recursal/Fanatic-Fandom huggingface dataset:
Kirlo

El **Kirlo** es un mineral de Meiga, conocido por tener la más alta dureza y permanencia a través del tiempo, durando por toda una vida la mayoría de las veces. En su forma antes de extraerse, es de un color gris opaco, casi pareciendo una piedra, y trabajado es parecido a la plata. Puede, también, tener coloraciones diferentes, al agregarle diferentes elementos.

Debido a sus características, es muy difícil trabajar con el Kirlo, por lo que mucho tiempo la única mina conocida fue olvidada hasta que Otell I Haiter la encontró y con la ayuda de su Grifo, Monter, pudo crear armas, vestimenta y hasta barcos con el mineral.

En la actualidad, es el mineral más cotizado debido a su gran durabilidad y dureza.
Bastardía en Meiga

Un/a bastardo/a es aquella persona que posee padres que no están casados entre sí al momento de nacer. Los bastardos pueden ser reconocidos, utilizando una parte del apellido de la casa a la que haya correspondido su padre, o no, utilizando partes de su nombre como apellido.

Dependiendo el lugar donde hayan nacido, pueden tener más opciones que otras.

## Derechos

Algo que no cambia en todo Meiga, es el nulo derecho a ser parte de la línea de sucesión de su casa, si es que dicha persona fue reconocida. Esto solo puede cambiar si es que el Señor de la Casa en cuestión pida un Decreto a la Corona, para legitimar a un/a bastardo/a.

Tampoco tienen derecho a utilizar el escudo de la casa ni participar de eventos importantes o reales.

### Reino Luna

Los bastardos del Reino Luna pueden pertenecer a las diferentes entidades encargadas de proteger a las casas de los Phanos como también ser aprendices de oficios nobles como Jefe de Moneda o Consejero del Rey. Los bastardos reconocidos pueden contraer matrimonio con personas de casas nobles sin problema.

Un ejemplo de esto es Pasyo Ter o Luina Ter, ambos bastardos reconocidos por la Casa Haiter.

### Reino Katio

Los bastardos del Reino Katio poseen los mismos derechos que los bastardos del **Reino Luna**, con la única diferencia de poder pertenecer a la Mesa Redonda, si se trata de un bastardo reconocido.

### Reino Gises

Los bastardos del Reino Gises difícilmente son reconocidos, por lo que pasan a ser sirvientes o a trabajar en oficios pequeños. Los bastardos reconocidos solo tienen derecho a poseer tierras, que, por lo general, son pequeñas y sin vida.

## Escudos

Debido a la prohibición de utilizar el escudo de la casa, los bastardos reconocidos pueden utilizar solo el color o dos colores que el blasón familiar tenga.

## Apellidos

Los bastardos reconocidos tienen de apellido una parte del nombre de su casa a la que pertenecen. Los bastardos sin reconocer, utilizan parte de su nombre como apellido.

Ejemplo, Keren Ren.
Guerra de la Noche

Comandantes| * Lotem I Haiter
* Keilan Haiter
* Gasrio I Mon
* Guardia
* Guerreros Blancos
* Coronas Negras
* Ejército Dorado

La **Guerra de la Noche** fue un enfrentamiento entre la Casa Haiter y la Casa Rusort, que duró 52 años y siete días.

## Causas

El conflicto inició luego que Emra Haiter se suicidará, al tirarse de una de las torres del Castillo Luna, bajo un hechizo creado por Sellum Rusort.

Ambos se conocieron en Luxen y Sellum la hechizó, para obtener información de la Casa Haiter y así dársela a la Casa Rusort. Esto sucedió por varias semanas hasta que el rey y padre de Emra, Lotem I Haiter, se entera y encierra a su hija en una torre. La compromete en matrimonio con un elfo de la Casa Palhan y el día de su boda, Emra vestida y con joyas de oro se tira desde su torre.

## Combatientes

Luego de enterrar a su hija en el Jardín del Cielo, Lotem llama a los abanderados leales a la Casa Haiter y Mayne Arsemon llama a los abanderados leales a la Casa Arsemon. Tanto la Guardia como Alas de Plata participaron activamente durante todo el tiempo que duró el enfrentamiento. Las casas de los Phanos, Casa Barget, Casa Karsen, Casa Dilsan y Casa Westilon, dieron su apoyo con oro, armamento y soldados. Las casas Palhan y Lezaron también dieron su apoyo, proveyendo comida, curanderos y armamento.

Por otro lado, Seger Rusort reunió a las Coronas Negras y consiguió el apoyo del Ejército Dorado, la Casa Luden y Casa Rothen.

## Desarrollo

### Batalla de Luxen

La Batalla de Luxen fue la primera batalla de la guerra. Duró seis días y durante el tiempo de conflicto, el lugar se convirtió en cenizas y fuego. Lotem sobrevolando en su grifo,
Castle Black

Home of the Saxenian tyrannical duke Abelard Schulte, Castle black is a sordid fortress with little in the way of comfort, hosting the reclusive duke and his personal regiment of heavy cavalry who rule the surrounding land with an Iron Fist and punishing all crime with sadistic glee.

### Foe

* Abelard Schulte, Anti-Paladin Tyrant

* Nightmare
* Warriors
* Hellhounds
Nieve

Nambroth

Nieve fue un grifo hembra de la Casa Haiter, teniendo como compañera a Emra Haiter.

## Características

**Nieve** es descrita como una imagen de **Emra**. Sus plumas eran como la nieve, de ahí su nombre, y sus ojos eran azules. Su pico, a diferencia de la mayoría de los grifos, era gris blanquecino.

Era la más pequeña de sus hermanos y la más tranquila. Siempre se le veía con **Emra**, a la cual era muy cercana, mucho más que los otros grifos.

## Historia

Nació en el año 28 D.C, dos días antes del nacimiento de su compañera, **Emra**, en el Reino Luna.

Cuando tenía dos años, fue nombrado como Nieve por **Emra**, y a los cinco fue la primera vez que voló con su compañera.

A diferencia de sus hermanos, Nieve nunca mostró interés en combate ni vuelo rápido. Era la más tranquila, apacible y cariñosa de todos.

Se cuenta que podía comunicarse con **Emra** a través del **Lazo**, de ahí su gran cercanía.

Esto provocó que entrara en una gran depresión cuando **Emra** murió, lo que la llevó a morir meses después, en el año 45 D.C.

Sus restos descansan junto a los de su compañera y su escultura yace al lado del de **Emra**.
Братья Иви

**Братья Иви** - четыре Тренера Покемонов из аниме Покемон; фирменные Покемоны трех старших - это Ивилюции, которые существовали в то время. Они появились как персонажи дня в серии Сражающиеся Братья Иви.

Райнер, Спарки и Пайро кажутся одного возраста, возможно, тройняшки. Майки заметно младше их.

## В аниме

В серии Сражающиеся Братья Иви, Эш и его друзья наткнулись на Иви, привязанного к дереву, и заметили, что на его ошейнике есть адрес, и вскоре прибыли в Стоун Таун, чтобы вернуть Иви. Они обнаружили особняк Братьев Иви, где они устраивали вечеринку с эволюционными камнями.

Спарки, Райнер и Пайро были рады видеть, что Иви вернулся, хотя Тренер Иви Майки не был рад. Майки объяснил Мисти, что его старшие братья устроили вечеринку, чтобы заставить его эволюционировать Иви. Братья верили, что эволюция - единственный способ сделать Покемона сильным, и они также пытались убедить Брока и Эша эволюционировать их Вульпикса и Пикачу, но оба отказались.

Команда Р испортила вечеринку, забрав праздничную еду, камни и Покемонов. Благодаря Хорси Мисти, использовавшему свои чернила, группа и Братья Иви пошли по следу. Братья использовали своих Покемонов в битве с Командой Р, но Эрбок и Визинг победили их. Иви был возвращен Майки, и вместе они победили Команду Р. Победа Майки заработала уважение его братьев, и они поддержали его желание стать Тренером Иви.
Catfolk

## History

Catfolks have a long and complex history across all of Anor Mundus. They built the great Mrhan and Balam empires on Uldaar and Central Midken, their clan and kingship system on Vorjskan was adopted by humanity, and they succeeded the Vul'gra and Nol Rodan civilizations on Centros during the age of darkness.

Even where they are no longer rulers or the main population, Catfolk remain a steady presence and valued citizens.

## Description

### Breeds

Catfolks are a diverse lot visually, with various breeds hailing from different parts of the world. The six known breeds are;

* Lion of the warmer regions Centros and eastern Uldaar.
* Tiger of Western Uldaar and Hurekami's flatlands.
* Lynx of Vorjskan
* Bobcats of Centros' temperate lands.
* Snow Leopards of Hurekami's mountainous areas.
* Jaguars of Central Midken's jungles.

## Culture

### Religion & Faith

Catfolks are a diverse lot and their belief are heavily variable by region. Worldwide, beliefs in the feline aspect of the Great Mother is very common, along with the Flowering Peacock and Laughing Crow. In the Mrhan empire, the worship and summoning of Asuras and [x]. Centrosi Catfolk are often converts to the imperial faith.

## Gameplay

### **Ability Scores**

Catfolk have a base ability modifier of +2 CHA -2 WISDOM and an additional +2 bonus to an ability depending on their breed.

Lion, Tigers, Jaguar and Cougar catfolk have a STR bonus to their ability scores. Lynx, Bobcats, Snow Leopard, Caracal, and Cheetah have a DEX bonus instead.

### **Base Traits**

* ***Low-light Vision:** In dim light, catfolk can see twice as far as normal.*
* ***Cat's Luck:*** *Once per day when a catfolk makes a Reflex saving throw, they can roll the saving throw twice and take the better result. they must decide to use this ability before the saving throw is attempted.*
* ***Natural Hunter:** Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.*
* ***Claws:** Catfolks receive two natural claw attacks, dealing 1d4 damage each.*
* ***Sprinter:** Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.*

### **Alternate Traits**

* ***Climber:** These catfolk have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.This Trait replaces Sprinter.*

* ***Clever Cat:** These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This rait replaces hunter.*

## 'Half-cats'

On rare occasions, catfolk have been able to successfully reproduce with humans. These offsprings are nicknamed Half-cats. Although much more human-like in appearance, they strongly take after their catfolk parents.

### Half Cat Traits

* **Skilled:** Half-cats gain an additional skill rank at first level and one additional rank whenever they gain a level. This replaces Claws.
* **Gift of Tongues:** Half-cats gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This Replace's Cat's Luck
Maryne Haiter

**Maryne Haiter** fue la hija primogénita y única sobreviviente de Khonan Haiter y Damila Haiter, por consiguiente, la primera reina del Reino Luna por derecho propio.

## Características

### Aspecto

Maryne es descrita como una mujer alta y voluptuosa, con cabello negro y lacio, ojos tan azules como el cielo y un rostro gentil y amable.

Aunque heredó la corona de su madre, rara vez la utilizaba. Siempre se le veía con una tiara delgada hecha de Kirlo.

### Personalidad

Aunque su rostro era sereno, Maryne tenía una voz capaz de callar multitudes. Era estricta en temas de estado y calculadora con todo lo respectivo al reino.

Se decía que se lo pasaba más en la Sala Redonda que en otro lugar.

### Poderes

Poseía tanto Telequinesis como el Encho, logrando obtener información gracias al último.
Caleb Ross

## Biography

Caleb comes from the more poverty ridden part of the city Alkmer in Batavia and was an unwanted birth. Those living around him knew exactly what he was however they respected his mothers decision to raise him. Unfortunately she passed away when he was thirteen and from that point onwards he got by on the charity of others. He was not lightborn and so got used to wandering empty dark streets long before his mother's passing. He took odd jobs here and there, occasionally going outside the law but never actively hurting or killing anyone.

He met Elias when they were both 21, although they did not start out as friends at all. Over time however Elias accepted Caleb did not intend to harm anyone and a respectful friendship developed. Caleb was surprised when Elias told him he was also a dhampir, and this did cause further arguments - after all Elias had assumed his character based on what he was.

This too passed and they established that Caleb's father couldn't be Elias' as he was hunted and killed within days of attacking Caleb's mother. Once this was established it only took a few days for their relationship to develop into more than friends. However Elias was driven by his quest to find out about his father and left. Neither have seen each other since then but they both hold fond memories of the other.

As he has grown older his ties to crime have worsened and things he was once reluctant to do he will now carry out for enough coin.

## Character Traits

### Physical

Caleb has long black hair tied up and brown eyes. He's tall at 5'10 with a medium build and various scars on his body. He is not lightborn and so resides underground or indoors during the day.

### Mental

Caleb was somewhat bitter when Elias knew him but he has since moved past that; focused on doing what he must to survive. He does not feel guilt or remorse for those he hurts however it is not something he will go out of his way to do; unless it's in self-defence or there is an incentive to do so.
Casa Norhan

La **Casa Norhan** es una casa noble del Reino Gises. Se ubica en las Tierras Ignum desde la creación de las brujas a manos de los Syros.

Su escudo es un Ave Fénix de Gules sobre un campo de oro, representando no tan solo su compañero sino también lo rico que es la Casa en oro y en armamento para guerra.

## Características

### Aspecto

Los integrantes de la **Casa Norhan** poseen cabello rojizo, piel clara, ojos grises y su contextura es atlética.

Cada vez que usan sus poderes, sus manos se vuelven de un color azul, excepto cuando usan magia negra: sus manos se vuelven negras y no cambian a su color original.

### Tradición

Cuando nacen, los niños son puestos en el Altar del Sol junto con el Ave Fénix que será su compañero, y les prenden fuego. Esto para que la conexión entre ellos se cree y sean uno.

Se les enseña las Artes Oscuras, combate y estrategia junto con montar a su compañero, el Ave Fénix.

Al casarse, a diferencia de las otras culturas de Meiga, pueden conservar su compañero, el cual se batirá a duelo con el compañero de la otra casa, para ver cual será elegido para la descendencia.
Casa Rusort

La **Casa Rusort** es una casa noble del Reino Gises. Su asentamiento es en el Castillo Púrpura como también en Sombron.

Su escudo es un dragón púrpura sobre un campo de plata, que representa su compañero y la magia que corre por la sangre de sus integrantes.

## Características

### Aspecto

Los integrantes se diferencian de las otras casas por sus ojos rojizos, que suelen brillar cuando usan sus poderes. Su cabello suele ser platinado o cenizo, y su tez es blanca como la nieve.

Son de estatura alta, ágiles y son fuertes sin llegar a ser corpulentos.
Ruins of Mazalkand

Once the Northernmost Earthen citadel on Centros, Mazalkand was lost to the Bloodtooth Clan of Kobold in [x] after a long and bloody siege. Mazalkand was primarily a religious site contained the First surface shrine to the All-Maker. For many years Mazalkand furnished the north with lead and tin from its forges, which now laid unused.

Rumors are about that a recent earthquake has opened a small passage from the Underworld through which a strike force might come through and reclaim the city.

### Location

* The Bastion
* The Living Quarters
* The Crafting Hall
* The Deeproad Entrance
* The Hatchery
* King Tooth's Throneroom
* The Sacred Shrine

### Foes

* Kobold
* Drake
* Underground foes
Amylle Haiter

**Amylle Haiter** fue la hija primogénita de la Reina Maryne Haiter y el Rey Carlo Palhan. A pesar de ser la primera en la sucesión al trono, decidió unirse a la Guardia, cediendo el título a su hermano, Lotem II Haiter.

## Características

### Aspecto

Amylle es descrita como una mujer de cabello rojizo, ojos grises y piel blanca. A pesar de no ser alta, era rápida y atlética, lo que la llevó a entrenar desde muy pequeña.

Rara vez se le solía ver con vestidos, ya que prefería utilizar ropa de entrenamiento y al ir creciendo, su armadura.

### Personalidad

A diferencia de su madre, Amylle era callada y nunca le interesó la política. Se dice que rara vez hablaba en reuniones y solo se le veía sonreír y feliz cuando tenía una espada en la mano.

Al unirse a la Guardia, su carácter permaneció igual, solo volviéndose más estricta consigo misma y con los guardianes.

### Poderes

Solo poseía Telequinesis y muchos decían que la sangre de la Casa Palhan aportó a que no poseyese el Encho.

Era cercana a su grifo, Volka, con la cual se le veía a su lado donde sea que fuese. Se unió junto a ella a la Guardia, convirtiéndose en el segundo grifo desde Ralle, en combatir como compañero de guerra.

## Primeros años

Nació en el año 130 D.C, durante la Ola de Fuego.
The Lady of the Meadow

### Domains

Plant (Growth), Healing (Restoration), Weather (Seasons), Charm (Love), Community (Family, Home)

## History

Primordial Goddess of the seasons, agriculture and community, the Lady of the Meadow taught mortal races how to grow crops, raise animals and build communities built on care and trust.

## Relationship

The Lady is a tender and caring soul, dutifully overseeing her charges. She clashes most with the Stormbringer whose moods and revelry affect her charge for the worst. She sometimes butt heads with the Lord of the Herd over his more hierarchized belief in community.

The Lady particularly holds a grudge against the First betrayer for having destroyed the family's unity. For the Stillborn Lady she has only pity and sorrow.

## Ethos

*Together we grow stronger, family is above all. Care for the land and beast and they shall care for you in return.*

* Be kind to all life, do no harm to another if you do not have to.
* Respect the beings and the land who feed you, give in turn for their gifts and sacrifices.
* Oppose those who would callously hurt the living.
* Family is the joy and meaning of life, let not yourself become lonesome and isolated.
Entities of the Twisted Eternities

Completely Alien to Anor Mundus, the Entities dwell within the outer chaos and darkness of the twisted eternities. Sometimes, crack within the barriers between world let slivers of their influence seep into Anor Mundus.

Although some worship them as gods and their influence can imbue powers onto these followers, the entities are not true deities like the primordials or incarnates are. They lack the creative spark of divinity and may only corrupt rather than create.

## Known Entities

By their shapeless and ever mutable nature none can say whether more than one entity truly exist, or if the specific entity are a singular being or many different beings. Nevertheless, nine different entities are referred to in the Imperial Inquisition's literature.

1. The Cacophony of Ebon Whispers
2. The Lurker in the Glimmering Void
3. The Lady Beyond the Pale
4. The Hungering Void
5. The Queen of Rotten Blossoms
6. The Unshapen
7. The Herald of the Black Stars
8. The Watcher in the Depths
9. The Neverborn

Worship of the Entities is typically forbidden across all civilization due to their ruinous and maddening influence upon those who make contact with them.
Cnoc Glas Barrow

Many of Hibernia's greatest heroes were buried in the Cnoc Glas Barrow, a massive underground complex of simple stone. When the barrow was reopened in [x] its inhabitants arose in response to the desecration. A shadow war between the tomb's undead inhabitants and faes has erupt in the Barrow's belly.

### Geography

* Entrance
* Main Hall
* West Wing
* North Wing
* South Wing

### Foes

* Undeads
* Fae
* Encroaching
Jared Mason

## Biography

Jared has lived his life in Ayrith where he grew up with his parents and twin sister. From a young age he became friends with Elias and the two sparred regularly. Jared developed his skill with the bow as he followed his father's footsteps in hunting animals for the village's food.

When the truth about Elias' origins emerged Jared ignored his peers and remained his friend. Something his sister, Meira, also did. He was well aware of the developing romance between his sister and Elias and was happy for them both.

Then The Ten Knives attacked the village and overnight he lost his sister and mother. Elias stayed to help rebuild as much as people would let him before leaving. Jared remained, looking after his father who passed away three years later due to ill health. From then onwards Jared began travelling himself, although still returned to the village from time to time.

He and Elias have lost contact but remain strong friends.

## Character Traits

### Physical

Jared has short brown hair and hazel eyes. He wears green and brown clothing, opting to spend his days and nights outdoors.

### Mental

Jared is a good-natured individual although prefers to remain quiet and observe. He keeps his own emotions in check, although isn't good at hiding them.
The Eighteen Labors

The fall of Mad Emperor left a void in the empire, none bore the divine approval of the twin pantheon and could rightfully take the throne. In a divine vision, the gods of the empire laid out each a labor, any who could perform them all would ascend to the throne as the rightful ruler of the empire and lord of balance.

### The Labors of Order

* **Ordos**; Win the favor of the people and be named their ruler.
* **Citarii**; Rebuild the Mausoleum of those who came before you.
* **Kharn**; Subjugate the mighty giant Tunnar to your will
* **Rowan**; Be given the Blade of Dawn from the angel Mykolos of his own will.
* **Uraluu**; Meditate at the crown of the world for nine days without rest, nor food, nor water, nor shelter.
* **Merik**; Let the Hibernian be repaid for their sufferings.
* **Yorl**; Marshal an army the likes of which has never been seen before.
* **Verila**; Bring the lost princess of Brevan to uphold her destiny.
* **Malabi**; Let the flowers of the East and West blossom upon the soil of the Imperial Gardens.

### The Labors of Chaos

* **Va Chao**; Behold infinity.
* **Travu**; Travel to the source of divinity
* **Lomaa**; Cure the plague of stones
* **Vish**; Steal the crown of a king
* **Inara**; Recover the lost secret of Elysian Bronze.
* **Vengarn**; Lay the one who broke the line to rest.
* **Bartel**; Defeat Vathanar the great wyrm
* **Willo;** Befell the foul tyrant Lothair.
* **Bardosa**; Cleanse the everglow spring
Centros

Centros is one of the primary and largest continent of Anor Mundus, it spans both the northern and southern hemisphere. Through the last age, the dominant power of Centros has been the Holy Corsivian Empire, a theocratic state worshiping the Incarnate deities of the twin pantheons of Chaos and Order.
Corsivia

### Population

Humans, Vanirs, Earthen, Catfolk, Ratfolk, Minotaur, Gnomes, Orcs, Hobs, Goblins.

### Economy

Silver, wine, artwork, marble, forged-steel, ceramics, soldiers.

## Culture

### Cuisine

Corsivan cuisine is highly varied, but primarily based around the Corsivan trinity; barley, wine and olive. Cheeses, goat meat and beans complete the basics of the region's cuisine.

Although plentiful on the southern coast of the region, Seafood is looked down in Corsivian cuisine as low class and all but the poorest Corsivan citizen stay away from them. One exception is garum, a fermented fish sauce.

The average meal in Corsivia is a mixed plate of olives, barley bread, grape and cheese. Bread is typically soaked in olive oil, wine, or vinegar. A common midday meal is barley porridge flavored with garum, to which more wealthy citizen add eggs or cheese.

Chard, gourd, green peas, spinach and asparagus are common vegetables. Fennel, mustard, basil, linseed oil, pinenuts, olive, wine and vinegar are the most used flavoring agents.
Architect

The Architects are a mysterious species of aliens who visited Uldaar somewhere early in the Dawn Age where they built massive magical structures that still dot the landscape of the continent. The most notorious are the wraith walls and the spires.

Little is known about the Architects or their motive but symbols and carvings suggest they were of an insectoid nature, bipedal and had multiple limbs.
The All-Maker

## Faith

Although considered the creator of Anor Mundus itself, the All-Maker is a fairly forgotten deity, now primarily worshiped by the Earthen who have worshipped him since the age of dawn.

## Ethos

The All-Maker is a fair and compassionate deity which demands very little from those who follow it beyond that they should always oppose the force of the nihil wherever they dwell and care for creation as a whole.
The Holy Corsivan Empire

## Culture

### Languages

The primary language of the Empire is referred to as Imperial Common or sometimes as Corsivan, which is the administrative and business language of the Empire. Although no longer spoken commonly, Sanctis remains the liturgical language of the Empire.

Other languages frequently spoken within the empire include Ocryn, Praal, Vanir and Earthen. Ethno-national languages such as Brevan, Hibernian, Iscal or Sax are still spoken but have lost much of their foothold within metropolitan areas.

## Governance

At its heart, the holy Corsivan Empire is a absolute theocratic monarchy, but in practice most of the day to day running of the Empire is left to various entities to oversee, such as the temples, the senate, the Imperial legion, the office of the purity of the Faith or the Imperial Administratum.

## Law

### **Citizenship**

Citizenship of the Holy Corsivan empire is neither determined by birth parents nor location (although those born of imperial citizens have additional rights) each citizen when coming of age must earn the rights and privilege citizenship affords them one of the following way;

* Serve 2 years within the Imperial Legion with honor (Starting age 16)
* Serve 5 years as an acolyte of a temple. (Starting age 10)
* Donate one thousand gold pieces to the imperial treasury. (the equivalent of ten years salary of a skilled worker)
* Or be personally recognized by the Emperor for services done for the Empire, beyond what one can be expected to do.

#### Citizen's Rights

* May vote in the senate's election
* May own property and belong to guilds.
* May freely travel within the Empire and outside of it.
* Receive priority treatment within the legal system and other temple services.
* Are not subject to the Foreigner's tax.

#### Native Non-Citizen

People who were born within the empire's border but are not citizens have rights true foreigners do not;

* May not be deported outside of the Empire.
* May own property inherited from their spouse or parents.
* Are not subject to the Foreigner's tax.
Kuftnir

History

Kuftnirs are the descendent of Vanirs who during the Vanir Diaspora fled to the Eternal Forest of Midken.

## Description

Unlike their other elven peers, Kuftnirs are covered in thick hair, have slit pupils, sharp teeths and claws, traits which sometimes lend them to be confused for therianthropes by those unfamiliar with their kind.

## Gameplay

### **Ability Scores**

Wild Elves are nimble and ponderous but physically frail. (+2 WIS +2 DEX -2 CON)

### **Base Traits**

* Low-Light Vision Kuftnir can see twice as far as a race with normal vision in conditions of dim light.
* Elven Immunities Vanirs are immune to magical sleep effects and gain a +2 racial bonus to saving throws against Enchantments..
* Elven Magic: Vanir gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
* Climb: Kuftnirs have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
* Claws: Kuftnirs receive two claw attacks. These are primary natural attacks. Dorethirs Claws deals 1d4 points of damage.
* Bond to the Land: Members of this race gain a +2 dodge bonus to AC when in forest environment
Languages

## **Common**

Common languages have transcended ethnic, racial and national barriers and become widely spread across certain regions.

### **Darfalk**

Darfalk is a simple pingin of various language spoken through the underworld. It is primarily as a trading language, it incorporate elements of Vanir, Earthen, Praal and Aklo. Darfalk has no writing system.

### **Imperial Common**

Imperial Common is the primary language of the Holy Corsivan Empire and has spread as the dominant language of Centros.

### **Kythix**

Kythix was created by Imperator Kythos to be the new national language of their mighty arcane empire on Uldaar. Even after Kythos' fall, it remains the primary language of most of the continent.

### **Shu-Tal**

Shu-Tal is the most commonly spoken language of Hurekami, it was created as a blend of the first Dragon Empire's tongue mixed with the native tongue of their many conquest.

### **Skal**

Skal is the primary language of Vorjskan, having replaced Praal and Giant who were more common before the arrival of humanity.

## **Dead Language**

Dead Languages have long ago stopped being spoken commonly for one reason or another, although some are still used academically or within small groups.

### **Sanctis**

(Ancient Language of the Holy Corsivan Empire, still used in liturgy)

## **Mythic**

Mythical Languages are not the tongues of mortals races but of outsiders and other supernatural beings.

### **Aquan**

(Spoken by Outsiders from the plane of water)

### **Auran**

(Spoken by Outsiders from the plane of Air)

### **Ignan**

(Spoken by Outsiders from the plane of fire)

### **Necril**

(Spoken by the Ebon Pact and select sentient undead)

### **Terran**

(Spoken by Outsiders from the plane of Earth)

## National

### **Khem-Tor**

(Language of Khem-Rah, unlike Khem-nut has a phonetic alphabet)

## Racial

### **Ku'rok**

(Language of Minotaurs, Centaurs & Minogidas)
Underworld

## History

The Underworld is a massive labyrinthine network of caverns that spawn the entirety of the world of Anor Mundus. Although the upper reaches of the Underworld are fairly normal, the deepest reaches of the underworld are alien in nature, impossible magical realms and littered with ancient structures older than any civilization on the surface.

Many surface dwellers have braved the dangers of the underworld for its riches, from mundane ore and gems to magical materials such as cold iron, candelstones, mithral or even the mystical worldstones.

## People

After their exile in the age of Darkness, the Sorenir, or deep elves, have made their home in the underworld, so have the Earthen who first awoke from their slumber deep in the Underworld. Many magical creatures or uncivilized beings dwell hidden away in the underworld, so do those exiled from the surface for their aberrant practices such as fiend worshipers or those tainted by the entities of the twisted eternities.
Alder Marsh

## Gazetteer

### Castle Alder

Built at the southern border of Alder Marsh, Castle Alder is an imperial fort which was created to monitor the dragon and its minion's activity and prevent them from raiding the Saxen duchy of Walburg.

### Dragon Mound

Surrounding Noromatryx's lair is the settlement of Dragon Mound, a chaotic cluster of mud huts home to both boggards and lizardfolks. The two species frequently clash against each others for the great dragon's favor.

### Marshtown

The only propertown in Alder Marsh, Marshtown is primarily composed of stilted wooden shacks. The town primarily works exporting peat, bog iron and tar. The town has a recurring problem with raids from Noromatryx' beastfolk followers.
Fort Shatterskull

Once used by the Imperial Legions as Fort Unguis, the fort fell to the Bandit Lord of the Fang Appolys in [x]. Despite all attempt at reclaiming the fort and their grasp on the region, the area remain under bandit control. In [x] A sinkhole claimed part of the fort, also opening a way to the upper reaches of underworld.

### Geography

* Marksman Gulch
* The Sinkhole
* Outer fort
* Fort Dungeon

### Foes

* Bandits

* Tamed Beasts

###
Nadya

## Biography

Nadya Asa-Sashi was born to Nobu and Naoki shortly after their exile from the Seeco Tribe. Since their exile they traveled to Centros where they mostly kept to themselves in a house in the woods. Nobu would spend most of his days hunting and fishing. Nadya's mother had also trained as a sorcerer and spent most of her time helping her daughter learn to control her and hone her abilities.

Nadya left home at the age of 13. She was tired of her only interactions being with her own family. She left in the middle of the night with just as much food as she would need without leaving as much as a note. She had talked to her parents about leaving, but they had stopped her every attempt. She wanted to get out in the world an meet people.

A few days later she found herself in a quiet village, with nothing more than the clothes on her back and an empty backpack.Her family had never needed money because they lived in isolation. She knew she was going to need to find work to be able to survive. She spent her first night in the village sleeping in the streets. The next morning, she was walking through the streets when a stranger approached her and offered her a job. It wasn't anything glorious, she would be washing dishes at the local inn. She was a bit shocked at how easily things seemed to be going right for her.

She only spent a few days doing this job before more opportunities began to spring forth. A few months went by, and she found herself getting more and more luxurious jobs. Some she enjoyed more than others, but none of this was as satisfying as she had hoped when she left home. She realized she would never be happy just staying in one place. She packed her bag as full as she could with supplies to travel and a few odds and ends. In her travels she met a few wandering merchants, whom always seemed to be willing to give her great deals on anything she wanted.

As she arrived in more and more towns and villages, she abused her bartering abilities to make sure she never wanted for anything. Always had fine clothes and accommodations, she could sell a stick to a wizard and convince them it was a wand. She always seemed to disappear just as people were starting to wise up to her actions, never spending more than a day or two in one place. Sure, she might get caught some day, but she'd likely be able to talk her way out of it.

## Character Traits

### Physical

Nadya's fur was a dirty blonde flecked with lots of brown and black spots. The tips of her ears had black tufts of fur on them. She was relatively short for her age with a small frame to match her stature.She had long, straight black hair down to the middle of her back if she let it down, though typically it was up in a tight bun on the back of her head.

### Mental

Nadya was still young and relatively naive. She was still not used to how easily people took a liking to her and would likely never get used to it. Since she spent many of her formative years in isolation, she was never really all that talkative. Despite it being so easy for her to make friends she never really kept many.
Giant

Giants are a series of massive closely related beings said to have been first created to help the All-Maker during the age of creation only to be abandoned when their duty was complete, or so Giant mythology claims. Giants are especially numerous on Vorjskan, but found on all continents.

Legend claims most giants were once semi-divine beings of great grace and virtue but whether that was factual or not and the modern giants are merely degenerate descendents is unknown.

### **Subraces of giants include;**

* Fire Giant
* Frost Giant
* Hill Giant
* Stone Giant
* Taiga Giant
* Rune Giant
* Cave Giant
* Marsh Giant
Batfolk

Gameplay

### **Base Traits**

* **Small Size:** Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
* **Darkvision 120':** Batfolks can see in the dark up to 120 feet
* **Blindsense 30':** Batfolk usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see
* **Climb:** Batfolks have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
* **Gliding Wings:** Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
* **Sensitive Hearing:** Batfolk of this race receive a +4 racial bonus to hearing-dependent perception check
Native Races

Unlike alien species, the native races were first created on Anor Mundus. The sentient native races include beastfolks as well as goblinoids and giants. Although technically made on Anor Mundus, Earthens are not considered among the native races as they were laid to slumber deep within the earth until the Starfall awakened them.
Swilzeran

## Geography

The territory of Swilzeran is located in the lower plateau and valleys of the Fangs. The valley is the only fertile land and most of it is dedicated to subsistence farming of rye.

Mount Uzmodan is the highest peak in Centros and its eastern slope touch the plateau of Swilzeran which has lead to the creation of the Pilgrim's path.

## Culture

### **Cuisine**

Swilzer cuisine is rather frugal due to the climate and limited fertile land. Large grazing areas allow for livestock and animal product to compromise a fairly high part of the local diet.

Rye bread along with cheese and butter compose the core of the poor's diet. Cabbage and onions are the most used vegetables, both often pickled to last through the winter. Toast with butter, apple jam or cheese are the basic meal.

Quiches, onion & cheese tarts, and mutton or veal pies are frequent fare in the more well-off citizen's meals along with smoked sausages and bread made from imported wheat flour. Mustard is the chosen condiment and spice.

The most common drink is fairly weak rye beer, but rye whiskey, and absinthe are also local staples.

### **Architecture**

Swilzeran is famous for its white wattle and daub building with clay roof, which are common in the capital of Lucenne. Most peasant houses however typically are build with planks and roofed with hay.
The Stormbringer

### Domains

Weather (Storm), Water (Ocean), Air (Cloud, Lightning), Chaos (Revelry), Destruction (Catastrophe)

## History

The young primordial god of seasons, the ocean, storms and revelry, the Stormbringer is feared by inhabitants of Anor Mundus, but also blessed for the gifts he bring.

## Relationships

Few gods would willingly associate with the chaos of the drunken god, but many are pulling into his revelry and shenanigans regardless of their wishes.

Only the Great Mother consistently care for her son.

## Ethos

*Bring the storm to those who deserve it, bring the calm to the needy. Let the revelry of the drunken god never end.*
Стелла

**Стелла** - персонаж дня, который появился в серии Выход Мистера Майма.

Стелла - начальница цирка Покемонов, который когда-то располагался на окраине Паллет Тауна. Звездой шоу был Мистер Майм, но однажды он перестал слушать Стеллу и просто сидел в своем трейлере весь день и ел, в конце концов, набрав лишний вес.

Хотя за пределами цирка она кажется милой, ее методы дрессировки оказались очень жесткими. Когда Эш попытался выступить в роли Мистера Майма для цирка, он подвергся порке и крикам, заметив, что он не удивлен, что Мистер Майм ушел, если с ним так обращаются.

Поняв, что она слишком сильно давила на своего Покемона, Стелла извинилась перед Мистером Маймом. Он принял ее извинения и позже присоединился к ней в цирке.
Troglodyte

History

Troglodytes are the degenerate descendants of the once the proud Vul'gra who built the first civilization Centros saw. In the aftermath of the starfall and the age of darkness, the Vul'gra descended into desperation to survive the darkness, turning to cannibalism, looting and demon worship.

## Description

A typical troglodyte stands about 5 feet tall and weighs 150 pounds. Most are dull gray or gray-green, though other variations in coloration can appear depending on habitat. Troglodytes have short, stiff ridges running from the top of the head down to the base of the spine.

Perhaps most iconically, troglodytes produce a stifling stench that wafts out to a radius of roughly 30 feet around them.

### **Lifecycle**

Each female is capable of producing a healthy clutch of eggs that number anywhere from three to five per spawning cycle (roughly once every 6 months). Eggs hatch in 2 to 3 months, with each egg containing one to three offspring. Infant troglodytes mature rapidly; they’re able to assist the tribe in as little as 3 months and reach full maturity within a year.

## Culture

In order to sustain their rapidly aging bodies, young troglodytes subsist on an entirely carnivorous diet. Local fauna can support a tribe of troglodytes for only so long. The reptilian creatures soon assault nearby settlements to consume the inhabitants, and cannibalism is an accepted racial norm. This fact has ensured the survival of other races, as troglodytes often fall on other tribes of their own kind rather than attacking other species.

Troglodytes construct only primitive weapons, as their constant infighting prevents their species from achieving any sort of technological or manufacturing advancements.

### **Society**

Troglodytes viciously clutch to their ancient heritage and the glory of the fallen Vul'gra. Much like the Vul'gra troglodytes live in communistic communities lead by a singular priest-king. Where space and resources allows they build ziggurat like their ancestors are temple-palaces which are surrounded by much simpler earthen dwellings.

### **Religion & Faith**

Troglodyte have long abandoned the solar worship of their ancestors and are still bound by ancient pacts struck with fiendish powers generations ago.
Vanir

## History

The Vanirs, or as other races call them, elves, are non native race that settled onto Anor Mundus in [x], first landing upon the now frozen shores of Kiliban after leaving their home dimension they call the dreaming after some unknown force invaded it.

The primal vanir formed a monarchic kingdom upon their new home, building a small empire in the harsh continent, often coming to clash with the natives who shared their home. Upon the starfall, Kiliban experienced a radical change in climate, which turned much colder than it had been.

With this change and ensuing political upheaval many groups of Vanir began to flee Kiliban, seeking other lands to settle, an event known as the Vanir Diaspora. Those who reached Centros would become the Dorethir, those who fled to the depths of the underworld the Sorenir, those who reached the forested wilds of Midken the Kuftnir, and those who settled the island of ushas the Orelir.

## Description

Vanirs are a fickle race, highly volatile in essence and mutable by the currents of magic. Over several generations, those Vanir who left Kiliban would come to mutate physically and mentally, affected by the mystical flow of magic and the influence of spiritual powers.

Still, all Vanir share some common attributes; An average height of 5'4'', four to six inches long ears, a general lack of body hair save for the head, which is typically extremely fine. Although they resemble humans externally, they share little traits with them, their organs being radically different and their blood is silvery in color.

### The Recolection

Unlike all other races on Anor Mundus, Vanir do not experience sleep in the same way other mortal races do. Although they require rest, Vanirs do not lose consciousness but rather let themselves be pulled into what they name the recollection; a trace like state where they experience slivers or ancestral memories, all memories before the Vanir's exodus to Anor Mundus are not only incoherent, but chaotic, violent and distressing to experience.
Kiliban

Killiban is the southernmost land mass on Centros, it was once home to the first Vanir to settle Anor Mundus, but climatic change caused by the Starfall caused the land to become encased in permanent ice. Very little is known about Kiliban and virtually nobody dwell on the frozen shore of the continent.

Compass on Anor Mundus always point toward a location deep within the Kiliban ice shelf.
Willo

### Domains

Air, Chaos (Riot), Liberation (Revolution, Freedom, Self-Realization), Luck, Strength (Self-Realization, Resolve),

## History

Willo was one of the incarnates summoned by Menelas, first emperor of Corsivia to the mortal realms from the Twisted Eternities, and given a name and shape.

Much like her other incarnate siblings, she is more sentient concept than a true living being, like the Primordials are.

Willo smiles upon revolutionaries, free-thinkers and any who would reject the expectations thrown upon them and find their own way of life.

## Manifestations

Willo manifest one of three ways; either as a statuesque woman of great charisma and presence, typically dressed in flowing toga speaking elegant rhetoric for freedom and free thought, as a woman in armor carrying the flag of revolution in one hand and a rapier in the other, or as a cloud of songbirds denouncing corruption and tranny.

## Relationship

Willo, incarnate of Freedom is Verila's opposite deity within the twin pantheons of the Holy Corsivian Empire, as such the two are locked in eternal conflict; free will against the oppressive strands of fate.

## Ethos

*Let there be no masters nor rulers, only freedom. Respect one another's freedom, be your own person.*

* Accept no authority that has not earned or deserve its position.
* Fight those who would enslave others wherever they may dwell, whether it be done with chains of steel or the strands of unwanted fate.
* Trust not in prophecy nor fate, make your own way.
Imperial Common

### The Language

Also known as Corsi, Imperial Common is the official language of the empire and to be used in all official business and must be taught in all accredited academy.

Imperial Common heavily derived from the now dead language of Sanctis, which itself is not primarily reserved for religious texts and ceremony. Unlike its ancient root, the Corsivan alphabet features articles and a determined word order.

### Writing

Imperial Common has a 24 letters alphabet. Unlike Sanctis, the Corsi alphabet features upper and lowercase letters as well as spacing between words.

The temple of Inara publishes a new edition of the official guide to Imperial Grammar every five years with minor errata and additions.
Lothair the Blasphemer

A figure of the Saxenian age of heroes, Lothair was once a mighty paladin who united the many feudal lords under a single banner, but the harsh and ambiguous demand of rulership of such a mighty kingdom soon eroded at his principles until he fell from grace.

Lothair the hero became Lothair the tyrant and blasphemer. Where he had once bore divine powers, he ruled his kingdom aided by the foul aid of fiends. Although many rose to fight him, he defeated them all, until Akeos, future emperor came to face him during the eighteen labors, felling the tyrant with divine flames.