recursal/Fanatic-Fandom huggingface dataset:
Whisperers

The **Whisperers** are a military resistance force operating in the forested southern parts of the Borderlands, primarily in the kingdom of Reddeberg.

## Description

### General information

Warriors of this active guerrilla group fight against the soldiers of the Sphyrian Empire, who have been trying since the Invasion of 513 5E to conquer the entire Borderlands through waging a half-war in the woods and forests of the region. The Whisperers are considered the most effective and succesful coreshti resistance organisation in Nova Core, having managed to keep the Sphyrians at bay even better than militias in neighboring Braas and Krebbing. The Whisperers mainly operate alone, independent of king Reinhold of Reddeberg, but are said to have some relations with Krebbinga king Eyrann. The order also fights against the Crennoch, an Elven guerrilla force.

### History

The Whisperers were founded in 517 by Sigfried Abel Guthman, a military commander from Roothoorn who saw that the Sphyrians were trying to slowly gain more territory in the Borderlands without waging open war. Since the regular army did not take action to prevent this from happening under the weakening rule of king Reinhold, Guthman left that army to found an independent militia. At first, this guerrilla force did not have a proper name, but after a time they became known as the *Whisperers* because of the fact members had to whisper to eachother when in the woods to prevent possible enemies from overhearing them talk. The Whisperers have always been way more active in protecting the country than the regular army, and enjoy wide support and admiration by Reddebergian citizens.
Mukaydah

**Mukaydah** is a malevolent female deity who is mentioned in the Bessine religion of Illumination, practiced in Avistan, as being an evil goddess bent on enslaving all mortal life in the universe, together with her sister Makindah. Mukaydah is an enemy of the Enlightened Gods and often fights against them. She represents death and is often pictured in the company of the undead.
Vitali

**Vitali** is a member of the Descendants and a faithful follower of the famous princess Rhinna, the last surviving descendant of the legendary king Norman Penegral. He is an intelligent, creative bard who knows many things about the classical arts and history, but is also an expert fighter.

## Description

### History

Vitali was born in Easterstar, the capital city of the grand kingdom of Avelishe in the Heartlands. However, he did not get to spend much time in the city, since he was born into a family of traveling troupe members. As such, Vitali was constantly moving and grew up seeing various locations in Nova Core. His parents, who were artists within the group and knew many bard's songs, taught him countless pieces of text, both vocal and literary. Because of this, Vitali developed a profound sense of understanding about the world and its workings, having a broad knowledge about a wide range of things surrounding the coreshti and the lands they inhabit. The young man was seen by the other troupe members as having a bright future as a bard within the traveling fellowship. However, that was all cut short when the troupe was attacked and largely killed one night in the cold pine woods of the Borderlands just north of the White Mountains. The young Vitali managed to escape, but his parents and friends did not, so he was all alone now. Vitali travelled to Hightower, the capital of Braas, to earn some money. His successes in doing this shifted from week to week, but generally it can be said that he utilies the skills and knowledge he had from his time with the troupe- which seemed so long ago now- to his advantage. How he eventually ended up in the Descendants has funnily enough been forgotten by the members of the group, since Vitali has made a game out of crafting different stories for this event and spreading confusion. However it may be, Vitali is a respected member of the Descendants.

### Personality

Vitali holds the distinction of being one of the most interesting people in the Descendants, and with good reason. This bard knows a truly astonishing amount of texts and is able to reside many of them at a moment's notice. A lot of these texts are all kinds of songs from various countries, peoples and areas, but Vitali also has a deep knowledge about many literary works. Because of his profound knowledge and insight into the world, insight most people simply do not have, he is quite pessimistic. At the same time, Vitali tries to make life just a little more bearable for himself and everyone around him. The bard likes to entertain the people in his social circle, being the reciting of interesting, often centuries old stories and myths or showing off his explicitely dark sense of humor. Vitali is openly homosexual and is very proud about it, even to the point that the very accepting Descendants sometimes grow tired of him reminding them about this fact, which he often does with his charactertic melancholic, self-loathing sense of humor.
Nydulith

The **Nydulith** [pronounced *NAI-dew-lith* or *nai-DEW-lith*] is a large magic tower built by the Aen Selhaine, the ancestors of the current cennyd of Nova Core. It is located on an island in the middle of the Resting Sea, an inland body of water in the Nydulean Peninsula, which was named after it.

## Description

The Nydulith was part of a larger system of magic towers that the Aen Selhaine scattered across Nova Core to harness the arcanial powers of the continent. The Elmereth of Kirkfell, which still stands to this day, is a sister tower; the rest of the buildings have largely been lost to the tooth of time. The current city of Thelos, the capital of the Merchant Republic of Qandar, was built around the tower to profit from the magic radiating from it. However, the potential of the tower has withered away over time, and it is suspected by contemporary scholars that the site of the Nydulith was once one of the most intensely magical place of the continent, and arguably one of the most prominent locations in the Heartlands. Even though it is but a shadow of what it was during the Sun Kingdoms era, the city of Thelos still profits from the tower.
Nydulean Peninsula

### Known residents

Hildebrand Vaine, Victoria Vaine, Anastasia Pelletine, Sergeant, Nova, Wolfgang Gillen, others

### Largest settlement(s)

Thelos

The **Nydulean Peninsula** is the peninsula in the southern Heartlands in Nova Core where the kingdom of Qandar is situated on. It was named after the Nydulith, a magic Aen Selhaine tower in Thelos. The peninsula has many lakes and even an inland sea called the Resting Sea. Large cities include Belhaven, Thaubard, Thelos, Melosi, Silverdale, Caleah and Sessine. To the north of the peninsula lie the wildernesses of Old Country.
Thunderguard

A fearsome, respected force of lawful vigilantes, the **Thunderguard** is the primary police organization of the Merchant Republic of Qandar. Members of the Thunderguard are tasked with keeping the peace and maintaining law and order in the coreshti republic in the Heartlands. Their headquarters are in the capital city of Thelos, located in the middle of the Resting Sea. The organization is currently led by Wolfgang Gillen.

## Description

### Historical position

Historically, the Thunderguard have almost always been one of the most reputable police forces in the Heartlands, working hard and efficiently to keep the peace in the Merchant Republic without interfering with the goings-on of the general populace. Large cities such as Belhaven, Thaubard and, to a lesser extent, Caleah and Silverdale, have maintained a state of relative peace thanks to the efforts of the Thunderguards for hundreds of years, allowing its residents to flourish.

### Current situation

Recently however, the Thunderguard have been moving further and further away from that respectable position, changing from an honorable law and order group to a corrupt, oppressive and authoritarian clique. This transformation is fueled in part by Qandar's aggressive industrialization process, giving the Thunderguard access to advanced but very unstable new technology which they often misuse. Now, the Thunderguard serve as an aggressive police force which works day and night to rat out every single trace of pity criminality, without paying any attention to the real problems of the Merchant Republic: the corrupt conservative aristocracy exploiting the poor workers in the ever darkening cities. The progressive General Party has often called for serious reforms within the Thunderguard, but those request have always been countered by the conservative ruling Traditionalist Party. The current president of the republic, Hildebrand Vaine, has quite a lax attitude towards the Thunderguard, allowing it to deteriorate further and further. Recently, a mysterious Thunderguard who is calling himself the Enforcer
 has gone rogue, wreaking havoc in the streats and alleys of Thaubard,
seemingly without anyone able to stop him. Two mercenaries
called Sergeant and Nova have been hired to take care of this problem.
Wolfgang Gillen

A unanimously feared man, commander-general **Wolfgang Gillen** is the current leader of the Thunderguard, the main law enforcement group in the Merchant Republic of Qandar. He lives in the capital city of Thelos, the location of Thunderguard headquarters.

## Description

### Personality

Widely considered to be a cold, ruthless person who rarely shows any signs of possessing emotions, commander-general Gillen is discribed as being very unpleasant to be around. He is a fundamentally distrustful man, harboring resentment towards anything that doesn't suit with his own ideas. Wolfgang Gillen is very strict and zelotic in enforcing law and order, and often employs tactis that border on the dictatorial and authoritarian. His right hand man is lord-commander Bertold Byrnes.

### Current situation

Under his leadership, the Thunderguard have devolved from an honorable police organization that doesn't intervene with the bussiness of the general populace, into an oppressive law and order force that is growing more and more corrupt and decadent. Gillen supports the use of controversial, unstable technology like robots and other machines, often leading to dangerous situations or even lethal incidents. Many believe Wolfgang Gillen to be corrupt, only answering to the will of the Traditionalist Party and president Hildebrand Vaine; however, in reality Gillen is largely his own man, trying to enforce his own vision and ideas into the world around him. As leader of the Thunderguard, Wolfgang Gillen has certainly left his mark on industrial cities such as Thaubard and Melosi and the Merchant Republic as a whole, a mark which may yet be visible for many years to come.
Idomeic Sea

The **Idomeic Sea** [*ae-do-MAY-yik*], sometimes simply called the **Idomeic**, is a body of water near Nova Core. It is one of the three most important seas of the northeastern area of the continent.

## Description

It is an extension of the Murtal Sea basin that is situated around the coastline of the area known as Volantine, northeast of the coreshti mainland. The Idomeic Sea borders the Elitherean Sea, the Murtal Sea and the Anthelossian Sea. In the Idomeic Sea lie the Parythian Islands, which were once inhabited but have long since been destroyed in an ancient war with the elves of Elyss. With the Volantene city states unified in the Northcoast Alliance and trade with coreshti nations increasing, the Idomeic Sea is growing more and more important.
Civiamenza

Located in the fertile eastern reaches of the Matani Peninsula, **Civiamenza** is one of the famed coastal cities of Matan'jar. It is one of the major economic centers of both the peninsula and the Sunlands region as a whole. Civiamenza was built in the utter east of the Matani Peninsula, near the banks of the river Lissala not far from the border with neighboring Brostilon. It is also not to far from the contested border region of Belithia. Since the Invasion of 513 5E, Civiamenza has been beginning to feel the effects of the economic crisis that is sweeping over the continent, Matan'jar included.
Sanguerine

**Sanguerine** is a female member of the Torches, a mysterious society travelling through the multiverse and across planes and dimensions to collect information for an unknown cause. She has strong magical powers and the ability to bend time and space, making her very powerful. The attractive but very dangerous Sanguerine has sometimes been sighted on Naen, but has also visited many others planets.
Congregation of the Enlightened

The **Congregation of the Enlightened** is the primary organisation within Illumination, the main religion of the Avistan region and its Bessine people. The Enlightened take care of all things that have to do with organised religion, such as making rules, providing religious workers and maintaining spiritual locations. The Congregation consists of influential members of the clergy who regularly meet to discuss religious and spiritual matters, claiming to base themselves on the teachings of The Prophet and the will of the Enlightened Gods, such as Sepetra, Eusara, Berseh and supreme god Khayond. The rules made by the Congregation of the Enlightened are enforced by the military order of the Mahadjine, who rigorously combat the unfaithful and make work of tracking down heretics like the worshippers of Karhajim. The Mahadjine are based in El Zabban and are led by Zhakodin Jadikk. In Zubatha, where Illumination originated, the equivalent of the Congregation is simply called "the Community".
Brienne

The **Brienne** is one of the major rivers of the Nova Core continent. It is located in the Sunlands region of the continent, and is the second-largest river of that area, placing after the Lissala but ahead of the Marichare.

## Description

The Brienne has its origins in the Beacons and flows from south to north, eventually flowing into the Rose Sea in a large delta. That delta is some of the most fertile land on the continent, which is why many cities, such as Estolean, Bravist and Livafor, are built in and around it. Another important location, the city of Starry Hill, lies just west of the river in the more central areas of the Sunlands. The Brienne has one major tributary, the Niva Dal, which joins the main river north of the city of Norduron in the southern Sunlands. The Brienne acts as a natural border between the central Sunlands to the west, characterised by the nations af Tribulante, Brostilon and Nothibel and the barely inhabited regions of the Whispering Hills and Shattered Lands, and the eastern Sunlands which is increasingly dominated by Tenebras of Pracia. As such, the central Sunlands are bordered in the east by the Brienne and in the west by (largely) the Lissala.
Coreshti

**Skills** | adaptability, innovation, thoroughness

The **coreshti** are the human race living in Nova Core. They inhabit almost all regions of the continent, except for areas like Dol Gwevéan, Swar Ulmote and the Dales, which are dominated by the rival cennyd-elves. The coreshti conquered Nova Core long ago during long wars. Their history is characterized by various periods of inner strife and unity. Large empires in the history of the coreshti include Sechoyin, the Plentha-Neonian Empire, the Korbathean Confederacy and the Parnacian Empire. Generally, the coreshti are very divided; for example, the people of Altea are much different than the people of Meltumya, and the inhabitants of the Shimmering Isles are nothing like those of Varden. Recently, the coreshti have been threatened by the Sphyrian Empire, a large magocracy which has gained influence in Nova Core since the Invasion of 513. And so, the future of the coreshti is once again unclear.
High Hammer

**High Hammer** is a fortress in the Tempest Mountains, the stormy mountain range occupying most of the kingdom of Varden in the Sunlands. It is located in the heart of the mountains, and is thus very isolated and not easily reachable.

## Description

### Origin

Interestingly, the fortress of High Hammer predates the coreshti arriving in the area by quite some time. The architecture seems strange and almost alien, and it is assumed that an earlier civilization built the citadel. The identity of that civilization has not yet been discovered. There are theories, but those are quite shady and not proven. It is also unknown with what purpose High Hammer was originally built, but some scholars theorise that the Tempest Mountains might not always have been the deadly place it is now. Thanks to its rich history, which remains shrouded in history, High Hammer is an interesting subject to study for the few researchers actually daring to travel there.

### Significance

For a long time, High Hammer served as a safe haven for the few people daring to pass through the dangerous mountains; they would rest at the fortress and prepare for further travels. Additionally, a library was located in the subterranean levels of the citadel which was kept by scholars making it their life's work to research ancient history. However, as of late, High Hammer has largely fallen into disrepair. It is believed that the dedicated scholars are still living in the fortress and maintaining the library, but High Hammer is barely visited anymore due to the growing dangers in the Tempest Mountains. As such, the citadel stands lonely in the rough mountains, permanently surrounded by emotionless rocks and unforgiving snow storms.

### Location and surroundings

High Hammer is located on a rocky peak surrounded by larger mountains, and lies in the very heart of the Tempest Mountains. The fortress itself is reachable via a bridge that has always been well maintained. High Hammer consists of many buildings, many of which are made out of a mysterious dark gray stones and reach far into the sky. There are some pathways and roads, but most of the buildings are interconnected through sky bridges, which is a boon for visitors since they do not have to go outside to pass from building to building.
Berrod Berstig

A veteran of many wars and battles, **Berrod Berstig** is a hardened warrior from Avelishe. He is currently leading a small company tasked with fighting the Aen Sevharne of the Dales in the wildernesses of the White Mountains.

## Description

### History

Berrod was born and raised in Prayi Glad, an autonomous highland region of the Heartlands kingdom, and served in the Avelician army for many years. Here, he fought in countless battles, fights and skirmishes, being one of the toughest and most disciplined fighters in the force. This gained him a lot of respect from army officials, and he rose further and further through the ranks. Recently, Berrod Berstig has been assigned by king Ethell to lead a special mission the the White Mountains. Here, Berstig and his men are fighting a rough battle against the Aen Sevharne, who are seeking to destabilise the kingdom. The mission is hard and exhaustive, but Berrod Berstig has been through worse.

### Appearance and personality

Berrod Berstig is a serious man who does not often show emotions. He has long, messy dark blond hair, a small beard and penetrating green eyes. He wears black armor, ringmail and some golden ornaments, and has scars all over his body. Berstig does not smile often, being a professional who only focusses on doing his job and doing it right. However, underneath the tough man lies a gentle soul who has seen many horrors and has been through many troubles. Berrod Berstig is a true surviver, often being seen as undefeatable. Among many Avelician soldiers, he has a status of a living legend. Berrod Berstig does not like king Ethell one bit, but does not show it out of respect for the monarchy. He also is a true patriot who is willing to do anything to fight for his country.
Vadenhold

**Vadenhold** is a city in the Heartlands. It is located in the forested regions of northern Arecama, between the banks of the White River to the east and the Karbish to the west. Vadenhold is the home of the Vadens, an Arecamian sub-people who have a seperate history and are quite proud of their heritage. The city holds a certain amount of independence from the central rule in the capital of Asting, which is in part thanks to the tolerant policies of king Magnemar of Arecama.
Mount Sacrifice

**Mount Sacrifice** is the largest known active volcano in Nova Core and one of the single most destructive places in the known world.

## Description

### General information

Located on an island in the southern chain of Daskiba, this monstrosity is truly a sight to behold. It towers over the rest of the island, standing taller than any other mountain in the continent- even the ranges of the White Mountains. In pure destructive potential, Mount Sacrifice is only rivaled by the Dragonmount in Old Country in the Heartlands, but since that mountain hasn't been active in thousands of years, Mount Sacrifice is regarded as the largest volcano in Nova Core. The Aen Uvenne, the cennyd elves living in Daskiba, have made a living around Mount Sacrifice and have adapted to the frequent eruptions, both small and large. What is not known by many, is the fact Mount Sacrifice is home to one of the last surviving communities of xindor, an ancient and near-extinct race. They are led by Sinatere, an immensly powerful half-xindor who resides deep inside the volcano and rules unseen parts of Daskiba.

### Eruptions

The most recent eruption of the volcano occured in 521 5E. The gigantic explosion and subsequent ash rains and lava flows rained hell in Daskiba, almost completely destroying its direct surroundings and blocking all sunlight in an area from Tear to the Borderlands for months. The eruption had enormous consequences: it seriously damaged crops all over Nova Core, killed thousands of people, disrupted normal life in certain areas for months and almost brought about a volcanic winter. Following 521, a large Aen Uvenne refugee flow emerged to prevent further overpopulation in the Aen Uvenne capital of Tear, particularly to large coreshti cities such as Zenith, Parsedine and Arindale.
Anastasia Pelletine

**Anastasia Pelletine** is a female politician from Thelos, the capital of Qandar in the Heartlands. This strongly left-leaning, extremely progressive woman is the current leader of the socialist General Party, the most important opposition to the ruling Traditionalist Party of Hildebrand Vaine. Pelletine often criticizes the ruling class and fights hard for equal rights and universal suffrage.
Elitherean Sea

The **Elitherean Sea** is a body of water near Nova Core. It is most often counted as part of the Sunlands region, but also reaches some areas in the Borderlands. The Elitherean Sea is most famous for harboring the grand city of Passage, the Isle of Lannebras and the island of Bron Ichaer.

## Description

It lies just north of the western Sunlands, above the states of Alabast and Aevarn and the dark forests of the Val Traerne. In the north, the Elitherean Sea is bordered by the Idomeic Sea which lies above the isles of Passage and Bron Ichaer; to the west, it is bordered by the Murtal Sea beyond the Isle of Lannebras. Near the city of Aldrath on the tip of the Aevarn peninsula, the Elitherean Sea is also bordered by the Rose Sea. The sea also reaches into the Borderlands, ending at the peninsula where the Brasinian capital of Royale is located. Several important cities, such as Arindale and formerly the now-ruined metropolis of Elith (for which the sea is named), are situated on the coast of the Elitherean Sea. Its shores often consist of heavily forested areas, rugged highlands or other wildernesses.
Narrow Sea

The **Narrow Sea** is a body of water in Nova Core. It is located between the continental mainland to the east and the landmass of Greater Voeghar to the west, and seperates the Heartlands from the Islands. The Narrow Sea is most famous for hosting Altea, a prosperous region consisting of island-bound city states. The large island of Swar Ulmote is also often counted as lying in the Narrow Sea. The sea is bordered to the north by the Aedonian Sea and to the south, beyond the westernmost tip of the Nydulean Peninsula, by the Pardemonian Sea.
Corbin Syge

**Corbin Syge** (470 5E-current, 58 years old) is a coreshti male living in Nova Core. He is a member of the Descendants and a devout follower and faithful companion of Rhinna.

## Description

### History

Corbin Syge was born and grew up in a small village in Reddeberg, a country in the Borderlands to the north of the White Mountains. When he was old enough, he left for the wide world and travelled to the Heartlands, full of dreams and ambitions. However, Corbin soon learned that the world is cold and hard, and he would never survive if he kept being a pacifist. Corbin Syge became a mercenary, a profession which he kept for many years. He lived only for the money, which he earned sitting on a growing mountain of corpses and bones, left behind a trail of blood, and lived a life of murder, plunder and rape. In the beginning, this life without loyalty seemed very exciting to him; but when Corbin Syge became older, he realised his lifestyle full of killing was wrong. He fell into a depression and nearly killed himself. Eventually however, he realized that he was getting older and older, and that he needed to do something to improve the mistakes of his past. When he met Rhinna and a couple of her companions in Qandarese city of Wynnemoor, Corbin felt a deep connection with her and knew he had to help her. Since then, the former mercenary has been travelling with Rhinna and her Descendants, going from country to country trying to stay ahead of those who want to catch and use her.

### Character and appearance

Corbin Syge is a troubled man who is constantly fighting to keep his bloody past at bay. He has realised the error of his ways, and has been trying for quite some years now to rectify the mistakes he made in the past, seeking to avenge those he killed, wounded or wronged. In this, he recieves guidance from Rhinna and other members of the Descendants, who have developed a liking to the old mercenary. Corbin Syge is very aware of his actions, and tries to fight as little as possible to avoid hurting people again. Because of this, others often have to persuade Corbin to fight; but when he does enter a battle, he is a valuable ally to the Descendants. Even though he seems tough on the outside, Corbin is a very sensible, easily hurt man who can get emotional very quickly. Corbin Syge's appearance is that of a hardened warrior who has seen and been through much. Scars dominate his face, which also sports a short grey beard and wild grey hair.
Psyle

**Psyle** [pronounced *PSYE-luh*] is one of the major cities of the Simmering Isles, a prosperous island chain located in the Shimmering Sea in the Golden Gulf region of the Sunlands.

## Description

Located on an island near the capital of Camalva, Psyle is globally famous for being regarded as one of the most important coreshti centers of science and reason. The inhabitants of Psyle value reason and intellect over intuition and blind emotion, and always attempt to solve problems with rational thought. Because of this, Psyle is home to an impressive host of academies, museums and other scientific institutions. If anyone in Nova Core needs anything researched or investigated, the city of Psyle is *the* place to go. Psyle is also one of the only cities in Nova Core that can pride itself on having a completely democratic political system, which is largely thanks to the progressive atmosphere present in the city because of the countless young people living there.
Siripor

Situated on an island in the Inner Sea in the seas to the west of Matan'jar, **Siripor** is arguably one of the most important cities in the whole
of Nova Core.

## Description

This proud city-state has been prospering for thousands of years,
and is planning on keeping that position in ages to come. It is most commonly known for its enormous slave markets, where various kinds of slaves from the Sunlands and beyond are shipped in and bought by businessmen and rich merchants- from forced laborers to sex slaves like Cela Mhevlad. The strategically situated hub-city of Siripor plays a crucial role in the international flow of trade in Nova Core, especially in the Shimmering Sea region, and thanks to that fact has prospered for many ages. It is part of the New-Commercial Pact. The climate of Siripor is dry and very warm, which is why residents often wear thin, transparent and very little clothes. Siripor has strong ties to the nearby Shimmering Isles and to the port cities dotting the coast of the Matani Peninsula, such as Tarkonos, Civiamenza and Marebassa.
Ambre

**Ambre** is a male coreshti mercenary and bounty hunter. He belongs to the Vaden sub-people and was born in the woodlands surrounding the Arecama city of Vadenhold between the Karbish and White River. Ambre has done jobs for various countries, people and organizations, and is renowned for his skill. However, Ambre is not yet internationally famous, something which he works very hard to change. Ambre has short red-brown hair, green eyes, white skin and a light beard.
Joane Ethen

**Joane Ethen** is a female coreshti human living in Nova Core. She is a member of the Descendants and a faithful follower of the famous and highly sought-after Rhinna.

## Description

### History

Joane Ethen was born in Waterfield, an enormous city-state in Altea on an island in the Narrow Sea and one of the largest cities on the continent. Not much is known of her history or past occupations, since she does not like to talk about it. However, she has told Rhinna that she has worked for the mysterious Inquisition in the past, serving as an intelligence officer and secret agent. Joane became a member of the Descendants when she was working as an independent intelligence agent in her birth city of Waterfield. Rhinna and her, then small, group approached and hired her to do a job. Joane Ethen was inspired by Rhinna and her group, and decided to be hired by them permanently. At first, she did ask for gold in exchange for her services. However, later she realised she had developed a deep liking for the Descendants, and became a permanent member of their group, working free of charge.

### Personality and appearance

Joane Ethen is a very proud woman who refuses to ever give up her dignity. She hates being seen as weak, and constantly tries to keep up her reputation of being a strong, effective woman. Joane is an expert in collecting and utilising information, a talent which she still very often employs. She is often the one who plans missions for the Descendants or sets up the most efficient routes for them to travel. Joane Ethen can be very sneaky and inconspicuous when she wants, and uses this to infiltrate and observe targets. She is highly intelligent and calculating, always keeping an overview of the situation when she is calm. However, Joane can also be quite stubborn and impulsive, and gets carried away by irrational emotions more often than she would like to admit. Joane Ethen is a very attractive, youthful-looking woman with flaming red hair, which she wears in a loose ponytail behind her hed, and freckles covering her face. She likes to wear practical, dark-colored clothing, usually a trenchcoat with a blouse or shirt underneath.
Thaubard

### Status

more and more industrialized, growing criminality and widening gap between rich and poor

## Surroundings

### Location

central Nydulean Peninsula (Diralath Province)

## Population and government

### Inhabitants

mainly industrial workers, some merchants and nobles

### Head of state

president Hildebrand Vaine

**Thaubard** is a city in the Merchant Republic of Qandar, a coreshti state on the Nydulean Peninsula. It is located in the Diralath province of the country, some miles north of the Resting Sea, and is surrounded by hilly highlands.

## Description

Thaubard is one of the cities that has been hit the hardest by the rapid industrialization process that Qandar has been going through the last decades, having been transformed from a typical Heartlands city to a foul, dark and heavily criminal shadow of its former self. It is characterized by its narrow, unlit streets, its winding alleyways and, most of all, its many factories. A dark cloud of gas fumes permanently hangs over Thaubard, polluting the air and poisoning the people. The inhabitants of Thaubard are some of the hardest working, most miserable and underpayed people in the entire continent, which is why the city is known as a stronghold for the progressive-leftist General Party. Together with cities like Ennerin and Melosi, Thaubard works day and night to meet the industrial needs of Qandar. Technologically, the Merchant Republic is growing more and more advanced, but the negative effects of this process are seriously and visuably hurting the city of Thaubard.
Potentas

**Potentas,** real name **Zoras Tag**, is the current Grand Marshal of the army of the enormous Sphyrian Empire in certain regions of the Walls of the World. He is responsible for the military conquest of the Nova Core continent and the subjugation of the coreshti. To to this, Potentas works with the Directorate and its leaders (such as supreme governor Konstantine Jengist) to bring Nova Core under Sphyrian rule. The marshal's most important right-hand men are admiral Vengora and generals Corinthian, Tyranus and Patriarchus.
Marichare

The **Marichare** is one of the major rivers in the Sunlands region of Nova Core. It flows through the eastern parts of the region, originating in the Beacons and flowing north, eventually quite abrubtly ending in the hills near Selathial. The Marichare is the third largest river of the Sunlands, after the Lissala and the Brienne.

## Description

The Marichare is an important natural border for the eastern Sunlands. The areas west of the river are dominated by Pracia, not including the lands controlled by the kingdom of Tharune which spans both sides of the Marichare. To the east lie the weak kingdom of Braevels and the rough highlands of Est Brenna. North of the location where the river stops, its influence is still felt, since the border between Pracia and Braevels is formed by an imaginary line which illustrates the expected flow of the river if it had not ended in the hills. The most important city located on the Marichare is the Pracian capital of Chardena. Recently, king Tenebras of Pracia has made efforts to cross the Marichare and occupy parts of Braevels, an offensive which has largely been succesful, with Pracia having taken most of the hilly lands north of the river. The Marichare is mainly surrounded by flatlands and grassy plains, often sparesly inhabited.
Mevani

**Mevani** is the capital city of Matan'jar, one of the coreshti kingdoms in Nova Core. This relatively small city, barely larger than the average settlement on the continent, is the seat of government for Matan'jar, and is the home of the country's monarch. It is located in the northern part of the country, surrounded by the unforgiving desolations of the Iramath Desert.

## Descripion

### General information

Deep in the foothills of the Camarissian Mountains, one of the major mountain ranges in the Sunlands region in Nova Core, lies the city of Mevani. This proud settlement is the capital of Matan'jar, a prominent coreshti kingdom known for being the home of famous port cities like Tarkonos, Civiamenza, Serkyne and Alcagere. However, none of those cities actually hold the honor of being the capital of Matan'jar, even though they're arguably more important from an economic perspective. Instead, the more northern Mevani was chosen long ago by the first Matani kings to be the capital of the new monarchy. Mevani has Prementine Novos to thank for this presitigous position: the famous explorer established the city in the days of the Korbathean Confedaracy, laying the groundwork for more extensive colonization of the region.

### Function

You won't find any scandalously rich merchants, bustling ports or lively marketplaces in modestly sized Mevani. However, you will find important locations like the royal palace, the state library and many cultural centers that capture the rich heritage of the Matani civilization. The central government of Matan'jar has its offices here, even though it doesn't have as much power as it would like to believe. As the capital city, Mevani additionally holds the honor of being the primary place of residence of the Matani monarch, a position currently held by the controversial Zoss Chain Titra. However, the king often likes to leave the tiring politics of Mevani behind in favour of the remote desert fortress of Solitude. To the south of the city lies the desolate Iramath Desert, one of the most hostile and uninhabitable regions the continent has to offer. Because of this geographical position, Mevani is slightly isolated within Matan'jar. This isolation has given the rich merchants and corrupt nobles of the coastal cities the opportunity to rule the economically important regions of Matan'jar independent of Mevani. Historical attempts to change this situation have been largely unsuccesful. The Shiravine, the elite law enforcers of the Matani monarch, have their headquarters in Mevani and are very active here.
Invisible Sea

The **Invisible Sea** is a mysterious body of water between the dark jungle realm of Pandomea and the dusty desert lands of Shaffa, directly west of Ishkana and northwest of Nova Core.

## Description

Not much is known about this mysterious sea, except that it most probably has a sickly, humid and almost tropical climate. It is also speculated to have many jungle islands lying in its waters, the only one the coreshti know of being Inhilsa. The necromancer city of Shadowport lies on the Invisible Sea near its border with the Aedonian Sea, while enigmatic Marbihyan is also located on its coastline further west and acts as a gateway to more distant realms. The coreshti do not know the full extent of the Invisible Sea, since the areas beyond Marbihyan have not been explored and do not appear on maps- this is the reason for the body of water being referred to as *invisible.*
Marebassa

**Marebassa** is one of the major economic centers in the kingdom of Matan'jar. This prosperous city is located in the northern part of the Matani Peninsula in the Sunlands region of Nova Core, on the shores of the mighty Inner Sea. Neighboring cities include Alcagere to the northeast and Serkyne to the east. To the south lies the unforgiving desolation of the Iramath Desert.

## Description

Marebassa has a special position in the history of the kingdom of Matan'jar, having been established by famous explorer Prementine Novos and his crew of the *Equinox* in the days of the Korbathean Confederacy. The place were Marebassa now stands was the spot where Novos and his companions went to shore and founded a small settlement, which over the ages grew to be the prosperous Marebassa. Thanks to this historical relevance, Marebassa is often visited by travellers, historians and pilgrims. Marebassa is also one of the few port cities of Matan'jar that is under direct control of the king, Zoss Chain Titra, ruling from the capital of Mevani.
Tiube

The **Tiube** is a major river in the Heartlands of Nova Core. It begins in the southern White Mountains in the rugged Prayi Glad region, and flows to the southwest to eventually flow into the Inner Sea. The river mainly lies in the kingdom of Avelishe, but reaches into the uncharted wilderness of the Val Traerne in the northern areas of that dark wood.

## Description

Because of its geographical position, the Tiube is sometimes considered to be the border seperating the Heartlands from the Sunlands. However, the Val Traerne is usually described as having this position, especially in modern times. In classical times, the Tiube *did* use to be the border between the already inhabited Heartlands and the then-unknown regions that would later come to be known as the Sunlands. Many historians argue that the river might have taken a prominent place in the beliefs of the ancient coreshti as the border of their civilization; it was a very long time before the stigma was broken and the humans found out that the Tiube is nothing more than a normal river, which should have enabled them to explore the lands beyond it. However, the first expedition was largely lost in the area we now know to be the Shadow Hills, which prevented the coreshti from venturing east for another few centuries. Even the famous explorer Prementine Novos preferred to take his ship Equinox to reach the Matani Peninsula by sea instead of having to cross the Tiube. During this era, a minor area between the Tiube and the White Mountains called Transtubia was populated by various coreshti groups from all over the Heartlands. Today, Transtubia is a small historical region that has partly been consumed by the expanding Val Traerne. It was during the time of the Korbathean Confederation that the Shadow Hills were finally bypassed and a more thorough exploration of the wilderness was started, beginning with the areas that are currently under rule of the kingdoms of Numerica and Alabast.
The Prophet

**The Prophet** was a mysterious person who lived in Zubatha during a long-gone mythic era, during the dawn of civilization in southern Nova Core, long before the coreshti arrived in the continent. According to the legend, The Prophet guided the young people of Zubatha, the ancestors of the Bessine people of Avistan, in their struggles surviving in a world that was filled with primordial evils. The mysterious figure is believed to have provided the first of the Bessine with all sorts of wisdom, which they captured in scriptures and stories, eventually laying the foundations for the religion of Illumination, which is practised in both Zubatha and Avistan. He told them about benevolent gods like Eusara and Berseh, but also about evil deities such as the sisters Mukaydah (representing death) and Makindah (representing darkness), and the archdemon Karhajim. The gender of The Prophet is never specified. The Prophet is believed to have been a very powerful and wise person, and was sent by the Enlightened Gods (specifically Khayond), who play a central role in Illumination.
Grand Reach

**Grand Reach**, also known as **The Reach**, is an area in the western White Mountains, between the Heartlands and the Borderlands. It consist of valleys lying between the towering peaks of the White Mountains, and are generally quite wild and rugged.

## Description

### General information

Grand Reach is characterised by its large, impressive wildernesses, by its hilly and forested landscape and by the many rivers, both large and small, cutting through the lands. The area is more fertile than the Dales in the east, but not as idyllic as the valley of Montclair. Weather in Grand Reach is often quite normal for a mountainous region like this, with a warm summer, mild spring, rainy fall and snowy winter. However, around the mountains the weather can be quite unpredictable, with fierce storms often ravaging the land before anyone can react. Because of this, travelling through the mountains can be very dangerous, and most settlements are built below the treeline.

### Inhabitants and settlements

The Reach is inhabited by a group of coreshti known as the Reachmen, who are often imagined as savage people closer in character to the hillmen of Prayi Glad and the Brennish, but who are actually quite civilised and have a distinct culture. Inhabitants of Grand Reach most often live in small villages, built either in a fertile river valley or somewhere on a mountain plateau; buildings above the treeline are very rare. The largest settlement of Grand Reach is Höheholm, which still can not be considered a city by any means. Long ago, the region was more significant: Brill Korbath, the magnificent mountain city that was built to be the capital of the newly formed Korbathean Confederation, was located in one of the valleys. Nowadays, one of the most important locations of Grand Reach is the Windswept Pass, the most important passage through the western White Moutains between the kingdoms of Meltumya and Krebbing.
Sepetra

**Sepetra** is a deity who is seen as a part of the Enlightened Gods pantheon, and is therefore worshipped by the Bessine of Avistan in their religion of Illumination. He is the patron god of all who engage in stealth, subterfuge and illegal activities, seeing as Sepetra himself is believed to once have been a simple street beggar and thief in ancient Sotha. He is the only one of the Enlightened Gods who obtained divinity through ascendancy, which he achieved through betrayal. Sepetra is very manipulative and scheming, and is seen as the god of treachery, cunning and hidden activities. Conflicts between him and other gods, such as Berseh or Eusara, often occur. Sepetra is pictured as a slim, somewhat creepy male with pale skin and long blond hair (contrasting to most other Enlightened Gods), wearing golden robes.
Ataque Múltiplo

**Custo:** 1 Ponto; **Consumo:** 1PM/Ataque; **Tipo:** Destruição/Locomoção

Você pode fazer mais ataques com Força em uma única rodada. Cada golpe (incluindo o primeiro) gasta 1 PM. Assim, atacar três vezes na mesma rodada gasta 3 PMs. O número máximo de ataques que você pode fazer por rodada é igual à sua Habilidade.

A Força de Ataque de cada golpe conta separadamente para vencer a Força de Defesa do inimigo. Você não pode somar a FA de seus vários ataques.

## Manobra de Combate

Tipicamente, você pode fazer apenas um ataque por rodada. Caso deseje fazer mais de um ataque no mesmo turno, sua Habilidade será reduzida em –2 para calcular a FA de cada ataque realizado (incluindo o primeiro).

Assim, um atacante com F2 e H4 que decida fazer dois ataques fará
 ambos com FA 2+2+1d. Se optar por três ataques, serão todos com FA
2+0+1d.

Você não pode fazer ataques extras caso sua Habilidade fique
abaixo de zero devido aos redutores. Portanto, um atacante com H0 ou H1
nunca pode fazer um ataque extra. Alguém com H2 ou H3 pode fazer apenas
um ataque extra, e assim por diante.

Personagens com as vantagens Ataque Múltiplo ou Tiro Múltiplo
 não sofrem essas penalidades de Habilidade, mas precisam pagar 1 PM
para cada ataque realizado. Eles também podem, a qualquer momento, optar
 por não gastar PMs e receber as penalidades normais.

As vantagens Membros Extras e Centauro oferecem ataques adicionais, mas estes não recebem os benefícios da Habilidade em sua Força de Ataque.
Ostmere

**Ostmere** is a minor country in the Heartlands. It consists of the fortress-city of Ostmere and the surrounding farmlands. The independent state is surrounded in its entierity by the kingdom of Thaluin. Ostmere, called a *Freestate* because of its small size and the fact it is surrounded by a larger country, is currently ruled by queen Celestine Pandimal.
Rhianna Glanwyn Siáne

**Rhianna Glanwyn Siáne** is a powerful Sphyrian mage and a member of the Magic Council. She is seen as the most enthousiastic, playful- and, by people who are less supportive of her, childish- person in the Council. Rhianna Glanwyn Siáne is very curious and wants to know everything about the things around her. This is why she constantly travels through Nova Core.
Sergeant

**Sergeant** is a special agent who, together with his companion Nova, has been hired by the Qanderese government to put a stop to the threat of the Enforcer, a deadly former Thunderguard who has gone rogue in Thelos and Belhaven and has recently been seen in Thaubard. Sergeant is a bitter veteran and has seen many dangers.
Traditionalist Party

The **Traditionalist Party** is a political party in Qandar, a coreshti state in Nova Core. This conservative party has been dominant in Qandarese politics for most of recent history, having formed every consecutive government with the support of the traditionalist elite and nobility. It is currently led by Hildebrand Vaine, who is also president of the republic. The Traditionalist Party is often accused of corruption and being the main party responsible for the rapid industrialization and the huge gap between rich and poor in Qandar, mostly by their rivals, the socialist General Party.