recursal/Fanatic-Fandom huggingface dataset:
Akalate of Azkabar

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 Tolerance of Heretic +2

**Azkabar** (Bulwari: *Fortified City*) is city-state in Bulwar, adjacent to lake Naza and the Buranun river. It's one of the largest and oldest human city in the region.

## Culture

The citizens of Azkabar attach great importance on following the law and always presenting the best version of themselves. This behaviour can be seen in all the strata of the population, from the care the craftsmen put in their work, to the efforts soldiers put in their training. The numerous customs and polite civilities that make up Bulwari culture tend to always be respected... at least in public.

Behind the façade of its perfect society, Azkabar possesses another, less known, darker face. At night, many frequent illegal establishments where they can escape the pressure of normal Azkabari society by engaging in debauchery. Most of the time, these practices are limited to orgies under the heavy influence of drugs and alcohol, but there are rumours that some such activities tend toward the… sinister, with the city being rumoured to have been the headquarters of the Eclipse Cult.

## Notable Locations

#### The Seat of Justice

The ancient Order of Judges was in charge of codifying and protecting the laws of Bulwar. To maintain legal consistency and to ensure that all people are equal before the law no matter their situation, the Judges wandered between the various city-states to settle disputes and to ensure that justice is done.

In 557 BA, during the Castanorian Peace, a time when the Castanites held control over Bulwar, the Order established their headquarters in Azkabar to move away from the influence Aleric the White had from his seat in Anzabad, ensuring their continued independence from any political designs.

#### The Prison of Azkabar

The city’s infamous prison was built in 1140, under the order of Jexis the Burned Empress, to hold any Bulwari mage who broke her law (by being human, for example), in an attempt to consolidate her control over the region.

It is said that it was impossible to break out of the prison, partially thanks to its thick walls and tightly guarded exit, but mostly because of the peculiar nature of its jailers. The corridors that separate the cells were not patrolled by humans or even elves… but by ominous spectral creatures, with an almost blank face dominated by a gigantic mouth that devours the hopes and dreams of its victims. They were conjured by spellcasters to drive the prisoners to madness to prevent them from using their magical powers to attempt any form of escape.

### The Obsidian Walls

The fifteen meters tall and seven meters wide obsidian black walls surrounding the city give an sinister feeling. They were built during the God-Kings Era but have strangely never deteriorated with time. The Azkabari would credit this to a unique type of greasy black stone simply no longer found in Bulwar. Others have a more... morbid... theory, about an ancient abjuration spell, cast by an unknown genie and involving human sacrifices, keeping the walls from ever falling down.
County of Themarenn

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 Yearly Legitimacy +1

**Themarenn** is the Hub of Esmaria. The beautiful shores of the Themarenn Lake have always been a popular destination for wanderers in Esmaria, in the old days of the Kingdom of Esmaria it was even the preferred location for the King's residence, with the various river kings making the travel between Esmarainé and Lake Themarenn several times. Ever since the death of the last King of Esmaria, with Esmarainé fallen to the hands of greedy merchants, the Lake has assumed the role of Hub of Esmaria. Esmaria is well known for its many rivers, most of which are tributaries of the Esmar River. The river kings were able to use them to connect the region and establish reliable borders for their vassals. Due to the constant stream of visitors, we have been forced to make the most out of the old waterways, resulting in Themarennians exceptional ability in navigating them. The Esmarian Kings routinely retreated from the busy court life in Esmarainé to find peace in their palace by the lake. The Golden Palace was left in a state of disrepair ever since the river kings died out due to its high maintenance cost.
Cerulean League

The **Cerulean League** refers to the league of city-states around the Dameshead that fought against Castanor for independence in the First and Second War of the Cerulean League. With Castanor busy fighting the First Castanorian-Kheteratan War the city-states, many of whom were Castanorian colonies and had previously enjoyed a state of semi-independence until Castan the Great in 471 BA, declared support for The Senate and their independence. Fighting from 308 BA - 300 BA for 8 years and 1 month, the League would come out victorious, due to Castanor's lack of ships and due to funding from the Gnomish Hierarchy, ensuring the succession of the states of Vertesk, Damenath, Damescrown, Lorentainé and more. Six years later the League would fight a second war, from 294 BA - 288 BA, due to Castanor's invasion and attempts to bring them back into the fold. Although Castanor would burn Vertesk and Damescrown, the League once again came out victorious and would unite themselves into the Damerian Republic.
Harpy Hills

The **Harpy Hills** is a region in Bulwar known for being the origin of the Harpy race. It is the home of the Firanyan Harpies.

## History

### Prehistory

The first harpies allegedly emerged in Firanyalen.

### Harpy Queendom

The Harpy Queendom was the first harpy state [in Bulwar] and was established in 1159 BA by Queen Firanya. It became a regional power in Bulwar, controlling much of the north and forcing a multitude of human villages in the south to pay tribute. However, Firanya was killed by an unknown huntress who is commonly considered to have been an avatar of Falah.

The first harpy brothels were established in [YEAR] in [PROVINCE].
City of Zurkanrek

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**Zurkanrek**, also known as **The Eastern Gate**, is a city in the Kovdazar region of the Lake Federation and was founded in 3 AA by a combination of Ashen Migrants and exiles from the northwestern cities. It was known for its significant trade and imports from Yanshen via its famous Treasure Fleet and for the The Grand Academy of Abosrekodh.

## History

Zurkanrek was founded in 3 AA by a combination of Ashen Migrants and exiles from the northwestern cities. The city rose to power quickly due to the new migrants' lack of fear of the open sea and their knowledge of civilization across the plains to the east. They brought trade from the outside world for the first time and became one of the founding members of the Trading League, taking Kovtalzar's place as the dominant power of the northwest.

The city's diplomats command a certain degree of respect within the Federation, as Zurkanrek is one of the only four truly important cities founded during the Ashen Migration and the only one that stood as a dominant power in the lakes.

## Economy and Industry

Since its founding, Zurkanrek has been the sole point of peaceful contact with the world outside of the lakes. Its ships sail far beyond the horizon to trade with Yanshen, bringing fabulous exotics and news back to their homes. Every decade, the famed Treasure Fleet departs Zurkanrek to trade, bringing considerable wealth from abroad and tales of local customs upon its return.

As such, Zurkanrek's main export is Yansheni silk, first introduced to the city by merchants returning from the east. The silk is famed for its beauty and abundance, and it’s a commonly held belief that even the poorest of the city have felt its soft embrace at least once in their lives.

It also keeps close relations with it's neighbouring city Yarumudh. They produce high quality rugs, that are then sold by Zurkanrek merchants in Yanshen, for a share of the profit. In return Yarumudh recieves discounts on all imports from Zurkanrek.

## Navy & Military

It is commonly said that Zurkanrek lives and dies by the capabilities of its navy, and as such, every citizen must serve a tour in the merchant marine to ensure they don't forget the reason their city rose to prominence. This has been an ongoing practice for centuries and a point of pride amongst the citizenry. The Rising Sun flag of Zurkanrek was known from Anbenncóst to Tianlou, and the city's merchants are unusually proud to be flying under its banner since it represents protection, honesty, and good business.

Today, it serves as one of the main staging grounds for the Lake Federation navy, and its vast shipyards have mostly been converted into military production. The city's navy is well-respected, and the Grand Academy of Abosrekodh just south of Zurkanrek, is famed within the Federation and beyond as the premier naval academy. Graduates are known as some of the best admirals a truly modern fleet can ask for, skilled on the battlefield and filled with pride for their grand city.
Henrik Divenscourge

**Henrik Divenscourge** was a Dalric reaver that founded the Kingdom of Pearlsedge in 879 after conquering the lands mainly from the Tretunic Kingdom, as he had grown tired of looting the Divenhal and returning back to Gerudia. In the peace he married his son Harald to the princess Andarta Tretunis, who together founded the Pearlman Dynasty.

He largely left the governing of his kingdom to a mixture of Gerudian and Tretunic subjects, and primarily used it as a friendly port to continue his escapades in raiding the rest of the Divenhal Sea which he did until his death.
Half-elf

**Half-elves** are the offsprings of unions between humans and elves and are most commonly found in Cannor. Half-elves are usually indiscernible from their human counterparts, as most are raised in a human-centric environment - with only a slight point of their ears giving it away. Other than that, they are treated the exact same as humans or even better, due to their heritage.

Due to the heroic and attractive nature of elves, many half-elves are born into the ranks of nobility and find themselves at the forefront of politics and diplomacy in Cannor. They are naturally likeable by all races, and take the best qualities of their parents, balancing the recklessness ambitions of humanity and the indifferent patience of the elves.

Half-elves hold their heritage with pride, often proclaiming themselves the true sons and daughters and upholders of Anbennar, which means unity and communion, after all.

## Society

### Half-elven Nobility

Many half-elves were born in Cannor shortly after the end of the War of the Sorcerer-King, likely due to their status as heroic figures across Cannor but also their general allure and attractiveness to human eyes. This, combined with the elvenization of Cannor as a whole made marrying elves, despite the majority of them having no titles of their own, a popular occurrence amongst the human nobility at the time. In addition to this, many half-elven bastards were also born during the time to human monarchs with elven mistresses and consorts - some even being legitimized and inheriting or being given titles themselves.

The practice of nobles marrying elves eventually fell out of favour by the end of the The Interregnum and the Formation of Anbennar in 1221, when the new "half-elven" nobility had become so entrenched in Cannor that they no longer saw the need to "elvenize". Instead the nobility returned to their first and foremost priority in marriage: gaining more titles for the family and creating political alliances - but instead of doing it among human nobles, they were now also doing it among the newly created "half-elven" nobility, thus preserving the alluring concept of 'elveness'. At the forefront of these half-elven nobles were the Silver Families, descendants and heirs of the Silver Band which comprised the most accomplished and known of elven heroes during the War of the Sorcerer-King.

It is a common misnomer in Western Cannor that the nobility are all half-elves. While it is true to a large degree that the nobility have higher concentrations of elven blood, only an incredibly small few can be truly classified as a half-elf (as in, born of a human and elven pairing) - instead, most of the nobility preserve the idea of 'elven' or 'half-elveness' by intermarrying each other, to the point that they preserve the idea of being a half-elf by marrying and creating offspring with other "half-elf" nobles.
Deadfang Clan

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 Mercenary Discipline +5%Cost of Advisors with Ruler's Culture -25%

The **Deadfang Clan** is a clan of Green Orcs in South Castanor led by their Chieftain Brog Deadfang, who led the first orc expiditions into the Deepwoods but returned to serve Dookanson. Unlike other orc tribes, Brog is one of the leaders to have survived The Battle of Rottenstep, after which he gathered the remainder of his clan and let them south.
Anbenland

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## **Traditions**

+15 Global Settler Increase
+10% Institution Spread

## **Ideas**

**Haven for Refugees**

+1 Max Promoted Cultures

**Gateway of Escann**

-10% Development Cost

**Urban Frontier**

-10% Construction Cost

**Eternal Vigilance on the Horizon**

+10% Fort Defense

**Dule Legion**

+10% Manpower Recovery Speed

**Extending an Olive Branch**

+10% Trade Efficiency

**Order of the Dove**

+1 Diplomatic Reputation

**Anbenland** was an Adventurer Kingdom in Escann. Like its other Adventurer Kingdoms, it was founded by the descendants of the Marcher Lords who remained in the region after The Greentide. In particular, the band of Marcher Lords who founded Anbenland were the Anbenncóst Expedition.
Free City of Giberd

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 Trade Steering +15%

**Giberd** is a city-state in Esmaria ruled by and populated by gnomish exiles from the fall of the Gnomish Hierarchy during the Dragonwake. Meaning "gifted land" in Gnomish, the land was given to the refugees by the Esmari Kingdom in exchange for knowledge and secrets kept by the hierarchy.
Divenhal Sea

The **Divenhal Sea** (Diven from Elven for Divide, Hal from Old Castanorian for Land) is the sea bordered by Cannor and the Dameshead on the north, and Sarhal on the south. It is a warm and mostly inland sea, divided into the Western Divenhal, and the Eastern Divenhal. The average depth of the sea is around 2 kilometers, compared to the 3.5 kilometer depth of Uelos' Lamet Ocean, and the 1 kilometer depth of the Ruined Sea. It is colder than the Ruined Sea, but warmer than Uelos' Lament.

It divided into two halves- **West Divenhal**, and **East Divenhal**. East Divenhal is the elder, warmer, and shallower of the two, its shores containing Kheterata and Bulwar. It was in this sea where humans first plied the waves, and one of the safest, at least, weather-wise, in the world. It is so calm in the eastern portions of the sea that looking into the water is like looking into a mirror. The Dwarven hold of Ovdal Tûngr is famous for this, as ships in the harbor will see a reflection of the hold's massive carved windows and edifices in the water below. The northern parts of the East Divenhal along the coast of Dostanor, is usually referred to by the name Sea of Follies. The Mother's Sorrow delta, the Suren, and the Dostanesck all empty into the sea. The two halves are separated by the Isle of Tef.

West Divenhal is the colder (but still warm), stormier, and deeper twin of East Divenhal, having more in common with Uelos' Lament Ocean than its twin. The seas are inhabited by the Dog Corsairs, who raid the coasts of Sarhal and Cannor for captives to work on their farms and in their mines. The southern coasts of this sea, Akan, were first settled by the Kheteratans, during the Age of Awakening. These colonies were destroyed by The Onslaught, but were refounded, and still exist, to this day. The northern coasts of western Cannor are warmer than the rest of Cannor, due to the sea. It is separated from the Dameshead by the Damesear.
Ettalinde the Wretched

**Ettalinde the Wretched** was one of Nichmer, the Sorcerer King's acolytes. It is said she sought to abandon the Sorcerer King and was defeated by both Nichmer and Canrec the Defiler during the final days of the Liberation of Corvuria. She was known to be incredibly vain, often looking in her handheld mirror and paying close attention to her appearance. Later on, it is rumoured that she was revived by a group of Aldresian crusaders who were searching for a way to achieve the longevity of elven life, instead, Ettalinde offered them a darker gift: vampirism. Another more modern theory is that she instead had attempted to trick the Infernal Court for her power and eternal beauty/youth which brought about a curse from them, resulting in vampirism.
Arangreen Shipping

**Arangreen Shipping** is a Trollsbay-based company of shipping, transportation, and associated services. Unlike other conglomerates such as the Calasanni Trading Company or the Vanbury Steel Guild, Arangreen Shipping does not produce anything but only handles the transport of goods all over Halann.

### History

With an economy focused on growing cash crops to be exported to Cannor and an ever growing production, Cestirmark created a company dedicated to the export of such goods based in Arangreen in 1589. Arangreen Shipping would eventually grow in the centuries into one of the biggest shipping companies, especially after the company became publicly traded in the Isobelin Stock Exchange.

### Ardimya incident

The company became well-known to the general public due to one of their ships unfortunately becoming stuck in the Ardimya canal in 1902, clogging it for weeks.
Escann

### Culture(s)

Common Goblin, Green Orc, Silver Dwarf, Redfoot Halfling, Aldresian, Anbenncóster, Busilari, Castellyrian, Corintari, Corvurian, Crownsman, East Damerian, Esmari, Gawedi, High Lorentish, Kheteratan, Marrodic, Roilsardi, & West Damerian Human

### Religion(s)

Goblin Shamanism, Great Dookan, Regent Court

**Escann** (Old Castanorian for Eastern Cannor) is the easternmost region of Cannor. It is bordered to its east by the Serpentspine Mountains, to its north by Gerudia, to its south by Bulwar, and to its west by Western Cannor. It is itself subdivided into Inner, West, and South Castanor, which are so named due to their having been the domain of Castanor and its successor, Black Castanor.

## History

The Kingdom of Castellyr was established after Black Castanor collapsed, but was overwhelmed by Korgus Dookanson during the Greentide.

In 1444, Escann was populated predominantly by the remnants of the Orc and Goblin forces. The Castellyrian and Castanorian Humans who once ruled the area have largely been driven out or massacred, and are now close to extinction. Recently Human, Dwarf, and Elf adventurer bands have begun to work to reclaim the lost lands, however, and the Kingdom of Marrhold which clings to what territory it has held in the isolated south-east of the sub-continent, will hope to find allies in the new settlers.

## Demographics

Cultures within the area are primarily Green Orc and Forest and Common Goblin. Humans from across Cannor and even some from the Kheterata in Sarhal are also present, making Escann the most culturally varied area on the planet.

Worship of the Great Dookan is the predominant religion in the area due to the overwhelming number of Orcish inhabitants, but Goblin Shamanism and Regent Court also have a strong presence, and even Khetism can be found in Escann, practiced by the Kheteratan New Wanderers adventuring band.

As things stand there are no current conflicts as few rival forces share borders, but the smaller adventurer bands and the nomadic tribes are known to move their encampments on a moment's notice and this could lead to conflict as soon as borders are threatened.
County of Terr

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 Production Efficiency +10%

### Wexonard Rule

With the Terr dynasty wiped out during the War of the Sorcerer-King the lands were eventually given to Lain the Lady's Eagle who was a Wexonard commander aiding the Esmari resistance during the war. Under his rule the county flourished once again, to the point that the county's sigil became that of Lain's personal sigil for him and his personal houseguard, the Lady's Eagles.

### During Wars of Rule

Due to Terr's proximity to Aranthíl, many Terrman sought employ under the mage emperors of Anbennar and the Magisterium. Like many of the lesser nobles of the empire, Terr sided with the mage emperors during the Wars of Rule against the higher nobility, including their overlord the Kingdom of Esmaria.

### Havorton

In 1292 the Houses of síl Terr and síl Havorton came together, when Countess Eilís síl Havorton married Warin síl Terr in order to oust Havoric restorationists under Henric the Fierce. Since then Havorton has become tied with the county of Terr.

## Economy

### Dyes

The Terrman flower beetles, who gained colour from eating the flowers of the local forest, were cultivated by the Viswaller dyemaker Isabella Brightflower, who set up a workshop in Terr after failing to import the delicate beetles to her home city, instead starting the county's dye industry.

### Spring of Terr

Terr's capital itself lies atop one of the main freshwater springs that feed into the Esmar basin. It is from this mineral rich font that Terr draws the secret ingredient for crafting its signature wine. Most vineyards never use water in their fermenting process, but Terr has found that adding spring water to the juice batches, just before fermentation, greatly enhances the taste of its otherwise lackluster wines.

While this wine is only available in Terr, it has garnered quite a reputation around the empire for its light but complex taste. Terrman diplomats often host eloquent parties along the banks of the spring, dipping jugs of cold water straight out of the spring itself, for Terr's diplomatic guests to compare to that of their Terrman wine.
Estaire

## Estaire

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## **Traditions**

Diplomats +1
Manpower Recovery Speed +10%

## **Ideas**

**Order of Gallantry**

Cavalry Combat Ability +10%

**Every Day a New Celebration**

National Unrest -2

**Grand Exposition of Estaire**

Yearly Prestige +1

**Innumerous Cadet Branches**

Yearly Republican Tradition +0.3 (if applicable)
Chance of New Heir +50%

**Esmari Fashion Culture**

Institution Spread +20%

**Cultural Identity Affirmation Act**

Cost of Advisors with Ruler's Culture -25%

**Wooden Chalice Chamber**

Administrative Free Policies +1
County of Woodwell

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 Morale of Armies +10%

The **County of Woodwell** is a nation of hardy woodsmen. Since time immemorial, Woodwellers have worked the wood of the forest to produce some of the finest woodcrafts in Cannor. Unlike most of its imperial neighbors, the people of Woodwell are honest workers who have know the value of hard labor on character and the soul. Woodwell soldiers are thus less likely to break than their cousins from the plains. All across Anbennar, Woodwell people are often stereotyped as honest, if simple, folk to whom duplicity is a foreign concept. While this is not strictly true, it has done wonders for Woodwell reputation. In the elves we have found kindred spirits who respect the sanctity of the forest. Shared values have led to a great deal of cooperation and trade between us, such as the construction of the beautiful forested gladeways that link our realms. While not as expansive as the ancient Deepwoods or Greatwoods of the Alenic Frontier, the woods of West Dameshead are no less old and prove to be fine timber for shipmaking.
Akuu Kovdazar

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Akuu Kovdazar was the first major power in the Triunic Lakes, founded by the first of the Khamgunai to migrate to the region. It was also the largest state to date, its borders encompassing all of modern Kovdazar and the Brightmarch at its peak. Much of the realm's history was consumed by the decades long Amber Wars that ultimately ended with the dissolution of the Kingdom with the signing of the Amberpact at Bozkuqayla in 564 BA. The influence of the ancient domain is still present, as the lands that once made up its core territories continue to carry its name.
Duchy of Estallen

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 National Tax Modifier +20%

**Estallen** stands at the very centerpoint of the three main regions of Anbennar proper: Esmaria, East Dameshead, and The Borders, making Estallen a go-to hub for diplomatic meetings between itself and its neighbours. Estallen's central position within Anbennar proper also makes it a target and trade-rival. The Water Garden District was the outcome of one such rivalry, Lindelin of Estallen's longtime rivalry against Leslin of Leslinpár, the district expands upon the natural Esmar river that flows through the city, turning it into a series of canals and parks within the city itself. Estallen is known for three things fashion, parties, and courtesans'. When people say 'Esmari Fashion' they normally mean 'Estalleni Fashion'. From the token tight, form-fitting dresses and bodices to its luxurious cloaks, Estallen makes it all and determines whats 'in' and whats 'out', darling. While the river parties of Esmaria end at Damescrown, for most external-participants, the journey of booze-enhanced diplomacy begins in Estallen. No nation can match Pleasure Houses of Estallen is unmatched throughout Anbennar, no, Cannor itself, and is often the source of the many "performers" hired on the party barges of the Esmar. There are rumours however, that a rigorous loyalty to Estallen is instilled within their lessons of love, and are in fact spies for the city.
Alenic

File:Alenic culture map.png

The **Alenic people** are a group of human cultures native to the Alenic Frontier and the Alenic Reach, generally regarded as a harsh and gruff people that imitate the bitter and wild lands they inhabited.

## History

Tribes of humans dwelt in the Greatwoods along the lower reaches of the Alen River, known to ambush sailors upon the river. Castan's Empire would do its best to clear the lands surrounding the river of trees, salting the earth to prevent regrowth. Castanorian influence would spread upstream from the Alen's mouth with the foundation of the city of Vertesk.

In 470, the Dragonwake would drive many Alenics to flee westward. The Gawedi tribe seized the then-Damerian city of Vertesk, establishing the Gawedi Kingdom and launching an invasion of the Small Country, colonizing the Dragonhills and Gnomish Pass. Others fled into the Moors, assimilating with the local culture to wipe out the Moor Harpies to become the Moormen. Two of the Three Tribes pushed out of their lands by the Gawedi were Alenic and migrated further: the Wexonards invaded the Damerian Republic and settled in the Borders, while the Marrodic people turned eastward to Escann, believing the dragon threat in the east had passed.

## List of Cultures

### Western Cannor

* Gawedi
* Moorman
* Old Alenic
* Vertesker
* Wexonard
Flying Hound Clan

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 Land Fire Damage +10%

The **Flying Hound Clan** is a clan of common goblins in South Castanor led by Clanboss Elgek Flying Hound. After the Greentide ended, the clanboss had made the decision to lead his people to the plains of Godsecker, where they settled in the shadow of the Godshield Mountains.
Chippengard Republic

## Chippengard Republic

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### 地区

Sarda, Epednan Expanse

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### 种族

Chippengarder Half-orcs, Epednar Ruinborn

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### 前身

File:Chipped tooth company flag.png Chipped Tooth Company

## **Traditions**

Mercenary Manpower +10%
Adventurers Estate Loyalty +10%

## **Ideas**

**The Mercenary God**

Tolerance of Own Faith +1
Church Estate Power +5%

**Ynnic Contracts**

Possible Condottieri +100%
Improve relations +15%

**The Teethbreaker**

Yearly Prestige +1

**Anbenncóster Influence**

Development Cost -7.5%
Construction Cost -7.5%

**Common Bilingualism**

Diplomats +1

**Half-Orcish Meritocracy**

Advisor Cost -15%
Female Advisor Chance +25%

**The Chargestoppers**

Infantry Combat Ability +10%
Duchy of Exwes

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 Advisor Costs -10%Possible Advisors +2

Although not particularly exemplary in any single craft, the Exwes people are versatile and competent in many different fields. This has had the unintended effect of endearing Exwes to cultures who would otherwise feel threatened by attempts to impinge upon their fields. Exwes' willingness to take into consideration the ideas of peoples from all backgrounds and races has led to a small cultural and political renaissance characterized by thinkers from all nations flocking to Exwes. Exwes lax attitudes when it comes to dogma or traditions means that they get along well with those with views different from our own, be they man or a different race. This openess is Exwes greatest legacy.
Duchy of Sorncóst

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 Trade Efficiency +10%

The ancient lords of Sorncóst share the blood of old Lencenor. It was the family that the ancient House of Lorentis formed a bond with allowed Lorenan to liberate its land. The Sorncósti have cornered the specific niche of catering to the cuisines of the Divenhal Sea. Sorncóst is famous for their vineyards filled to the brim with grapes and bountiful harvest. It's something about the soil.
Alvarion Duskwatcher

**Alvarion Duskwatcher** was born on the Remnant Fleet, but his true life started in Cannor. Traveling across the land and adored for his charm and the heroism of the Elves during the War of the Sorcerer King, Alvarion abused his position as an Elf to party across the continent. By chance, or perhaps not, he ended up at Kyliande that one fateful night and seduced Morganne, forever changing history.
Corintar

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 Rebel Support Efficiency +25%

The **Corintar** order was founded by several members of Corin's Circle after her death, most notably Lothane Bluetusk, their first Grandmaster.

## History

Founded shortly after Corin's death at the Battle of Castonath, the Corintar order was at first, simply one of many adventuring groups attempting to reclaim Escann from The Greentide. With the evangelizing efforts of Dominic of Gallowspeak and Lothane, Corintar became the center first of Corin's ascension to the Regent Court pantheon and later, when Castellos's death was revealed during the Age of Unraveling, the center of the new Corinite faith.

In the 17th century, after being conquered by Esthíl, the Corintar would splinter into two groups; the radical Corinite Crusaders and the more moderate New Corintar. The Corinite Crusaders grew directly out of the old Corintar order and waged many wars across Cannor and even into Anbennar to fulfill their goal of bringing justice to the world. Their cause was popular and their ranks were bolstered constantly by the faithful.

In contrast, New Corintar operated in secrecy and was a much smaller organization. While they nominally shared the same ideals as their Crusader counterparts, their reach was far more widespread, touching all parts of the world. They supported the causes of freedom, the betterment of all, and justice even when those they aided had never heard the name of Corin.
City of Akuutengen

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**Akuutengen**, also known as **The New Blood**, is a vibrant city in the Lake Federation, founded by veterans of the Great Incursion in 1443. It is a melting pot of different cultures, funded largely by the pensions of its residents, and known for its picturesque scenery and quiet backwoods.

## History

The founding of Akuutengen in 1443 was a response to the turmoil and destruction of the Great Incursion, as veterans sought to create a new community where they could start over and live out their retirement years in peace. The land used to create Akuutengen was taken from Länkuuhsta and Vahjevgiiv, being punished by the newly organized Lake Federation for their earlier conquests. The only settlements at the time in the area were the copper and tin mines formerly owned by Länkuuhsta, though once the land was lost the inhabitants abandoned the sites. Once founded, Akuutengen was in a precarious position, wedged between the two cities whose former land the city was built on.

Akuutengen relied on diplomacy and alliances to remain independent and establish roots in the region. With its peaceful setting and moderate climate, Akuutengen quickly became a popular destination for retirees from across the federation, who were drawn to the city's serene atmosphere and welcoming community.

## Economy

While Akuutengen is primarily known for its retirement villas and real estate, it has also developed a thriving tourism industry, with visitors coming from all over the world to explore its natural beauty and unique culture. From hiking and fishing in the nearby mountains to enjoying the local cuisine and traditional music. As Akuutengen continues to grow and evolve, it remains committed to its core values of community, innovation, and sustainability.

## Military

Akuutengen was founded by veterans of the Great Incursion, and so the people there grew an identity of always being ready to defend their homeland. The legacy of the founders of the city also led to a more disciplined army, useful for the extra coordination required when the widespread use of gunpowder arose. With the city having been founded on plains, the city herded horses and incorporated them as a large part of their military.
Hammerhome

社会
--

## **Traditions**

Fort Maintenance -20%
Fort Defense +10%

## **Ideas**

**Hammerhome Repeaters**

Fire Damage +15%

**Balgarsmith Highforge**

Construction Time -10%
Production Efficiency +10%

**Invite the Banking Clans**

National Tax Modifier +5%
Yearly Inflation Reduction +0.05

**Castanorian City Revival**

Development Cost -10%

**Dwarven Artificers Guild**

Military Technology Cost -10%

**The Surface Highway**

Movement Speed +15%

**Regent Court Tolerance**

Tolerance of Heretics +2

**Hammerhome** was a dwarven-majority country in Escann established after The Greentide by the Iron Hammers, an adventurer band. It is known for having been the birthplace of the first repeater rifle, the Hammerhome Repeater.

## History

The Iron Hammers were one of the adventurer bands which moved into Escann following the Greentide, eventually settling in Inner Castanor. In 1626, the High Balgarsmith Altonius Hammergraft moved the Highforge to Hammerhome. In 1846, a number of prominent dwarven artificers (including Kelgrim Kazdoran) formed the Dwarven Artificers Guild in Hammerhome.
Elikhand

## Elikhand

社会
--

## **Traditions**

Stability Cost Modifier -10%
Goods Produced Modifier +10%

## **Ideas**

**Kheteratan Horses**

Movement Speed +15%

**Monumental Architecture**

Construction Cost -10%

**Pursuer Swarms**

Cavalry Flanking Ability +50%

**A People Far From Home**

National Unrest -1

**Open Bazaars**

Trade Efficiency +10%

**Resurgence of Sickle Warfare**

Infantry Combat Ability +10%

**Land of the Pale Sun**

Prestige Decay -1%
Epednan Expanse

### Local Geography

Prairies in the east, deserts in the west and the foothills of the Ekyunimoy Mountains. Some stretches of farmlands in the south alongside the Epadynn and Lady Isobel.

## Society

### Culture(s)

Steadsman, Dustman, Epednar, Horizon Elf, Rzentur, Proto-Sarda (formerly)

### Religion(s)

Ravelian, Drozma Tur, Eotomolaque, Elven Forebears

The **Epednan Expanse** is the Ynn's westernmost region, spanning vertically in-between Dolindha and Sarda's western reaches and the Ekyunimoy Mountains.

Despite being classified as part of the Ynn River Valley, only the northern half of the Epednan Expanse houses tributaries to the Ynn River. The southern half of the Expanse is marked by the Lady Isobel and Passing River.
The Expanse is often conflated with the Ynnic Western-Lands, with the two terms being used interchangeably by most.

The name Epednan Expanse is derived from "Epednar", which is actually an exonym given to them by Dolindhan Ruinborn meaning "People of the West". Despite this, the first Ruinborn to settle the Epednan Expanse were actually the Sarda.

The great flatlands of the Expanse promote a nomadic lifestyle. The Epednar were traditionally a thorn in the side of the Ynnic Empire, which didn't manage to sudue them even at its apex during the Lovdrakan. Even in modern times, the communities established in the region rely mostly on ranching. Cannorian settlers of the Expanse are known as cowboys, with many of them attracted by rumors of gold in the Ekyunimoy mountains.
Aucan Órdimair

### Notable Feats

Writer of multiple philosophical works, particularly his multiple Treatises on Government.

### Home

Órdimair Manor, Southern Merewood. Anbenncóst after 1675.

## Dates

### Cause of Death

Pneumonia

**Sir Aucan Órdimair** (29 Yshdament 1620 - 28 Tearfall 1684) was an Escanni philosopher and economist. One of the greatest thinkers of the Age of Witch-Kings, his works had a great influence on the evolution of economic and social thought in the Cannorian world regarding, amongst other things, the defence of basic rights and freedoms under the rule of law.

### Early Years

Born in a burgher family in Ionnic lands, Aucan's youth was marked by multiples travels alongside his father across the different Escanni realms, but it was during a long stay in Anbenncóst and the time spent in its libraries and multicultural society that "the spark that would become my interest in men's constructs to rule other men" came to be. Órdimean thought is heavily marked by the old Damerian Monarchy system, something a teen Aucan grew more interested on as he learned the origins of the city; as well as his early exposure to Ravelianism.

### Economy

Made an honorary member of the Order of the Golden Horseshoe for his good advice to the Archon of Araionn upon returning from the Damesear, the now Sir Aucan managed his family's possessions with expertise, even if his thought wasn't always on it. Out of all his works, his posture on orcish slavery made him a controversial figure to future historians, for Aucan opposed slavery in various texts and public meetings while investing in it himself through merchants from his homeland.

### Late life

It was in the year 1675 that Aucan moved from an Escann plagued by the Wars of Unification to the Damesear to a comfortable house in the Temple District of Anbenncóst, from where he would publish most of his works through connections with the Order of Chroniclers. The following decade would see his conversion from the Corinite Regent Court to Ravelianism, too, as he grew more and more wary of Corinite Núrcestir and its zealotry.

### Death

Aucan Órdimair died in the autumn 1691 of a bad case of pneumonia as the armies of Camir Silmuna and his absolutist Núrcestir came closer and closer to taking control of the Empire itself. His works would be shunned in Camiran Anbennar, but the excellent publishing provided by the Chroniclers meant that Órdimean thought spread far and wide in Aelantir and the rest of Cannor, particularly in the Trollsbay.

### Curiosities

The "Órdimean Proviso", a feature of Aucan Órdimair's labor theory of property which states that "whilst individuals have a right to homestead private property from nature by working on it, they can do so only at least where there is enough, and as good, left in common for others" was named after him by later Trollsbayer economists.
Calrodiy the Great

**Calrodiy the Great** is an Emperor of the Ynnic Empire who ruled from 894 AA to 907 AA, emerging victorious from the Second Ynnic Civil War in 898. He was responsible for founding the City of Arverynn and establishing the Vyrekynn dynasty.

## Legacy

Calrodiy the Great is remembered as one of the best emperors the Ynn ever witnessed, a stalwart Soldier-Emperor, a patron of the arts and a harsh but just reformer. The new capital he founded, Arverynn, would go on to become one of the most populous cities in Aelantir if not the world.

Calrodiy's reforms enforced a form of early serfdom over most of Sarda and later the Ynn. His victory over the forces of Dolindha is attributed to these reforms, as is the rise of Ynnic feudalism later on.

## Greatness or Not?

Despite Calrodiy's moniker as 'the Great', the Second Ynnic Civil War has been often referred to as the starting point of the decline of the Ynnic Empire by Ynnic Ruinborn themselves. In this optic, historians believe Calrodiy earned his moniker of 'the Great' for his role in staving off this decline and giving the Empire three more centuries of life.

Alternatively, it is theorized that victory was by itself Calrodiy's claim to greatness. Under his leadership, Sarda Ruinborn inflicted a series of defeats against the more numerous and war-ready Dolindhans, considered up till that point the true defenders of the Ynnic Empire, and bested them in a hard-fought civil war.

Critics argue Calrodiy's reign was a cause or even a product of the Ynnic Empire's decline, and that his moniker was earned through a combination of actual merit and skillful propaganda by the artists he was a patron of. His reforms imposed a great cost on the populace for the sake of keeping the Empire together, and paved the way for later feudal fragmentation.
Penguin of the Week

**Penguin of the Week** (commonly abbreviated as **PotW**) is an event that occurs on a weekly basis where a penguin is rewarded for being kind, helpful and respectful on the Club Penguin Forever island.

Each winner is awarded 10,000 coin's, the Green Viking Helmet and the exclusive Penguin of the Week Background.

## Winners

* 2022
 *2022 Winners*

## Trivia

* Staff members can not become Penguin of the Week.
	+ Nike was PotW before becoming a moderator.

## Gallery

* 2022
* Other
 *2022 Winners*

Penguin of the Week #1Penguin of the Week #2Penguin of the Week #3Penguin of the Week #4Penguin of the Week #5Penguin of the Week #6Penguin of the Week #7Penguin of the Week #8 *Other Images*

Introduction of PotW
Horn of Araš

The **Horn of Araš**, also known as the Binding Horn of Araš or Horn of the Akalites, was an enchanted warhorn heirloom of the Araškaysit, the ruling family of Akalšes.

## Qualities

The enchantments on the horn made it resistant to the passage of time, and it had different effects based on the call used, like increasing Akalšes’ armies morale or making the enemies fall into despair.

The one that gives name to the horn, the Binding Call, was a call to arms that everyone who descended from the Akalites could hear, no matter the distance. During the rebellion of the Surakeši League, the last time it was used, the call was heard by people in Saamiršes and Rezankand, who described the sound as distant, but clear and recognizable.

## History

The origins of the horn are shrouded in mystery. The oldest records of the horn are from around 300 years after the founding of Akalšes, with the horn appearing in the possession of queen Araš III, one of the bulwari heroes that slayed Nikšaru, a demonic bird associated with the Firanya from the Cannorian myths.

The horn remained in possession of the Akalšes royal family until the death of the king Darian Araškaysit at the hands of Jaher. He kept the horn in the treasury of Bulwar until, decades later, Jaher returned the horn to Darian’s son, king Araš IX, for his loyalty and military prowess in the conquest of Rahen.

After the death of queen Araš X during the Jaddari Conquest of Bulwar, the horn became propriety of the Divine-herald, and was kept in Jaddanzar’s treasury with other war trophies.

During the rebellion of the Surakeši League, the horn was stolen from Jaddanzar by a deserting officer from the Jadd army, Ardašir szel-Akalšes, a distant relative of the Araškaysit, who proclaim himself king of Akalšes. After reaching the city, he used the horn to summon an army and proclaimed the re-establishment of the Akalate.

Ardašir was thrown out of the sky during the battle of the Naza, the Golden Throne falling into the lake and neither his body nor the Genie Flying Ship being found. Only the horn was found, and was given to the Divine-herald, who after the destruction of Akalšes, shattered the horn using a hammer of Black Damestear that was capable to dissipate the horns’ magic, and then threw the fragments into the Naza.
Bulwari Sliding Shields

The **Bulwari Sliding Shields** were rectangular shields that had the ability to extend down onto the floor to secure the shield and the user's position within a phalanx. Originally an invention of the Dwarven Segband that once served as the personal bodyguard of the Phoenix Emperor Jaher, it has now been modified to fit human sizes and became a standard in the Bulwari Military.
Escanni

The **Escanni people** refers to any of the various human cultures of Escann, both those present in Chivalric Escann as well as the settler cultures who came to live there after the Greentide.

## List of Cultures

### Chivalric Escanni

* Adenner †
	+ Adeanic †
		- Farrani
* Balmirish †
* Castanite †
	+ Castanorian †
		- Black Castanorian †
		- Castellyrian †
		- White Reachman
* Marcher

### Settler Escanni

* Ancardian
* Elikhander
* Estairey
* Heartman
* Ionnic
* Luciander
* Núrcestiran
* Rósanda
* Stalbóric

† = Extinct
Club Penguin Forever Wiki

**Welcome to the Club Penguin Forever Wiki!**
**Club Penguin Forever** is an inventive spin on Club Penguin, littered with modern twists. A community CPPS with its roots firmly planted in the original game, but with access to customization and never-before seen items and parties!

We're a collaborative community website about Club Penguin Forever that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

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Bloodgroves

File:Bloodgroves normal.jpg
The **Bloodgroves** are the easternmost region of Noruin. The region is dominated by its namesake, a magical forest where the trees leak blood-red sap in the winter. The Bloodgroves are bounded by the Dalairey Wastes to the north, ocean to the east and south, and the Trollsbay to the west (the border of the latter being the point at which the magical trees are replaced by regular trees).

The Bloodgroves were home to the Kwineh tribe of ruinborn elves and the Bloodfeeder degenerated elves. The former worships a deity called the Weeping Mother, a personification of the region who weeps tears of blood to mourn the tragedy of Aelantir. The latter are a dangerous, non-sapient species who kill people to drink the blood from their corpses. The two groups are hostile to each other because of the Bloodfeeders' predatory attacks, however both would end up persecuted and displaced by Cannorian colonists.

The Bloodgroves were one of the first regions settled by Cannorians due to their easterly location, fertile soil and hospitable climate. The first settlers were Sorncosti, but were displaced by Venáili reclaimers in the early 1500s. When Venáil became Aelnar, the coastal Bloodgroves city of Sella was chosen as the capital. During the fall of Aelnar in the 1630s, the Bloodgroves were annexed by Lorent to create the colonial administration of New Redglades.
Astro Barrier Icon Pin

The **Astro Barrier Icon Pin** is a Pin in *Club Penguin Forever*. It was awarded to the 5 highest scoring players in Astro Barrier during the Penguin Games 2022.

## Trivia

* The 5 players who own this pin are:

 Machang
 Luckyboy7777
 Darla Rae

* It has the same design as the Thin Ice Icon Pin.

## Gallery

Astro Barrier Icon Pin PC.pngOn a player card.