recursal/Fanatic-Fandom huggingface dataset:
Skirrik

Skirrik was one of the kingdoms in the middle of Isen's main continent. It was conquered by Arkvale in 1572 AC.

The Skirrinese people are known for their fishing expertise, their love of seafood, and spicy dishes.

It is also the leading supplier of blood weed, a popular recreational drug used throughout Isen.

## Lakeside (Skirrik's Capital)

Lakeside is a large, sprawling city on the western coast of the Omega Lake.

It has a bustling port and fishing industry.

## The Omega Lake

The Omega Lake is the largest inland body of water in all of Isen. It borders the kingdoms of Skirrik, Farryane, and Brus, with most of its shoreline in Skirrik.

The lake provides much of the food for all three bordering kingdoms, and allows for goods to be shipped effectively between them.

There are frequent sightings of large creatures coming up from the depths of the lake, but there have been no fatal or even harmful incidents on record.

The Omega Lake has even spawned a religion of its own, with many worshipping a "Lakefather", an unseen being who is allegedly responsible for all the prosperity the lake brings. Some thing the Lakefather is a representation of Leahmin, the god of community.

## Wistal

Wistal is a medium sized town known to be fairly quiet and settled. A good family place.

Wistal is also home to the prestigious adventuring school known as The Wistal School for Wannabe Adventurers. Families move closer to get their children into this school to get a great start, whether they end up being adventurers or not, the education is highly prized. There are also scholarships awarded to children all over Isen. Who is sending these invitations and how they select the children is a mystery and is speculated on often.

Nearby is an extensive system of caves called the Wistal Caverns.

The outskirts of the town is the location of the perpetually spooky old home Schwartzkonig Manor, where the Lady Elanor Schwartzkonig and her beautiful young daughter Ellayuuka perished in strange circumstances.

## Noteworthy Characters from Skirrik

* Eric D.S., a halfling adventurer, responsible for the safe return of the Heart of Elements, in 1592 AC
* Lady Elanor Schwartzkonig, a noble woman who was betrayed by a priest of Yrrzac
Killian Rett

Killian Rett is a founding member of the United Arkvale Resistance.

He was born and raised in the Holy City of Brune, and grew up with the singular goal of becoming a soldier in the Premier's Holy Legion, the royal army of the Kingdom of Airedale.

After years of intense physical training, he was admitted at age 17, and rose through the ranks quickly, eventually reaching the rank of lieutenant.

However, Killian became disillusioned when the Premier of Airedale refused to send the legion to aide the nearby kingdoms of Cyress and Brus when they were under attack from the ever-expanding Arkvale Empire.

Killian then became disgusted with his position, and discharged himself from service, after the Premier instead ordered the legion to help Arkvale conquering these nations.

After traveling to the Holy City, he set off a chain of events that lead to the formation of the U.A.E. Since then, he has quietly traveled from town to town throughout Airedale, recruiting citizens to the resistance.

He is a ruggedly handsome man in his mid-30's, often seen in a weather-beaten brown leather coat. He has messy brown hair and a stubble beard, bordering on unkempt.
Farryane

Farryane was a kingdom on the main continent of Isen, until it was conquered by the Arkvale Empire in 1593 AC.

It is one of the three territories bordering the Omega Lake, the largest inland body of water on Isen.

Farryane's most noteworthy landmark is The Eternal Forest; a gigantic section of forest that takes up almost half of the kingdom's entire landmass.

Farryites tend to worship nature and life, and as such are generally considered members of the Kashtari faith.

The kingdom was ruled by a high elf man named Greenlord Parillis Toriarn, until he was killed during Arkvale's conquest in 1593 AC.

## Harmonia (Farryane's Capital)

Harmonia is the capital of Farryane and the seat of former ruler, Parillis Toriarn.

The city sits on the outskirts of The Eternal Forest, bleeds out from it, giving the effect of being an extension of nature.

The architecture in the oldest parts of the city favour greenery and natural spaces, with as little man-made interference as possible. The further from the forest the city goes, however, the more manufactured and artificial the surroundings become.

Although there are very few elves remaining in Isen after the last Surge Cataclysm, Harmonia boasts the largest elf population by far, with many considering the city to be the elven holy land.

Harmonia is the only true city in the kingdom, with only towns and villages spread out throughout the rest of it.

## The Eternal Forest

The Eternal Forest is a gigantic forest taking up the southern half of Farryane. It is said to be ancient, which means it somehow survived the previous Surge, and maybe those before it also.

The forest has a supernatural form of self-protection, which could explain how it has survived for as long as it has. All humanoids who enter are plagued by an overwhelming urge to leave which, if ignored, results in extreme nausea, unease, and eventually death. Full-blooded elves appear to be slightly more resilient to the forest's defences.

In the centre of the forest, there is a tree called The Sleeping Giant that towers over all the others, and can be seen from a great distance. Many believe it to be the source of all life on Isen.

At the foot of The Sleeping Giant, there is a pond which is said to be the most peaceful place in the world, although very few have ever made it that deep before being forced to leave.

## Noteworthy Characters from Farryane

* Helera Nightblossom, a high elf thief, and former noble daughter
* Akjanicus, an ancient elf who was imprisoned by a witch, to live in eternal torture.
Xinth, The Untrue

Xinth is the god of Lies, Deception, and Betrayal.

Throughout Isen, Xinth is worshipped by thieves, crimelords, politicians, and propagandists. It is referred to most commonly as Xinth, The Untrue.

Its appearance is that of an impossible beast, consisting of a giant wooden mask with a thousand arms. The face on the mask does not move as normal, but can change between static expressions of happy, sad, frightened, and angry.

Xinth is said to appear to those who have just committed some kind of grand deception or dishonest activity. In most cases, it does not speak, but some people say it thanked or congratulated them for their dishonest act, then embraced them before disappearing into shadow. Those people describe its demeanour as overly friendly, intimidating, and oblivious of personal space.

The motto of the Xinth faith is "We hide our strength in whispers and shade."

## RPG Information

In Dungeons & Dragons 5th Edition, Xinth's Domains are TRICKERY and KNOWLEDGE.

Its holy symbol is any kind of mask. This can be an actual wearable mask, or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
Caidron Fausst

Caidron Fausst is a human wizard of the universalist school.

He was born in Mept, the capital city of Pinebridge, and was orphaned at a young age. Caidron was taken in by a traveling merchant called Rille, and spent most of his childhood going with the wagon train all across Isen's main continent.

It was clear that young Caidron had an unquenchable thirst for knowledge, reading every book he could find, and constantly pestering everyone around him with incessant questions.

When Caidron was 13, the merchant ended up buying an old spell book, and within a few months, Caidron was casting simple cantrips almost effortlessly.

The merchant knew that Caidron's new interest in magic was a surefire recipe for disaster, and so took Caidron to see an old wizard friend of his back in Mept, where he had first found the boy. The wizard, Gurin Rance, accepted Caidron as his apprentice, and began training him immediately.

At age 22, Caidron felt he was ready to set out and expand his knowledge and power, so he bid farewell to the Gurin, and headed south to Ballentia.
Campaign - 'The Gigantic Adventures of Jeff and Simon'

The Gigantic Adventures of Jeff and Simon is a family-friendly RPG podcast, that uses the Suited RPG system by Escape Box Games.

It is the story about a Mouse named Jeffaray Mont Clair e (played by Oliver Scripps) and a Pigeon named Simon Quail (played by Julz Burgisser).

Jeff and Simon were first introduced in Chapter 2 of the Fate of Isen podcast, and got their own spinoff show, highlighting their adventures after they get transported to a strange new realm.

## Characters

Jeffaray Mont Clair e - an arrogant, swashbuckling, adventurous mouse (played by Oliver Scripps)

Simon Quail - a friendly, compassionate, but gullible pigeon (played by Julz Burgisser)

Dr. Carol Young - an Otter who is a trained therapist with a penchant for wagers (played by Robert Baldino)

Farrator the Tinkerer - a brilliant praying mantis, touched by madness (played by Sam Malcolm)

## Podcast Episodes

### Episode 01 - A Strange New Realm

After completing a delivery mission in Isen, given to them by the gnome, Trestlespoon, Jeff and Simon are chased by an eagle, and steered into a shimmering green portal. They tumble to the grass in a dense forest, and are attacked by a snake.

### Episode 02 - Prickleton

Jeff and Simon find a town full of small woodland animals going about their business. A building bursts into flames, and the heroes leap into action to help put it out.

### Episode 03 - Farrator's Lab

After putting out the fire, the enter the formerly burning building to see if anybody was inside. They find no sign of life, but a small metallic seed-looking thing, with electronic eyes and a voice that repeats "My name is Kash. The creator wants to meet you. Darkleaf!" They rush to the mayor's office to find out what this means.

### Episode 04 - Carol's on a Hot Streak

Dr. Carol Young starts her day with a therapy session for an anxious new patient. She then rushes to the site of an impromptu street fight, to place bets with her friend, Erin the rat. She wins her bet, and decides to continue her streak by visiting her favourite gambling establishment.

### Episode 05 - A Bad Day for Carol

At The Goose, Carol is ambushed by cronies working for her nemeses, the Old familiy. She thwarts their attack, before smelling smoke and heading to the pond at the centre of town. She discovers that a fire had broken out at the laboratory of her missing patient, Farrator. She seeks out the mayor for more information.

### Episode 06 - What Does All This Mean?

Jeff and Simon meet with Grimp, the mayor of Prickleton, to discuss the metallic seed they'd found and ask what its words mean.
Meygas

Meygas is a large continent south of the main continent, that is entirely covered in ice and snow. Most people in Isen believe Meygas to be completely uninhabited, and only the kingdom of Ballentia ever sends anybody there to explore it.

There is a small shore (a mile or so wide) on the northern tip, where various Ballentian ships have gradually built a makeshift port, complete with a single pier, and three small shacks for sailors to store emergency supplies off-ship.

This is the only known accessible part of the continent, with the rest being jagged, icy cliffs reaching higher and higher into the sky as one travels further south.

The northern shore leads to a large, empty expanse ten miles or so long called The White Wastes, at the end of which is The Frozen Canyons, a towering maze of canyons, riddled with natural hazards and dangerous beasts.

Nobody has ever seen what is at the top of the canyons, but it has been theorised that there must be some sort of cold-hardy forestation, as there are occasionally fallen tree trunks and other vegetation found on the canyon floor.

According to popular children's stories in Isen, dragons and other enormous monsters (known in stories as "The Gargantuans") were banished by a pair of powerful sorcerers many thousands of years ago, and were imprisoned in a deep valley in Meygas' deep south.

In 1600 AC, a group of adventurers were sent to Meygas, to find a wielder before the next Surge arrives. On their journey, they fell through a section of weak ice in the Frozen Canyons, and found a system of tunnels. The tunnels led them to an enormous hidden city, deep beneath the continent. The city was inhabited by a large bustling population of dwarves.

## Noteworthy Landmarks

* The White Wastes - a large, empty frozen expanse at the top of the continent.
* The Frozen Canyons - a weaving, maze-like path in between tall cliffs of ice.
* Valley of the Gargantuans (mythical) - a fictional valley where ancient giant beasts are imprisoned.
Sai

Sai is a cleric of Fraylin, The Butterfly Queen, and comes from the island of Hama.

His upbringing was the same as most children on Hama, which is to be born into commune-like temples and churches, raised with dozens of other nameless children of the same faith.

Each faith represented on Hama has its own rules regarding age and identity, but young disciples of Fraylin are given no name until they prove themselves worthy to carry one.

Sai was named shortly after his eighth birthday, when he climbed a treacherous rock formation while attempting to catch a purple butterfly (the holy symbol of Fraylin). He lost his grip, but caught the butterfly while falling, and landed safely in a thick bush. His incredible luck was immediately recognised and praised by the temple priests. He was then named Sai in celebration of a long-dead elder who was known for his luck, and bore that name.

Sai is very charismatic and mysterious, and doesn't let anybody get close enough to know anything about his past. Even his friends and traveling companions know very little about him, besides minor public details true to anybody of his faith.
Leahmin, The Bountiful

Leahmin is the god of Joy, Prosperity, and Community.

It has the appearance of a five foot ball of brilliant white light, with six interchangeable heads in its centre. The heads are that of a Human female, an Elven male, a Dwarven female, a Gnome male, an Orc female, and a genderless Goblin. All of these heads have glowing white eyes, and white hair, with the exception of the goblin, which is bald.

Many farmers and people from small villages pray to Leahmin, in the hopes it will help with their crops or help to lift them out of low status or poverty. Leahmin is also popular among local and provincial leaders, who are personally responsible for giving a large number of people a home or a sense of purpose.

Leahmin appears regularly to its most joyous and benevolent followers, many of whom say it speaks gently and sympathetically, in six distinct, but perfectly harmonious voices, with all six heads perpetually smiling.

The motto of the Leahmite faith is "Leahmin is community. Leahmin is us."

## RPG Information

In Dungeons & Dragons 5th Edition, Leahmin's Domains are NATURE and TEMPEST.

Its holy symbol is a ring shape with six highlighted points. This can be a model (e.g. a carving or ornament), or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
Northern Isles

The Northern Isles is a collection of islands and archipelagos the the north of Isen's main continent

## General Information

The Northern Isles are governed by a democratic council, comprised of elected officials from each of its five largest islands (Marrasyn, Olliss, Yimm, Loperia, and Turayse). The council is headed by Prime Councillor, Lady Barradon.

The climate in the Northern Isles is tropical, and as a result many of its citizens have a reputation for being laid back and carefree.

The Northern Isles does not have any cities that could be considered large by mainland standards. Instead of sprawling cities with towers and large structures, most populated areas better resemble villages and small towns. A lot of these towns have floating districts, consisting of multiple small buildings on the water, connected by buoyant platforms.

Lady Barradon and the Northern Council have a peaceful trading relationship with Ballentia, to the far south, and once had the same with Arkvale. Now, however, the Council knows it is only a matter of time before the conquest-hungry Empress Tajna attempts an invasion.

Having easily the most powerful naval force on Isen, the Northern Council does not particularly fear an assault by the Empress and her armies, but nor do they desire an undoubtedly long and arduous war to disrupt their people's peaceful way of life.

## Marrasyn (the Northern Isles' Capital)

The largest of these islands is known as Marrasyn, and is the central hub of local government and commerce.

As well as being the seat of local government, the island of Marrasyn is home to the bustling Jareth Bay. This is a sheltered natural bay, that is wide, deep, and calm enough to host even the largest naval and merchant vessels. The warm and predator-free waters also make this is popular destination for leisure-pursuing travelers.

A few hours south of Jareth Bay lies the jungle-surrounded village of Poralese.

## Other Parts of the Kingdom

The second and third largest islands (Olliss and Yimm respectively) are connected via an immense iron bridge that somehow survived the Raw Magic cataclysm of 0 AC. This bridge is known as The Great Sea Bridge, and is considered one of the great humanoid-made wonders of the world.

## Noteworthy Characters from the Northern Isles

Lady Barradon - The Prime Councillor of the Northern Council

Bethanelle Tinkane - a young woman who was orphaned when her family moved to Arkvale city

Larumas Drows - a human fighter from the town of Poralese

Yarrick Tortua - a human hunter from the town of Poralese

Stollem - proprietor of the popular bar, Stollem's Oasis
Campaign - 'The Epic of Eric'

In 2018, a Dungeons & Dragons 5th Edition RPG campaign in the world of Isen began...

## Player Characters

Eric D.S - a halfling who gets thrust into an ancient and never-ending quest

Cham - a goblin who betrays his kin, aids in their defeat, and becomes a traveling bard

## Important NPCs (Non-Player Characters)

Steep - a young human man from the village of Jakbar, and the only guide capable of reaching Lunaris

Brikka

Jantil Quartain

Drannia Craine

The Court of Priests
Haydet, Lord of Knowing

## Haydet

### Aliases

Lord of Knowing, God of Knowledge, God of Learning, God of Invention, The Ideafather

## Physical description

### Eye color

Brown

Haydet is the god of Knowledge, Learning, and Invention.

He has the appearance of a gnome male, with a short-cropped brown beard, light brown skin, a bald head, and a pair of spectacles over brown eyes. He wears a dirty smith's apron, and carries his owl companion, Pr'tane, on his shoulder.

Images of Haydet are very common in workshops, halls of learning, and the homes of wizards, dwarves, and gnomes all across Isen. Haydet is worshipped by those who seek learning as a means of self-improvement, and also by those who seek knowledge for more sinister means.

Smiths, in particular, consider Haydet to be a sort of muse, and say they feel his spirit with them whenever they create their best work.

Though few claim to have actually met Haydet in the flesh, the general consensus is that he is kind-hearted, polite, and genuinely enthusiastic about whatever he is involved in.

The motto of the Haydet faith is "To learn is to expand the universe."

## RPG Information

In Dungeons & Dragons 5th Edition, Haydet's Domain is KNOWLEDGE.

His holy symbol is an owl. This can be a model (e.g. a carving or ornament), or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
Caidrox Dawnworthy

Caidrox Dawnworthy is a famous bard whose skills have made him the most sought-after performer in Isen. He is regularly accepting invitations from wealthy merchants, nobles, and even royalty to perform in their homes.

He has a reputation for being extremely charming, and fends off female admirers wherever he goes.

Caidrox plays along with his reputation - even fuels it at times - but is secretly driven by the goal of proving he is capable of so much more than just entertaining rich people.
Parke

Parke was an Elven forest-city that was created in the year 12,000 BC by an Elven wielder who wanted to create a thriving metropolis for her people that worked in harmony with the enormous trees in the middle of the kingdom of Zhirriz.

Her efforts resulted in a sprawling ring-shaped city, with three distinct sectors (Residents, Trade, and Farmland) separated by raging rivers. In the centre of this city was the Central Tree, the home of government and commerce for Zhirriz.

## The Attack on Parke

In the year 11,232 BC, Parke came under attack from a black dragon and a number of its human, lizardfolk, and kobold followers.

Queen Jauul was on her way out of the city at the time of the attack and managed to barely escape via river before the destruction began, with the dragon raining fire from above, and its followers slaughtering citizens in the streets.

From outside the city, Jauul ordered scouts to watch the three city gates and the three waterways that provided the city's only entry and exit points. All were either destroyed or being heavily guarded by dragon-loyals, preventing escape from those citizens who were not lucky enough to evacuate in the early stage of the attack.

Those who had managed to escape (primarily via the South Gate, which was the last to be barred), made a mass pilgrimage to the neighbouring city, Yorm. Ahead of these refugees, Queen Jauul sent a messenger to announce the news of the attack, beseech their safe entry into the city, and to request as much urgent military aid as possible.

## Section heading

Write the second section of your page here.
Dorekis

Dorekis was a kingdom on the main continent of Isen, until it was conquered by the Arkvale Empire in the year 1563 AC.

It is located in the east of Isen's main continent, south of the old Arkvale kingdom, and Pinebridge. Its capital city, Merton, is on the eastern coast .

Much of Dorekis' landmass is taken up by the Dorekis Desert, which is said to be the home of nomad tribes and lost ancient secrets. Its mysterious allure draws adventurers and treasure hunters from all over the world.

A major export of Dorekis is alpacas and the wool they provide, which is a very common clothing material in Isen.

## Merton (Dorekis' Capital)

Merton is located on the eastern coast of Dorekis, directly south of the Dorekis Desert.

## Dorekis Desert

The Dorekis Desert is extremely large and it is said to be only partially explored. Every year, thousands of thrill-seekers and treasure hunters venture into the desert hoping to make a grand discovery.

A rare race of humanoid tortoise-people known as Tortles, hail from an oasis located somewhere deep within the desert's harsh terrain.

## Noteworthy Characters from Dorekis

* Xathan Kree, a tortle paladin and leader of the local Resistance in Dantinaire
Taarin

Taarin is a mysterious traveler, who has tasked herself with finding wielders before the next Surge comes. She carries with her a small glass orb that glows red when pointed in the direction of a wielder, and blue for a pocket of raw magic, the glow intensifying at closer distance.

She wears a dark green traveler's cloak that conceals most of her discernible features. However, when Taarin lowers her hood, she appears to be a human woman in her mid-late 40's, with long, black hair.

She has lived for a very, very long time, and is incredibly resourceful, agile, and strong. She is an extremely skilled hand-to-hand fighter, and prefers to use non-lethal force at any opportunity.

## Distant Past

In 11,232 AC, Taarin follows her compass orb to the city of Parke, which is under attack from a dragon and its servants. She navigates her way through the ravaged streets, until she hones in on the position of a wielder inside a damaged home.

She enters and finds an Elven child trapped beneath some heavy debris. A party of adventurers who had been following her, enters the home a few minutes after her, and she enlists their help. Together, they all shift the debris enough for the child to struggle free.

The adventurers continue deeper into the city, to challenge the dragon, and Taarin leads the child out of the city and to safety.

## Modern Activity

In 1,600 AC, while heading towards the frozen southern continent, Meygas, Taarin encounters two young wielders in the city of Garrenton. She watches them for a brief time, before they suddenly disappear. Her compass orb suggests that one of them is now to the northwest, possibly in The Wild, and the other is far to the northeast, likely in the heart of the Arkvale Empire.

Having seen the two young wielders with her own eyes, she decides she must find at least one of them, instead of continuing her journey south. However, she cannot afford to forget why she was going south in the first place, so she meets with King Barlic. Barlic's son, Prince Yarmon, helps her recruit a party of adventurers to go south in her stead.

Desperate to find at least one of the young wielders before the coming Surge, Taarin leaves Garrenton and ventures towards The Wild.
Side Campaign (D&D 5th Edition)

In October 2017, a side campaign began in the Elven forest-city of Parke, during the year 11,232 BC, using the Dungeons & Dragons 5th Edition rules (henceforth referred to as "D&D 5e" or simply "5e").

## Current State of the World

11,232 BC (11,232 years before the cataclysm by which the main campaign's calendar is measured) is during a time in Isen's history known as the Reign of Dragons.

In this period, Dragons (and other gargantuan monstrosities) dominate the planet, and have done so for millions of years. Humanoid civilisations exist and are beginning to thrive, but they live knowing their way of life can be decimated in a heartbeat, should a nearby dragon decide it.

## Parke

Parke is a giant walled ring-shaped city separated by rivers into three distinct sectors: Residents, Trade, and Farmland.

The most noteworthy aspect of Parke is its towering buildings which are all housed inside monstrous ancient trees, many of which are interlinked by bridges made of branches.

## Player Characters

Yerrin Trueshot - a dwarven ranger with a short temper and a singular mission of proving that dwarven women are strong, versatile, and don't have to live by the masculine stereotypes of her people

Tuptiss Bonedust - a gnome barbarian hell bent of becoming a beacon of physical strength instead of relying on the magical talents as favoured by gnomekind

Caidrox Dawnworthy - a human bard with a legion of fans all across the kingdoms, and a reputation for charming noble women. He yearns to become known for so much more than just his music

## Important NPCs (Non-Player Characters)

Queen Jauul - The Queen of the Elven Kingdom of Zhirriz

Taarin - a mysterious green-cloaked woman who has tasked herself with finding wielders

Phendell Torchwood - a young Elven wielder, injured during the dragon attack, and aided by the party

Ialiss - a human rogue who makes it to the Central Tree and challenges the young black dragon

Garleth Brockdon - a human fighter who makes it to the Central Tree, but betrays his companions

Prill Parill-a-till - an Elven Druid who is lost and presumed dead while attempting to reach the Central Tree
Belas

Belas was a kingdom on the main continent of Isen, until it was conquered by the Arkvale Empire at the year 1579 AC.

It is the northern-most kingdom of Isen's main continent, with its capital city, Port Belas, being located at the tip of a peninsular reaching far into the northern sea.

Belas is separated from its southern neighbours, Farryane and Skirrik, by a mountain range known as the Thousand Fingers. The kingdom itself is split into an eastern and a western half, by a river called the Great Northern Waterway, often referred to by locals as the Greatway.

There is a rare delicacy called Jackfruit, that is only grown on the northern coast of Belas' western half. It is a strange, misshapen purple fruit that looks like jelly, but is solid to the touch. It gives off an initial very strong taste of banana, which is immediately followed by that of cooked meat.

## Port Belas (Belas' Capital)

Port Belas is located at the tip of the the Belas Peninsula, the northern-most point of Isen's main continent.

## Darjinn

Darjinn is a large city in Belas' eastern half, situated near the Greatway.

It has a deep criminal underworld, mostly linked to gambling and illegal pit fighting.

Before Arkvale's conquest, Darjinn was governed by a wealthy merchant named Reed Wilmyne. Mr. Wilmyne was deposed and replaced by one of Arkvale's celebrated military captains, Kass Bol'Enia.

## Noteworthy Characters from Belas

* Banffor Watt, a human barbarian who was has lived a life of transience and torture
* Reed Wilmyne, a wealthy merchant and the former governor of the city of Darjinn
Sorgamuul, The Destroyer

Sorgamuul is the god of Death, Pain, and Destruction.

It has the appearance of a featureless Orc-like shape shrouded in inky darkness. It carries a monstrous weapon over its shoulder, that is broadsword at one end and battleaxe at the other. Sorgamuul is often seen walking among corpses after a battle, leaving bloody footprints in its wake.

Sorgamuul is mostly worshipped by warlords and conquerors, but also by any who benefit from war or death, such as weapon merchants, undertakers, and necromancers. There are also small sects throughout Isen who worship Sorgamuul as a natural force for good.

Many healers are known to offer a prayer to Sorgamuul in times when they are faced with a terminal patient, and beg god to guide the patient into a gentle death.

There are none who claim to have ever spoken directly to the god, but many have stood before it. They claim Sorgamuul silently exudes an intense and overpowering rage, as if driving its hatred and anger into the person's heart, before turning and walking away.

The motto of the Sorg faith is "What is new decays. What decays renews."

## RPG Information

In Dungeons & Dragons 5th Edition, Sorgamuul's Domains are DEATH, WAR, and NATURE.

Its holy symbol is a weapon with a swordblade at one end and axehead at the other. This can be an actual weapon, or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
The Gargantuans

For millions of years in Isen's history, the planet was dominated by enormous monstrosities.

Size and ferocity were the sole qualities that determined rule, and all smaller species, including humanoids, were given a choice to either cower in servitude or perish.

None were larger or more ferocious than the dragons.

In 11,190 BC, a pair of Surge wielders who were also powerful sorcerers waged battle against Kak'tinar, the self-proclaimed Dragon Emperor. The sorcerers were slain by his monstrous claws, but not before securing a few drops of his fiery blood, and using it to implement a powerful spell.

Over the days that followed, Kak'tinar died an agonising death, as he was torn apart from the inside by the sorcerers' spell. Once he had passed, a wave of magical energy burst forth from his carcass, quickly covering all of Isen, and ensnaring all monstrous creatures it touched.

Then, every dragon and giant creature suddenly vanished from Isen.
Trittorah, Master of Elements

Trittorah is the god of Weather, Elemental Forces, and Travel.

They have the appearance of a small blue-skinned goblin of indeterminate gender. They have red eyes and their body is covered in glowing red tattoos depicting clouds, lightning, sun, fire, water, and wind. They wear a simple grey loincloth, and have no hair.

Trittorah is most commonly worshipped by sailors, fishermen, and traveling merchants. Many offer a prayer to Trittorah and also to Fraylin, the god of fate, before they depart on any journey.

Many portside inns and taverns throughout Isen are named after Trittorah, often having grand paintings of the god inside. The aptly-named Blue Goblin Public House in the Garrenton dock district has a life-sized wooden carving of Trittorah in its common room.

Many say Trittorah is mischievous, and is always laughing. Some who claim to have met the god on the high seas, say the Master of Elements might, in fact, be insane.

The motto of the Trittorah faith is "The tempest tests us all."

## RPG Information

In Dungeons & Dragons 5th Edition, Trittorah's Domains are NATURE and TEMPEST.

Their holy symbol is a cloud with a lightning bolt through it. This can be a model (e.g. a carving or ornament), or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
Terranis

Terranis is one of the remaining kingdoms on the main continent of Isen.

## Kors (Terranis' Capital)

Kors is a large city in the north of Ballentia, and backs onto the Western Slopes, with terraced levels going up the side of the mountain, and a large sprawling mass of buildings at the base.

## Other Parts of the Kingdom

Dapton is a large town in the far north of the kingdom, near the Lifeblood Crossing. It is a major merchant hub, due to its proximity to the Crossing, and being a central point through which many travel to both Airedale and Brus.

The Wolfwood - the enormous, dense forest to the south - acts as a border between Terranis and Ballentia. Travel through the Wolfwood is slow and dangerous. There are a few well-known roads but they are often plagued by bandits who hide in the wood.

## Noteworthy Characters from Terranis

* Rad Boomerang
* Sheen
* Smith Korman
* Chorra Masynth
* Trantis Grifton
Raw Magic

Isen is a world with many magical elements, the most powerful of which is Raw Magic. Raw Magic comes to the world every 800 or so years in an enormous burst known as The Surge.

Raw Magic can only be used by rare people known as Wielders. A wielder can hold Raw Magic inside their body and, like currency, "spend" it to perform incredible magical feats. Once Raw Magic has been spent, it returns to the heart of Isen, and waits for the next Surge. A wielder can most easily perform feats that are within their personal nature. To do something outside of a wielder's nature takes more mental effort and considerably more Raw Magic.

If there are wielders present at the time of The Surge, then the immense burst is shared among them, making each wielder extremely powerful. Small amounts of energy are known to slip past the wielders, sending out "pockets" of Raw Magic far and wide across the world. These small pockets can be accidentally absorbed by an unwitting wielder who comes into contact with them, giving them a miniscule reserve of energy, perhaps enough to cause a minor rainstorm, kill a wild beast, or heal a wound. Many wielders throughout history have not known of their talent until they have done exactly this.

If there are no wielders present at The Surge, then the Raw Magical energy enters the world unleashed, and can cause globally catastrophic events, such as earthquakes, floods, volcanic eruptions, and other natural disasters.

Every time a Surge comes to Isen in this cataclysmic way, most humanoid races are brought close to extinction. With knowledge, history, architecture, and other advancements being lost or destroyed, forcing civilisation to start anew.

In Isen's many-millions year history, this has happened 47 times.

There are two immortal beings on Isen, called Anfer and Gilif, whose sole purpose is to search for wielders. Over the eons, these two beings have taken many forms, depending on the dominant species of the planet at any given time. In most recent history (some 10,000 years or so) they have been in the form of two human women.

Throughout history, Anfer and Gilif had been at odds with one another, regarding the wielders they find, and their methods for finding them. Anfer tirelessly seeks wielders out on foot, and prepares them to use magic in whatever way best suits their nature. Gilif prefers to hold a seat of power and have others search out wielders for her, then uses those wielders to further her own means.

The last Surge (the year 800 AC) had 12 wielders present, from all corners of Isen. These wielders (commonly referred to at the time as "The Twelve") all made a pact to take their portions of the Raw Magic and hide away from the world.

It is presently the year 1600 AC (After Cataclysm), and the next Surge is coming soon. Since The Twelve's pact, most people have forgotten that Raw Magic ever existed, many believing it to be merely a myth.
The Twelve

The Twelve is the collective name for twelve wielders who received the latest Surge, in 800 AC.

The Twelve were made up of four humans, one Dwarf, three Elves, two Gnomes, a Halfling, and an Orc, who were gathered from all corners of Isen.

Despite their disparate backgrounds, and despite some being influenced by Anfer, and some by Gilif, all twelve wielders set aside their differences and agreed on a single idea; Raw Magic is too powerful for the people of Isen. They made a pact to remove the power from the world, and not let its influence be felt by anyone.

When the Surge arrived, and its immense power was divided equally among the twelve wielders, they each disappeared from the site immediately, to the confusion and frustration of both Anfer and Gilif.

## After The Surge

The fate of most of the Twelve is unknown, and it is presumed they hid away for centuries and lived in isolation until their magic reserves dwindled away. However, some publicly went against the pact, affecting large groups of people.

Berg Stoneheart, the Dwarf, emerged a few months after the pact was made, and gathered up every Dwarf he could find. He traveled Isen for years, building a moving kingdom of thousands that followed him wherever he went. Then suddenly, in the year 815 AC, he and his followers vanished.

A few years later, in 817 AC, an entire small village called Farra, in the kingdom of Dorekis, vanished, and became nothing but an empty patch of land. This was the former home of Gwyneth Lochry, one of the human members of the Twelve. Historians hypothesise that she had repeated the actions of Berg Hearthstone.

It is rumoured that the three Elven members, Alexandra, Chiote, and Taimannis did something similiar with Elven citizens of Isen, but there are no eye witnesses to such an event.

## Members of The Twelve

* Berg Stoneheart - Dwarf
* Gwyneth Lochry - Human
* Jak Grayson - Human
* Merrick Yeart - Human
* Laurel Koran - Human
* Alexandra - Elf
* Chiote - Elf
* Taimannis - Elf
* Dalis Petro - Halfling
* Jeng Carissa - Gnome
* Jeng Rojer - Gnome
* The Stone Beneath - Orc
Lunaris

Lunaris is a city high in the Western Slopes, the mountain range separating the main kingdoms of Isen from the Free Lands to the West.

Due to its location, Lunaris belongs to no kingdom, although many consider it to be the capital of the Free Lands.

Lunaris began as a grand temple to Trittorah, the god of elemental forces, and became the official seat of the Trittoran faith. Before long, a city started to grow around it, including temples to Haydet, Siktaman, Leahmin, and Sorgamuul.

It is located west of the Kingdom of Airedale, and has a very active marketplace, fueled by merchants who make the treacherous journey up the mountain's eastern face.

## Government

Lunaris is governed by a council called the Court of Priests. For centuries, this court consisted of a high priest of Siktaman (acting as the minister of justice), a high priest of Sorgamuul (acting as the minister of defence), a high priest of Leahmin (acting as the minister of social services), a high priest of Haydet (acting as minister of information), and a high priest of Trittorah as governor.

In the year 1592 AC, an additional role was added to the court, a high priest of Xinth (acting as minister of secrets).

As of the year 1600 AC, these roles were held by the following citizens:

* Governor - Cassith, an elderly orc woman and high priest of Trittorah
* Justice - Sarrith Jonton, a human woman and high priest of Siktaman
* Defence - Chanor Yount, a gnome male and high priest of Sorgamuul
* Social Services - Foreen Smythe, a human woman and high priest of Leahmin
* Information - Trem Freestone, a dwarf male and high priest of Haydet
* Secrets - Drannia Craine, an elf woman and high priest of Xinth

## Noteworthy Characters from Lunaris

* Drannia Craine (high priest of Xinth and head of the local thieve's guild)
* Jantil Quartain (a tiefling male and high-ranking member of the thieve's guild)
* Brikka (a human female and ex-member of the city's military, the Snow Guard)
* Cliff Parshworth (a human male and head of the local merchant's guild)
Iovita Quarkcharm

Short bio. Try to make this 1-3 sentences.

## Appearance

Physical appearance descriptor goes here - skin/hair/eyes/body build? What kind of outfits or clothing do they typically wear? Any notable physical features, such as scars or tattoos?

## Personality

What motivates them? What are they like - selfish or benevolent? Loud or soft-spoken? Outgoing or shy? Do they like crowds and cities or quiet open spaces or the forest? Any special interests, hobbies, phobias? May also lead this section in with a quote/lyric/whatever.

* **Likes:** things, more things, that thing
* **Dislikes:** stuff, other stuff

## Background

Where did they grow up? What was their childhood and family like (or fahrar, or Dream, or...)? Any formative experiences as a child/cub/progeny/sapling? How did they get the job they have now? Have they joined any of the Tyrian orders or other factions?

## Relationships

### Warband

* **Name** - Legionnaire
* **Stuff** - obviously you'll want to remove the warband section for non-charr

### Other

* **Name** - but feel free to add other sections as you see fit (ie. coworkers)

## Trivia

* A theme song and/or playlist is fun to put here.
* A voice claim could be something neat to list too!
* Or whatever other interesting info you see fit.
TgtParamInnerDataType

Модуль\_dw\_funcs

Тип TgtParamInnerDataType:

Тип внутренних данных параметров gtParam. В отличии от типов внешних данных, не избыточен.

* idtUnDefined
* idtString
* idtInteger
* idtFloat
* idtDateTime
* idtBoolean
* idtObject - Например, Tdataset
* idtNode - Нода не имеющая значения (не конечная ветка в дереве)
Eric D.S.

Eric D.S. is a halfling rogue from a small unnamed village near Lakeside, the capital city of Skirrik.

Eric spent his formative years learning about horticulture and eventually came to own and run a very small bloodweed farm near the Omega Lake.

In early 1592, Eric awoke one morning to find he had been robbed by his best friend, San, who had then fled from the village. Eric pursued his former friend for a time but the trail soon grew cold.

Before he returned home, Eric ran into an old acquaintance...
TFieldType

Модуль\_dw\_funcs

Значения TFieldType :

* ftUnknown
* ftSmallint
* ftWord
* ftBCD
* ftBytes
* ftVarBytes
* ftAutoInc
* ftBlob
* ftMemo
* ftGraphic
* ftFmtMemo
* ftParadoxOle
* ftDBaseOle
* ftTypedBinary
* ftCursor
* ftFixedChar
* ftWideString
* ftLargeint
* ftADT
* ftArray
* ftReference
* ftDataSet
* ftOraBlob
* ftOraClob
* ftInterface
* ftIDispatch
* ftGuid
* ftTimeStamp
* ftFMTBcd
* ftFixedWideChar
* ftWideMemo
* ftOraTimeStamp
* ftOraInterval
* ftLongWord
* ftShortint
* ftByte
* ftExtended
* ftConnection
* ftParams
* ftStream
* ftTimeStampOffset
* ftObject
* ftSingle
TdwPortionDW

Модуль dw\_funcs TdwDataSet TdwCDS

TdwPortionDW - класс содержащий коллекцию TdwCDS, созданную из большого набора данных для удобства манипулирования порциями в цикле.

Методы и свойства :

* **Dw** - индексное свойства доступа к порции = набору данных. Синтаксис: *property Dw [aInd : integer] : TdwDataSet*
* **Count** - количество порций данных. Синтаксис : *property Count : integer*
* **Add** - добавляет набор данных (делает его копию) . Синтаксис : *procedure Add(adw : TdwDataSet);*
* **CreatePortionDW** - создает результирующий набор данных из всех членов TdwPortionDW. Важно, набор полей в каждой порции должен быть одинаковым, иначе будет исключение. Синтаксис : *function CreatePortionDW : **TdwPortionDW***
* **Name** - имя ***TdwPortionDW** -* используется для доступа к наборам данных *TdwPortionDW* из SQL COMPLEX - базы данных в памяти приложения. Пример - если Name = "EXCEL" то имя наборов данных будет:

 "EXCEL0" для нулевого,
 "EXCEL1" для первого,
 и т.д. Синтаксис : *property Count : string*
 В скрипте (модуль dw\_funcs) создается:

* функцией CreatePortionDW для пустого *TdwPortionDW*
* методом CreatePortionDW класса TdwDataSet - наполняет себя порциями данных по aPortion строк.
Grimm, The Exiled Wolf

Grimm is the god of Despair, Poverty, and Loneliness.

It has the appearance of a mangy, sickly-looking grey wolf with a red streak down its spine and grey eyes. It is perpetually shrouded in a stinking, grey, smog-like cloud.

Grimm is not so much worshipped as feared and respected, especially by worshippers of Leahmin and Kashtar.

It is said that Grimm is the only god that spends all its time in the material realm. Rumours suggest that it endlessly roams Isen, spreading disease, drought, and suffering in its wake.

Farmers in particular fear the Wolf, offering sick or undesirable livestock as sacrifices, when they think it might be near. This practice has led to many provincial villages building small temples to Grimm, to try to appease it.

Many superstitious people believe that any time they are in bad health, or any kind of hardship, they have been cursed by the Wolf and immediately head to the nearest temple to beg forgiveness.

Few claim to have ever been close enough to Grimm to describe its personality, but it is said to speak in quick, short-clipped sentences.

The motto of the Grimm faith is "Rely on no one."

## RPG Information

In Dungeons & Dragons 5th Edition, Grimm's Domains are DEATH and WAR.

Its holy symbol is a mangy wolf. This can be a model (e.g. a carving or ornament), or a depiction (e.g. a tattoo, piece of jewellery, or drawn image).
Alsryd

Short bio. Try to make this 1-3 sentences.

## Appearance

Physical appearance descriptor goes here - skin/hair/eyes/body build? What kind of outfits or clothing do they typically wear? Any notable physical features, such as scars or tattoos?

## Personality

What motivates them? What are they like - selfish or benevolent? Loud or soft-spoken? Outgoing or shy? Do they like crowds and cities or quiet open spaces or the forest? Any special interests, hobbies, phobias? May also lead this section in with a quote/lyric/whatever.

* **Likes:** things, more things, that thing
* **Dislikes:** stuff, other stuff

## Background

Where did they grow up? What was their childhood and family like (or fahrar, or Dream, or...)? Any formative experiences as a child/cub/progeny/sapling? How did they get the job they have now? Have they joined any of the Tyrian orders or other factions?

## Relationships

### Warband

* **Name** - Legionnaire
* **Stuff** - obviously you'll want to remove the warband section for non-charr

### Other

* **Name** - but feel free to add other sections as you see fit (ie. coworkers)

## Trivia

* A theme song and/or playlist is fun to put here.
* A voice claim could be something neat to list too!
* Or whatever other interesting info you see fit.
The Grey Lioness

The Grey Lioness is an inn of importance, in the city of Garrenton.

It is a large establishment, located in a market square, near one of Garrenton's northern gates.

The owner, Murphy, is a close friend with Prince Yarmon, and often plays host to low-ranking nobles, wealthy merchants, and foreign dignitaries who, for one reason or another, are unable to be housed in Garrenton Keep.

Murphy is an obese, balding man, with a reputation for being perpetually jolly and as charismatic as they come. He is a very successful businessman, and boasts the he "knows everyone in Garrenton" and there are many who would believe that.

In 1600 AC, after an adventuring party stays at The Grey Lioness by the request of Prince Yarmon, Murphy takes in a local young boy called Smith, who has run away from his abusive father. Inn patrons and staff immediately take a liking to Smith, and he becomes a valued member of the Grey Lioness family.