic or science, turning them into something monstrous and unnatural. While abominations began as humans, many species have since reproduced in some ways, becoming dangerous invasive species.

## Known Aberrations

* Minotaur
* Gorgon
* Aqrabuamelu
* Ogre
* Lamia
* Alp
* Arachne
* Striga
Heresy

Within the Church of Light, heresy is defined as a set of dangerous beliefs that run contrary to the Tenets of Light. Heresies typically involve worship of the Old Ones, criminal behavior, or human sacrifice.

It should be noted that the Church of Light allows local traditional beliefs if they do not violate their principles, such as Yuani Animism or Udun Ancestor Worship.

The Office of the Purity of the Faith (known as the Inquisition) is a organization within the Church dedicated to investigating heresies and dealing with them.
Condiment

Condiments are used across the isles to enhance the flavor of food. Many condiments are well known and associated with certain regions.

##### Lysian:

* Verjus
* Sweet Herbs Paste
* Apple Sauce
* Apple Cider Vinegar

##### Pycti

* Malt vinegar
* Mustard
* Yeast Extract
* Mint Sauce
* Redcurrant Sauce

##### Saxen

* Onion sauce
* Lingonberry jam
* Remoulade
* Thickened Butter sauce
* Dill Sauce

##### Svenia

* Pomegranate juice
* Orange blossom water
* Rose water
* Anchovy sauce
* Aioli

##### Ryssmen

* Mushroom ketchup
* Sour cream
* Horseradish

##### Yuani River Valley & Okawara

* Soy Sauce
* Miso
* Oyster Sauce
* Plum Sauce
* Furikake

##### Vedra People

* Banana Sauce
* Mango Chutney
* Cucumber Raita
* Coconut sauce

##### Udun People

* Palm Oil
Race

Player Races within the setting of Curses of the Witch Queen are all humans or close-to-human.

* Pure Human, Humans without any supernatural nature
* Witchblood, crossbreed of humans and fae, daemon or undead. Able to wield magic.
* Half-Dead, humans trapped between life and undeath
* Hexwolf, cursed humans with lycanthropy.
* Spellscarred, humans afflicted by a curse which they can channel.
* Mongrel, humans mutated to be part animal by occult sciences
* Jaeger, humans enhanced through surgery and alchemy to better fight monsters and warlocks.
Sveniar

Sveniars are tall, dark skinned and curly-haired people from the south west of the Aidelian Isles, Sveniars are wealthy agriculturalists and traders, cultivating much demanded spices in their land. Svenia city-states are governed by a secular government composed of elected governors, mayors and councilors. Because their homeland is arid and known for deserts and beaches, Sveniars are sometimes called disparagingly called 'sandmen'

## Culture

### Martial Tradition

Sveniar military favor tightly packed formations equipped with heavy armor, tower shields and swords, Sveniars were the first to widely adopt gunpowder and have elite musket units, and pistol and saber wielding cavalry.

### Cuisine

Sveniar cuisine is based on a trio of items; wheat, olive and grape, which forms the base of the diet. Grape is used as both fruit and to make famed Sveniar wines. Secondary important foods include greens, almonds, chickpeas, cucumbers, eggplant, fava beans, lentils, figs, dates, pistachios. The dry hills of Svenia are poorly suited for cattle so the most prominent meat and animal product come from goats and sheep.

From trade with the Yuani rice has become a new staple that is largely imported and thus valued by the rich as an alternate grain to wheat, couscous, a wheat product made to resemble rice has arisen as a favorite of the middle class. Sveniar are avid coffee drinkers, and drink a considerable amount of wine as well. A common condiment among Sveniar cuisine is garum a sauce made of fermented fish. Lemon dill, mint, yogurt, provide central flavor, other include cumin, sumac, cardamom, fennel, coriander.

Due to the heat, mid-day meals are typically light and eat cold. Typically eating bread with dips, salad, fruits, cheese, pickles and other cold dishes.

Select dishes

* Couscous and vegetables and lamb
* Fattoush*,* salad made with stale pita bread
* Dips made of eggplant, fava beans, chickpeas, yogurt, sesame or fish roe
* Rice Pilaf, with almond, lamb and raisin.
* Dolma, grains wrapped in grape leaf

### Crafts

Sveniars are renowned through the isles as master craftsmen and several cities rely almost entirely on trading goods to acquire foods. From Svenia come the greatest glass, wool and linen fabrics, dyes, incenses, perfume, pewter wares, silver and gold jewelry and cut gemstones.

### Architecture

Sveniar architecture is particularly known for its open-construction, columns, the use of white adobe bricks, vivid paints, mosaics, and large domes covering important structures,

### Sports

In Sveniar cities, the Bull Dance is a sport where daredevils taunt a bull and use agility and a cape to evade its retribution, ultimately attempting to trick the bull back into its padlock.
Undead

The Undead are creatures stuck between life and death, unable to find rest. Undeads are either natural or created. Natural undead rise when something holds them back in the land of the living, typically some great injustice or corruption in life. Meanwhile created undeads are raised from their rest by witches to serve their biddings. With the Ninth curse however all who have died since it was cast have risen as undead unless special precautions are taken.

Most undeads continuously lose life force and thus must steal it form the living to keep on going, although witches can use magic to sustain the undead they create without needing victims. Necromancy is however considered illegal by the laws of the Isles, outside of Udun tradition.

## Known Undeads

* Zombie: Zombies are the most common type of undead, mindless walking corpses who instinctively attack any living creature they perceive unless commanded by a witch or powerful undead.
* Lich: Liches are the result of a Witchblood rising back from the dead, unlike most undead Liches retain some of their mental faculties and their ability to wield magic.
* Ghoul: Ghouls are undead that arise then people who have perverted the cycle of life and death die and reanimate, people such as graverobbers, cannibals, and desecrators are most likely to become ghouls. In unlife ghouls are animated by a powerful need for human flesh that drive them mad.
* Ghost: Ghosts is a spectral form of the dead, whose soul cannot move on to the underworld due to the torment they have experienced in life.
* Unwanted: The Unwanted are undead creatures created from children, particularly infants abandoned to die to the elements. In unlife they desperately seek a mother to care for them and feed them, able to enchant women into loving them.
Currency

The Isles have seen hundreds of forms of currency through the ages. Early people of the Isles typically used measures of local grain as currency instead of valuable metal, a custom that persisted in the Okawaran Isles until relatively recent history.

## Modern Currency

During the Golden Age, the Aidelian Isles saw a reformation of currencies until one single monetary system became dominant across 90% of the isles called the Silver Weight. This system was based on the value of a standardized silver ingot which was divided into one gold crown, 20 silver crown, or a thousand copper pence.

A standard silver Ingot is 20 ounces of pure silver. A silver small bar is about 2” x 3.5” 1” in size and weights slightly under a pound. It is then subdivided into a variety of coins in silver and gold which had equal weight-to-face value used for large transactions, and smaller copper coins called the pence whose value is largely symbolic, although small silver pennies exist in places where the copper value is not respected.

* 1/4s - Quarter Pence
* 1/2s - Half-Pence
* 1s - One-Pence
* 2s - Two-Pence
* 5s - Five-Pence
* 10s - Ten Pence
* 25s - Silver Duke
* 50s - Silver Crown
* 100s - Electrum Duke
* 200s - Electrum Crown
* 500s - Golden Duke
* 1'000s - Silver Ingot
* 1'000s - Golden Crown
* 20'000s - Golden Ingot
* 10'000s - Large Silver Ingot
* 200'000' - Large Gold Ingot

Although the Empire has crumbled, the old monetary system largely remains out of convenience. Although gold and silver coinage may differ in shape and appearance, they retain the same weight-value as the old imperial coins.
Miracle

Miracles are acts of magic performed by the true believers of the Church of Light, though unknown means channeling a fragment of the power of the White Witch with their faith. Miracles were once much more common at the height of the White Witch's power, but have become rarer and rarer since the fall.

Although Aidelia is no longer queen of the witches, centuries holding the power plus the devotion of her people seems to have allowed her to retain a measure of power even in her incapacitated state.
Great Isle

The Great Isles is the largest of the Isles of the Aideilian Isles and is home to a great many people and nations. The Great Isle covering about four million square mile. The Great isles features almost all terrains and biomes known except for arctic permafrost.

## Nations of the Isles

* Kingdom of Lys
* Kester
* Morstag
* League of Svenia
* Empire of the Phoenix
* Dongnu Confederation
* Kingdom of Kaneeb
* Okawaran Shogunate
* Shakyan Kingdom
* Emir of Kadar
* Enlightened Kingdom of the Great Wheel

## Unclaimed Regions

* The Drowned Coast
* The Red Sands Desert
* The Black Sands Desert
* Wabo Jungle
* Songhua Jungle
* The Witch Wastes
* Khagani Steppes
Imperial Postal Service

During the golden age of the Aideilian Isles, Empress Aideilia found that governing the Isles was a difficult task as receiving news and sending messages was a difficult endeavor. So she tasked her assistants with creating an easy way for the Isles to communicate. After years of research and deliberation the solution was the creation of the Imperial Postal Service, a special governmental organization tasked with not only delivering message across the isles but also to create and maintain the infrastructure to do so.

Over three hundred and fifty years later the Imperial Postal Service remains, having survived the fall of the Capital and Empire and repurposed itself as an independent organization which has negotiated special rights and privilege from the various nations of the isles. Special treaty guarantees officers of the postal service immunity in their travel and makes attacking or detaining one a grave offense.

The Postal Service handles both messages and small parcels —but not large cargo— and delivers to every corner of the isles save for the Isle of Dread.

## Resources

The Imperial Postal Service operate all across the isles having build thousands of offices and waystations to facilitate their duty, employing over ten thousand men and women for the service as clerks and messengers. The Imperial Postal Service also possess a small fleet of fast paced small ships used to bring parcels and messages to far away places such as the remote isles.

In addition the Postal Service employs pigeons to deliver short messages at great speeds. The most important messages however are delivered by ways of the dreamspeakers, a select group of witches trained in the art of mental communication.

### Waystations

Placed all across the Isles most travelled routes are waystations which functions as shelter and rest points where messengers of the service can rest, resupply and exchange exhausted mounts for fresh ones to make their journey faster.

### Postal Fleet

The Postal Service maintains two dozen ships, primarily small clippers designed to sail faster than any other vessel in order to promptly deliver their cargo. The Postal Fleet rarely carries valuable and their ship are designed as to be recognizable from a distance making them poor target for pirates as loot or to acquire a new ship.

### Dreamspeaker

Dreamspeakers are hedge witches employed by the postal service who have developed sympathetic magical rituals that allow them to communicate with one another in their dreams, allowing the near-instant delivery of information no matter the distance. Because of the limited numbers and ability only the most urgent matters are passed along this channel.

### Print Offices

In addition to delivering individual mail the Postal Service is often tasked with spreading information around, which it does through printing presses, creating printing blocks which they then deliver across regions to multiple printing office which in turn will distribute pamphlets and newspaper as needed.
Freemen

Freemen is the most common social class within the Isles. Freemen are as their name indicate born free (Unlike slaves or serfs) but lack the wealth and significant land of the gentry, or the hereditary noble standing of the nobility, thus excluding them from political affairs.

Most freemen are farmers, craftsmen, itinerant laborers, or personal servants. Unlike serfs freemen may marry openly without approval from their liege, own property, move and work as they desire.
Striga

Strigas are a type of aberrations, a form of artificial witchblood created by a dark magical ritual. Strigas are cannibalistic witches who live in dark places where they prey on isolated travellers or villages. Strigas appear as humans whose hair has been replaced by owl feathers and whose hands and feet end with sharp talons.

### Creation

Strigas are created through a ritual that requires the murder of three innocents, preferably children, whose hearts must be consumed as well as the sacrifice of an owl. This ritual is done on a new moon's night and if successful will turn a woman into a Witchblood. However this witchblood lacks the ability to generate their own magical essence (or steal that of another like a Siphon) and must consume the lifeblood of humans.

It is said the first Striga was a woman scorned who made a dark pact with fae for revenge. Because witches have no use for this ritual only covens of Strigas know how to make more of themselves, although sometimes copy of this rite is found in old archives or inquisition confiscated material.

### Cannibalism

Once per lunar cycle a Striga must consume the heart of another human or lose their power and begin to sicken rapidly.
Witchbeast

A Witchbeast is a animal with supernatural properties, some being wholesale magical while others are mundane animals imbued with occult blood, similar to witchbloods. Witchbeasts are relatively rare across the isles, but are omnipresent on the Isle of Terror.

## Known Witchbeasts

* Familiar
* Chimera
* Manticore
* Phoenix
* Dragon
* Hydra
* Unicorn
* Basilisk
* Griffin
* Cockatrice
* Barghest
* Catoblepas
* Corpse Raven
* Crocotta
* Frost Wolf
* Gargoyle
* Hippogriff
* Khazok
* Knowledge Eaters
* Wyvern
* Methuselah Tree
* Moss Man
* Naga
* Peryton
* Pegasus
* Roc
* Sea Serpent
* Siren Bush
* Club Snake
* Stymphalian Bird
* Tree Man
* War Tree
* Corpse Worm
* Grimalkin
Dongnu

Dongnu is the name of ethnic Yuani whom for generations have lived separate from their kinsmen in the Yuani River valleys and the Empire of the Phoenix. Instead; the Dongnu make a living in small independent tribes settled in the hills beyond the valleys, herding animals and cultivating crops such as millet.

The Dongnu consider themselves keepers of traditions predating the rise of the Empire, while the members of the empire typically see them as uncultured barbarians. The Dongnu are particularly distrustful of the Church of Light, favoring exclusively yuani animism.
Social Strata

The Isles' multiple nations have their own social orders but many share similar thoughts and ideas. A person’s birth is generally very important within the many of the society within the Isles, most especially within the Kingdom of Lys and the Empire of the Phoenix. Sveniars on the other hand are known for their rejection of caste systems, having abolished nobility long ago.

## Social Ranks

1. Royalty lies at the top of the hierarchy and is composed of people with direct blood ties to the ruling monarch of the Kingdom or Tribe
2. Nobility is second most from the top, typically descended from old allied families of the royalty and have certain right and obligations by birth. Most Nobles serve as freeholding lords and knights
3. Gentry is composed of the wealthy landed people who although they may be powerful, sometimes more so than the Nobility, lack the hereditary credential of the nobles. Many in the gentry are merchants, bankers, wealthy craftmasters, or courtiers.
4. Freemen are the most common people within the Isles, born free but without significant land to call their own, thus excluding them from political affairs. Most freemen are craftsfolk or tenant farmers.
5. Serfs are the bottom of the social ladder, Serfs are kept in a form of bondage often as a form of punishment, either their own, or their ancestors. Serfs have limited rights and must get permission from their Liege Lord to travel, marry, or refrain from their assigned occupation.
6. Outlaws exist outside of the law for their crimes and as such have no legal right; it is not a crime to murder, rob, or capture an Outlaw. Once fairly rare, the desperation brought on by the curses have seen more and more people turn to banditry, poaching, and theft to survive.
Hedge Witch

Hedge Witches are witchbloods who do not belong to a group such as the Vestal Order but are also not maleficent like warlocks. Most Hedge Witch live on the outskirt of society where they remain safe from people, although a few Hedge Witches settled within more accepting cities in the past forming small communities.

Hedge Witches are typically less proficient in magic as many grow up with little guidance on how to use their powers. A group of associated Hedge Witches is known as a Coven.

The Official stance of the Church of Light on Hedge Witches is 'Live and Let Live' so long as they do not fall to the darkness, but Hedge Witches are typically seen with suspicion by the common people, particularly those who are uneducated.
Khagani

Khaganis are a people with short stature, tan skinned with straight dark hair from the steppes and tundra of the Adelian Isles, Khaganis are typically nomadic people, and known for their skills at the bow, horse riding and herding. Khaganis are well known as traders and welcoming to strangers. Khaganis assemble in large clans of closely related families that collectively own territory.

In the foothold of the Ulgen-Khalatsa Mountains are the vast Khagan steppes, high and dry flatlands ill suited for civilization, it is there the Khaganis make their nomadic homes wandering the steppes following seasonal migration patterns. Only a single permanent city exists, a neutral trading settlement by lake Botan, named Ughuan.

## Culture

### Martial Tradition

The Khagani people are most well known for their skill at horsemanship and the recurve bow, fighting almost exclusively from horseback. Although the Khagani carry swords and daggers these are typically reserved only for when a warrior has run out of ammunition. Within Khagani culture for a warrior to be forcibly or accidentally dismounted is seen as shameful. It is said a true Khagani warrior will die on their horse.

### Nomadism

For thousands of years the Khagani people have lived as nomads across the steppes, travelling with their herds as their primary mean of sustenance. Khagani culture has remained rather similar for all this time, with its people travelling on horseback and living in portable homes called Gers.

This has greatly affected their culture, which values independence but also strong family ties. Because one can only own what they can carry Khagani are far less materialistic than other peoples of the isles.

### Cuisine

Because Khagani are exclusively nomadic the majority of their diet is composed of livestock products such as milk and cheese, as well as hunted animals from the steppe. The Khagani however participate in exchanges primarily acquiring dry provisions for the travel. The primary livestock consist of horse, sheep, goats, oxen, camels, and yaks.

The main drinks among Khagani is fermented milk, sweetened diluted yogurt, and butter tea.

* Chanasan makh: simple dish of boiled mutton with innards
* Khorkhog: Meat and onions thinly sliced and cooked on hot stones
* Buuz; Dumplings of mutton
* Khuushuur: Fried Pastry in mutton fat
* Jasa'a; spiced mountain oysters
* Budaatai Khuurga: Rice and fried vegetables with meat
* Gedes: Blood Sausage
* Boodog: Cooked marmot by putting hot stones in its chest cavity
* Bantan: meat soup thickened heavily with flour
* Aaruul: Dried cheese curds
* Borts: dried shredded meat
* Arvain guril: a porridge made of milk and malted flour
* Gambir: a form of pancake
* Bin: thin flatbread.
World Tree

The World Tree is a magical tree that lies at the heart of the Isle of Dread. The Tree stands several hundred meters tall and is make of wood, metal and crystal organically entwined. At its foot lies the throne of the witches which taps into its boundless magical reserves.

The World Tree serves as the Axis Mundi of the world of the Isles, being the center where all magical currents congregate and serves as a gateway to the other worlds.

The Tree has stood on the Isle of Dread for all of known history stretching back thousands of years. Because the tree is unique and unlike anything on the Isles some believe it was not naturally grown but rather constructed by the Creator.
Long Wushi

The Long Wushi, which is Yuani for Dragon Wizard, are a special order of Witches that have served the Emperor of the Phoenix for centuries as a powerful order of sorcery. They are sworn to protect the emperor and to do all of his bidding, seeing to his health and desires.

The Long Wushi are sometimes seen with suspicion by members of the empire who believe them to be the true power behind the throne.
Undertaker

Historically, an undertaker was someone whose job it was to dispose of the dead, perform autopsy, embalm the deceased and to prepare funeral rites.

However because of the Curse of Restless Dead, the title of undertaker has taken a new meaning since 563PA, with Undertakers being a slang for a slayer of the undead. Although many of these undead slayers also have some knowledge of necrology.

Because many people dislike the mutilation of their loved ones whether they are undead or not, Undertakers must take special measures if they want to get paid (and avoid angry mobs). Thus, the Undertaker's arsenal typically includes restraints, spikes and mallets to destroy a corpse's brain (through the nose or ear), salt bottles and charges, mancatchers, bolas, lariat and other tools to manhandle undeads safely.
Vagabond People

Vagabonds are a non-ethnic group of people living within the isles in a nomadic lifestyle, but unlike the Khagani people are not pastoralists. Vagabonds are particularly notable for being composed of an unusually high number of people of mixed ancestry, as well as witchbloods, and are known to offer shelter to hexwolves and other outcasts.

## Lifestyle and culture

Vagabond cross the interior of the isles in wagon trains that may number a few to several dozens, serving as itinerant workers, either as labor or craftsmen going from place to place in search for work, travelling with the seasons.

Vagabonds assemble into large sometimes adoptive families where personal property is taboo. Vagabonds are known to adopt orphans and outcasts with open arms so long as they respect the culture and find a family to adopt them.

Most Vagabond perform common labor to earn an income such as renting their work as farmhands, brickmakers, builders. Many however are skilled workers who offer services such as blacksmithing, carpentry, weaving, wheel making, or cobbling to settlements who cannot afford to keep a craftsman year-round.

Vagabonds are also associated with circus where they use various talents to entertain people for money and move to another location before their act has become stale. As such, many vagabond use their off-times for exactly such a purpose. Vagabonds trains also function as traders, bringing luxuries from cities and selling them to village on the ways who cannot afford tradeposts.

### Prejudice

The higher people of society often view Vagabonds with suspicion for their lack of national allegiance, while Guild tradesmen often dislike them for working outside of the system of guild apprenticeship and journeymanship.

The common people however tends to see the arrival of Vagabond in their town as a good thing as work that requires doing and bringing of much needed manufactured goods.
Naming

### Naming traditions by Ethnicity

* Mainland Lysian use French names. High Nobility is typically known by surnames such as des Lys, des Roses (of the Lys, of the Roses.)
* Ryss use Russian names.
* Saxen use old English and Scandinavian names, surnames is typically (father)son [Male characters] / (mother)dottir [Female characters], or (parent)bur [For Non-binary character]
* North Sveniar / South Lysian use spanish or italian names
* West Sveniar use greek names
* East Sveniar and Pashir use Arabic names
* Pycti use celtic names (Irish for Kestran, Scottish for Morstagis)
* Khagani use Mongolian names
* Yuani use Chinese and Korean names
* Okawaran use Japanese names
* Lashan use Tibetan names
* Vedran use indian names
* Dongnu use Chinese names
* Udun use east-african names (such as Swahili)
Gentry

The Gentry is a social class composed of the wealthy landed people of the Isles whom although they may be powerful (sometimes more so than the Nobility) lack the hereditary credential of their nobles peers. Most in the gentry are agricultural landowners, merchants, bankers, wealthy craftmasters, or courtiers.

The Gentry typically is situated halfway between nobility and freemen. because of their wealth the people of the Gentry is typically highly educated or has access to guild memberships.
Ogre

Ogres are large humanoid creatures driven by a simple drive; a near endless hunger. Ogres are about 8'' tall and look like severely obese humans with pig-like mouths. Ogre rarely wear much except simple loincloth or hides, which are typically stained with rotten food, which also pools in the creases on their body.

### Origins

The Origins of Ogres are nebulous, but it is said the first ogre was a prehistoric human (or multiple humans) with insatiable gluttony whom one particularly lean year ate all of their prehistory tribe's winter supplies condemning them to starvation. That mortal(s) was cursed to be hungry for all of eternity.

### Behavior

Whatever the truth Ogres have been a danger in remote parts of the world where they dwell. Ogres despite their great size are lazy and cowardly, prefering to attack defenseless targets and stealing their food. In a pitch ogres are perfectly happy to eat people as well.
Dragon Haven

Dragon Haven is a small world attached to the Isles created by Aideilia the White Witch using the power of the World Tree when she 'defeated' the Dragon Witch by pacifying her and her dragons. Following their agreement the dragon witch retreated to the Haven along with her beloved dragons to live in peace away from humankind.

The Church of Light forbids people from visiting the Haven in accordance with the deal made between witch queens.
Vedra

The Vedra People are an ethnic group originating from the South-east of the great Isles as well as southern smaller islands, emerging within warm and wet lands. Vedra people are typically talk dark-haired and have bronze or copper skin tones.

## Culture

### Martial Tradition

The Vedra people favor the use of heavily curved swords known as talwars and shamshirs, alongside spears and bows. Vedra soldier carry curved sidearms known as Kukri. A type of push-dagger known as a katar is sometimes used. Infantry typically carried a wide circular metal shield.

The Vedra people often use heavy cavalry on both horses and camel, but the most unique element of Vedrani warfare is their use of Elephants as mounts in battle, used as living siege engines or to carry platforms where dozens of archers stand.

### Cuisine

Vedra people's cuisine is primarily composed of vegetables, fruits, chicken, seafood and certain animal products. Red meat is considered unclean by those who follow the old ways. Staples of the Vedra people include rice, banana, barley, millet. Legumes are prefered over meat, although people on the coast typically eat seafood.

The Vedra people are particularly fond of creamy foods which is made milk, cheese, yogurt, coconuts. Spices such as cinnamon, cardamom, pepper, turmeric, ginger, asafoetida are local and fairly inexpensive. Dishes are typically colorful and vibrant.

* Daal: A soup of lentils
* Biryani: heavily spiced rice typically with chicken
* Butter chicken: chicken in a spiced butter sauce
* Chole bhature: Spiced chickpeas
* Palak paneer; spinach and cheese
* Phirni: a rice pudding
* Samosa: a savory and spicy turnover with chickpeas and green peas as main filling.
* Dosa: a pancake of rice flour filled with stuffing and rolled into a cylinder.