recursal/Fanatic-Fandom huggingface dataset:
Armo

### Personality & Reputation

Armo has the same youthfully handsome facial features as his The Twins brother Kosto, but his nature is completely opposite. Dressed in flowing blue-and-white robes, hair a cascade of frothing springwater, he stands calm and serene, his arms open to embrace. His eyes are like mountain lakes, placid and welcoming. He is usually depicted carrying the silver Chalice of All Heals.

Armo abhors suffering, and does whatever he can to relieve it wherever it can be found. But for all his endless mercy he is no fool, but always mindful of long-term consequences. He understands that not all can be helped, and must be prioritized: to assist an oppressor makes one party to the suffering of the victims. Sometimes compassion dictates that suffering be ended not with balm and poultice, but with the edge of a knife. As this attitude makes for a slippery slope in terms of morals, the cult of Armo emphasizes personal responsibility, thoughtfulness and careful consideration. Armo’s clerics are required to exhibit these traits, which makes them less common than people would like.

### Worship

* Due to his emphasis on patience and compassion with forethought, he is venerated by many judges, healers and all who seek surcease of suffering.
Wineweal

### Flora & Fauna

Wineweal has very little wilderness left. The Empyre makes the most of this prime agricultural land, and the region is known especially for its wines and other luxury items.

### History

Wineweal is arguably one of the main reasons for the Empyre’s growth and longevity. The exceptionally fertile soil and favorable climate have always guaranteed plentiful harvests, providing more than enough food to provide for the urban population and the armies.

This abundance of food has also allowed a diversification of crops to occur, and the noble mansions that dot the landscape are now almost invariably surrounded by vineyards which produce wines famous far beyond the Empyre.
Weedbottom

### Terrain & Climate

A broad, warm bay protected from northern winds by the tall plants that emerge from the water.

### Flora & Fauna

Weedbottom is dominated by the strange seaweed that not only fills the waters, but towers up into the skies. This towerweed spreads massive, bouyant leaves onto the surface, and somehow these are solid enough to support the treetrunk-like boles that wind their way toward the skies, as tall as redwoods.
Instrumental Doctrine

### Beliefs & Goals

The members of Instrumental Doctrine believe the laws of the Empyre aren’t the only truth in Venturia but think they should be honored and followed nonetheless. Acting with such beliefs in the Empyre is delicate work, but the guild has managed to stay alive so far.

### History

Instrumental Doctrine is a students’ guild for law students in Quillfork.
Factions

**Enkindler/Empyre Factions**
The Awakeners (Enkindlers)

The Brightshields (Enkindlers)

The Glowing Legion (Enkindlers)

The Imperial Academy of Divine Verity (Enkindlers)

Instrumental Doctrine (Enkindlers)

**Aureate/Commonwealth Factions**
The Austere Abstainers (Aureates)

Order of Bounty (Aureates)

The Far-Traders’ Union (Aureates)

**Saltbloods**
The Glowing Academy (Saltbloods)

Jaunters (Saltbloods)

**Elves**
The Bay Watch (Sea Elves)

The Eyes of the Forest (Sylvan Elves)

The Order of the Superior Sun (Sylvan Elves)

**Dwarves**
The Brazenbrows (Dwarves)

The Firegazers (Dwarves)

**Halcyans**
Keepers of the Quill and the Plume (Halcyans)

**Orcs/Kauno**
The Betrayers (Orcs/Kauno)

**Shifters**
Daggers of Dusk (Shifters)

**Misc./Any**
Ravagers

Revelation Regime (Anyone eligible)
Gieldans

### Typical Physical Attributes

The half-Dwarven Gieldans, forged by the Smith’s own hand, are as different from the rest of Dwarvenkind as the sun is from the moon. While they are flesh and blood, the bodies of the Gieldans come in a range of metallic colors, from dark iron, through copper and gold all the way to bright silver. Taller than a Dwarf and shorter than a Human, an average Gieldan is heavier than either, a meaty block of muscle and sinew sculpted by hard work.

### Prevailing values

The Smith was careful to infuse her new creation with the industriousness of the Dwarves and the communality of the Aureates, but her greatest concern was to avoid the violent strife of the Dwarves, so she instilled this new creation with an aversion to violence. Gieldan culture perceives violence for any purpose as abhorrent, advocating diplomacy and passive resistance instead.

### History

Many of the longer-lived races still remember a world without Gieldans, for it was not two centuries ago that The Smith, disappointed in the jealous, grudge-filled nature of the Dwarves, passed through Eastgate to build a new forge outside the Dwarven realm - a forge in which she created the Gieldans.

From what material the Smith forged these stalwart people is a secret he has not shared, but many suspect he fused together the essences of Dwarves and Aureate Humans. The result certainly indicates something along these lines.
Clanstrife

**Clanstrife** was a Dwarf Civil War.

### Time & Place

Approximately 1000 ER to 3672 ER. All points of Yumalkude east of the Razor Mountains.

### Background

Cunning, capable and industrious, Dwarves built strongholds throughout Dourkarst. Eventually they established a meeting place, The Forge, deep underground, tapping into the volcanic heat that created the area. Here the Dwarven crafts blossomed, and they created items that would cause wonderment throughout Venturia.

In time, however, competition between Dwarven clans soured. They became secretive and suspicious, ever afraid of their competitors stealing their precious secrets. It was not long before distrust turned into discord, and suspicion took on a more deadly form.

The instigating incident of the Dwarf civil war is lost to history, but clans have traditionally blamed their rivals. Wars fought with traps and other inventive weapons turned the whole of Dourkarst into a battleground over the many centuries that the war raged on.

With the rise of the Firegazers the war has now ended, but the death traps littered across the area remain, protecting extinct strongholds and forgotten secrets.
Unity

### Personality & Reputation

The exact nature (as well as appearance, gender etc) of Unity is under constant debate by Elven scholars and laymen alike, but most artistic depictions show a tall figure, towering over any living Elf, with features characteristic to both Sea and Sylvan Elves. It is said that in a time of great trouble, when the two species seemed to have nothing in common and war seemed inevitable, Unity rose up to bind their goals and destinies together forever.

### Worship

* Unity is celebrated as both a god and a cultural hero by the Elves. As such, few outside Siimessalo claim to follow or even fully understand their religion.

### Holy Places

* The House of the Two-as-One, housing the seat of the two Elven monarchs, doubles as the most holy sanctuary of Unity.
Lumo

### Areas of Concern

Lumo is the bringer of each new dawn, she who wields the light of truth against those who would seek to cover their lies with darkness.

### Personality & Reputation

The sight of the first rays of Lumo’s Lantern, ie. the sun at dawn, is said to fill even the most hardened of hearts with rapture, and wipe off all carefully-laid facades of the night before. As the day progresses, Lumo raises her lantern up toward the high heavens, where it is received by Ylitimo to guide him with wisdom and righteousness as he sits in judgement each day.

### Worship

* Lumo is beloved by many across the realm, and her name is especially invoked in preparation for things to come, by those seeking to avoid being misled or approached under false pretenses.

### Holy Places

* Devotional gazebos, shaped like a slender lantern, serve as shrines for Lumo and are often found in larger cities.
The Brazenbrows

### Beliefs & Goals

The Brazenbrows are a group of Dwarves stationed at and around Eastgate, guarding the Veiled Pass that separates Dwarven lands from the rest of Venturia. Legend has it that Raya itself commanded the first Brazenbrows to take up spades and pickaxes and slowly chip away at the rock of the Razor Mountains, thus creating the pass. Later, during the Dwarven civil war, a legion of Brazenbrows known as the Sentinels of the Spark was formed to keep the war from spreading to the other side of the pass.

Though the Sentinel technically still exist, the end of the civil war has meant that more and more Brazenbrows have time for things other than serving in the military.
Saltbloods

*“No risk too great, no enterprise too unlikely! If you don’t have the nerve, keep yourself to dry land!”* - Captain Yvonne Billows, master of the ship Storm Serpent

### Locations

Woeful Straits, Wavebreaker Beacon, Harshbank, the open sea

### Typical Physical Attributes

The Saltbloods were born from the union of the human Windborne and Sea Elves. Their human ancestry shows in their humanoid body plan, and their sea elf heritage in their webbed ears and to some extent their hands and feet.

### Prevailing values

Saltbloods inherited the curious nature of their human parents, as well as the utilitarian pragmatism given to the Sea Elves by Fleetwit at the dawn of time. They have combined these traits into adventurous ambition. They trust in their ability to overcome anything, as long as they do it with enough style and flair.

### Customs

Saltbloods are a rambunctious lot. If something isn’t worth throwing a party over, it’s not worth doing.

### Aesthetics

Piratey. Their ships are barnacle-encrusted galleons made of finely-grown coral, and sail from mobile islands of living coral.

#### History

As the Windborne started to sail the seas, it didn’t take long for them to get entangled with Sea Elves, even romantically. The offspring from these unions shared the characteristics of their parents, and were thought to have various sea-related powers.

Among Sea Elves these half-breeds were naturally segregated by their inability to breathe underwater, and thus from fully participating in Sea Elf traditions. This led to many Sea Elves seeing them as incomplete and broken, and while not actively persecuted, Saltbloods were effectively shunned in embarrassment. Therefore, it was only natural that these Saltbloods would found their own communities on the islands and beaches near the Woeful Straits. There they put to use a fairly common Saltblood ability to shape and accelerate the growth of coral with their words and songs.

Windborne considered Saltbloods lucky until their numbers grew and they started to form a cultural identity of their own. Many Windborne were jealous of Saltblood abilities (whether real or imagined) and started to persecute them. This led to The Parting on the Seas, when many Saltbloods escaped what amounted to slavery and joined their kin on Wavebreaker Beacon.

The population pressure these newcomers imposed on the smallish settlements led to a number of the artificial coral islands being separated to sail the seas. Those from Windborne communities brought with them many advanced shipbuilding technologies and adapted them for use with coral and kelp.

And so were born the great Coral Flotillas of the Saltbloods, that now cross the seas to many far-flung places, trading, pillaging, pirating, and otherwise being adventurous and romantic. These people have recently come to call themselves Jaunters.
The Spawn Gorge

### Location

The Spawn Gorge is the name of the great chasm at the heart of the Perianth mountain range.

### Physical Description & Ambience

The birthplace of Weirdlings, the Spawn Gorge seems to be teeming with life, yet quite inhospitable to any life forms not native to it.

### Inhabitants

Weirdlings, grotesquely twisted creatures of various descriptions. Some look like hybridized animals, others more humanoid-shaped.

### Hazards

* Noxious and poisonous miasmas
* Weirdlings
* Carnivorous plants and fungi
* Hidden crevasses leading deep underground
Siimessalo

### Location

Located at the southwestern reaches of the continent, the Siimessalo forest is home to the unified Elven peoples, as well as a handful of settlers from other cultures.

### Terrain & Climate

Subtropical climate, deep forest and wide rivers.

### Settlements

Siimes: Capital of the Elven kingdom. Sylvan Elves live on raised platforms close to the sun, whereas Sea Elves inhabit the shady streams below.
Mosshome: A mostly human-inhabited village near the eastern edges of the forest.
The Awakeners

### Beliefs & Goals

The Awakeners believe there’s a great being sleeping in the depths of Venturia, not unlike the Revelation Regime. The Awakeners believe that when the Sleeper wakes up, it will bring a thriving boom to the Radiant Empire making it even more magnificent than it already is. Thus they try their hardest to find a way to hasten the ancient creature’s wake-up.
Upcoming features

**Upcoming features** has numerous features planned, including:

* More rooms for building with various benefits; training, crafting, mining...
* Weapons, armors, accessories, crafting materials
* Alchemy lab & potions
* Customizable heroes
* Daily merchants selling and buying gear
* Mounts and pets
* Sharing heroes to help with friends
* Faction quests, to gain influence with various factions
Alilauri

### Personality & Reputation

What is whole, Alilauri unravels, what is pure he defiles, what is filthy he scrubs raw, what stands tall he bends, what stoops he stretches and pulls; there is nothing he could not pervert to his whim. All things he twists and distorts, and creates monstrosities that breed and spread and consume and hate.

### Worship

Alilauri’s might is recognized and feared rather than worshipped by all the peoples of Venturia. Warding spells are cast against his influence, terrifying stories are told to children about him, and carved wooden statuettes depicting him are ritually burned during religious ceremonies.

### Notable Creations

* Weirdlings
* The Dream Plague
* The Sleeper
* The Shadow
Vernalwood

### Location

Vernalwood is generally thought to mark the border between the Radiant Empire and the Commonwealth of Aureum, though the exact location of this borderline has historically been in a continual flux, with both sides claiming large territories of the forest for themselves. Nowadays, most people living under the canopy of the great trees pay their taxes to the Commonwealth, but there are those who would prefer to enjoy the security the military might of the Empyre offers against the growing Weirdling threat from the Perianth.

### Flora & Fauna

Deciduous trees. Lots of furry animals. Things grow really, really quickly.

### Settlements

Hamelinna (village)

Glint (village)

Dewhurst (town)

Eastend (village)

### Places of Interest

Tipsy Goose Inn,
Brenda’s Brews
Skynest

### Physical Description

The tall buildings of Skynest are a curiosity. They don’t have any kind of stairs or ladders between levels because of the Halcyan ability to fly. They don’t have much of a street network either for the same reason. Skynest had to be rebuilt a lot after it crashed into the Icaric Ocean, many a building still in ruins or under renovation.

### Inhabitants & Culture

Halcyans inhabit Skynest. It is also the home of the Keepers of the Quill and the Plume. The Keepers try to recollect all the knowledge that was lost in the crash-landing of Icara and write it in their own version of Tome of Discoveries, a tome of The Wonderer said to contain all things worth knowing.

### Hazards

Strong wind currents blowing from the Icaric Ocean sometimes make it hard to fly in the Skynest.

### History

Skynest was the capital city of the flying island of Icara. When the island catastrophically fell into the ocean, Skynest remained one of the few settlements above sea level. Skynest still is the official capital city of the Halcyans even though they generally live in the continent because so little of Icara stands above water.
The Weald

The Weald

## Location

Situated in the northwestern corner of Yumalkude.

## Terrain & Climate

A land of high cliffs and thick coniferous forests swept by heavy sea winds.

## History

The Weald went unclaimed for a very long time. The Radiant Empire tried several times, but all their expeditions were thwarted by a combination of weather, terrain and freak accidents. After centuries of attempts to establish long-term settlements, the area was written off as unexploitable wilderness.

It was a bit of an embarrassment when a set of Windborne clans managed to settle the area a couple of generations back. They spoke of spectral monsters and murderous animals, but have now apparently pacified the region. In fact, the Windborne there live more peacefully than most, but are markedly unwilling to let in new settlers.

The clans import some food and luxury items, and export some wood, but much less than one would expect. The locals claim to be proud of their self-reliance.
Ravagers

### Beliefs & Goals

Radical freedom, “might makes right”, “winning is everything and there’s no winner without a loser”. They tend to glorify a particularly vicious aspect of Voitto.

### Resources

Mounts, cattle, indiscriminate belligerence.

### History

The first “tribes” of Ravagers were born during the cultural upheaval the Kullas brought to the Aureates. The ones who had based their existence on greed and the exploitation of others we pushed to the margins and came to wander the First Steppes as warlike bands, thereafter threatening all civilized peoples of the area.

The Ravager obsession with “winning” and exploitation has kept them backward and poor. They try to compensate for this by raiding nearby settlements. This lifestyle has made almost every Ravager a capable combatant. Most infrastructure duties have been relegated to slaves, but no true aristocracy has formed due to the high turnover of the cruelly treated labor pool. Ravager society is thoroughly unstable, and that’s the way they like it.

Status is gained and maintained by the public domination and humiliation of others. You literally can’t climb the Ravager social ladder without pulling someone down.
High Lakes

These clear, cool lakes and the rivers that connect them are high above sea level. While their waters descend to the coasts in fierce rapids and magnificent waterfalls, the lakes streams are placid and welcoming.

Aureate and Gieldan influence are visible in many parts of the High Lakes. They have devised waterwheel-powered lifts to enable travel between the coast and the heights, and cunningly devised channels allow large riverboats to navigate the network of lakes unhindered.

### Location

High Lakes are in the Commonwealth of Aureum located between Vernalwood and the Razor Mountains

### Places of Interest

Fondante’s Inferno: An upscale bakery owned by Rahima Alhamdani
Grimtide Sea

### Location

South of Woeful Straits and off the coast of the Siimessalo forest, west of Kylmaa.

### Terrain & Climate

Cold and hostile waters full of sharp underwater rocks and shallow gravelbars.

### Flora & Fauna

Many kinds of fish and plants thrive in Grimtide Sea’s cold and clear waters. Many of these creatures have slow metabolisms and long lifespans, allowing them to grow extremely large.
The Sleeper

Also known as the Slumbering One

### Personality & Reputation

Not much is known about The Sleeper. Only that there is a great being sleeping under all of Venturia and when the day comes it awakens, Venturia will change forever. No one knows whether it will be for better or for worse. All of that is of course rumor and paranoiac speak, but better safe than sorry, right?

### Worship

* The clandestine Revelation Regime seems to know more about The Sleeper than most and that is why they make their best effort to be in good terms with The Sleeper when it wakes. Worshipping includes ritualistic sacrifices and prayers in long-lost languages who even the Regime doesn’t understand.
* The little more known the Awakeners try to speed up the awakening of the Sleeper with their own mystical methods.

### Associated Factions

* Revelation Regime
* The Awakeners
The Imperial Academy of Divine Verity

### Beliefs & Goals

The Radiant Empire considers it best to keep its brightest minds locked away in their ivory tower near Towerage, away from the prying eyes of impressionable commoners. What little information reaches the public has been carefully sifted through by bureaucrat-educators at Quillfork, the center of received wisdom (and propaganda) of the Empyre.
The Magister

*learning, academic rigor, magic*

### Personality & Reputation

The Magister started out as a divinely inspired philosopher and teacher amongst the Enkindlers, and was eventually elevated to the position of God-Emperor. He looks now what he has always looked like: a thin, tall old man in luxurious red, black and gold robes, a sagacious frown upon his pale brow.

The Magister made his first appearance when the city of Towerage had just taken shape and the locals disagreed strongly about to what use the edifice should be put. The Magister took it upon himself to adjudicate conflicts, mostly by arguing for the importance of a unified vision. He managed to convince the people of the importance of strict guidelines of behavior, and founded a society of firm laws. While he prized hard work and innovation, he dictated that social order must take precedence over progress.

He never made an overt bid for power, rather the Enkindlers formed a society - the Radiant Empire - around The Magister’s words, thereby turning him into a spiritual head of state. To this day, noble houses of the High Conclave do not bicker about The Magister’s authority, but rather about what his will really is.

The Magister has become increasingly passive through the years, and now may spend decades sitting on his throne, deep in thought. He shows no need for food, drink, sleep, and barely moves. These Ponderings are closely observed at all times by representatives of the court and his clergy, all waiting for an Utterance - cryptic phrases that have oracular authority in the Empyre.

### Worship

* Most Enkindlers, and those who don't will one way or other

### Notable Creations

* The Radiant Empire
* The Empyreal Spire
* Quillfork
Dourkarst

### Location

East of the Razor Mountains, between the Dead Pools and Mellimouth. Divided between several Dwarf clans and patrolled by Sentinels of the Spark.

### Terrain & Climate

A maze of stark karstland. The deadly, clear waters of the Dead Pools flow slowly into the karstland, snaking around and underneath the rock. At some point on the waters’ journey it is purified and mixes with fresh springwater to form the Mellimouth.

### Flora & Fauna

Life here tends to be small, tough and cunning. There isn’t much for plants or fungi to grow on except rotting Dwarf corpses, and the wildlife has learned to survive, not only the harsh landscape, but the deadly traps of the Dwarf civil war as well.

### History

This is where the Forge Dwarves first emerged into the world. Cunning, capable and industrious, they soon built strongholds throughout these lands. Eventually they established a meeting place, The Forge, deep underground, tapping into the volcanic heat that created the area. Here the Dwarven crafts blossomed, and they created items that would cause wonderment throughout Venturia.

In time, however, competition between Dwarven clans soured. They became secretive and suspicious, ever afraid of their competitors stealing their precious secrets. It was not long before distrust turned into discord, and suspicion took on a more deadly form.

The instigating incident of the Dwarf civil war is lost to history, but clans have traditionally blamed their rivals. Wars fought with traps and other inventive weapons turned the whole of Dourkarst into a battleground.

With the rise of the Firegazers the war has now ended, but the death traps littered across the area remain, protecting extinct strongholds and forgotten secrets.
The Overseer

### Personality & Reputation

Rather than being a malevolent god of death, the Overseer is the ultimate bureocrat; he doesn’t care about individuals, as long as his accounts are in order. By spending Glow and performing the correct rites of exchange it is, therefore, possible to return a soul from the Crystal Caves for a time. This process is how Glow Zombies are made and maintained.

### Worship

The Overseer is recognized by all peoples of Venturia as the lord of the Lands Beyond.
Machinoids, as mechanical beings powered by the Glow, have a special relationship with the Overseer as guardians of the Coral Temple.

### Holy Places

The Coral Temple is a stable gateway to the Crystal Caves, though it is not the only means of accessing them.
Ylitimo

### Personality & Reputation

Ylitimo is an elder god, a creator of imperfect things, dealer of just punishments, distant and untouchable as the heavens but kind as warm summer rain. He poses riddles and hints at answers, but never reveals his secrets.

Every morning after dawn, Lumo, the goddess of truth and the dawn, raises her lantern up toward the high heavens, where it received by Ylitimo to guide him with wisdom and righteousness as he sits in judgement each day.

### Worship

Ylitimo is worshipped all around Venturia, but especially among Enkindlers who see his sovereignty as the embodiment of the natural social order of all living beings.
The Sylvan Elves have their own religious order, Order of the Superior Sun, dedicated to Ylitimo as well.

### Notable Creations

The Wonderer

The Magister

Halcyans

Enkindlers
The Pit

**The Pit** is one of the Quests in the game Dying Light

## Objectives

* Defend Dr. Zere and his lab.
* Find Dr. Zere
* Rescue Zere
* Check the back of the Garrison for another entrance
* Climb to the roof
* Find the entrance into the building.
* Look for Dr. Zere
* Survive the Arena
* Kill The Demolisher
* Take the medkit
* Escape from Rais's Garrison
* Report to Brecken
* Take your stuff from the bag
Gods, Metaphysics & Magic

There is no single pantheon recognised, let alone worshipped, by all the peoples of Venturia. Instead, a varied and often confusing multitude of gods can be found in temples and wayshrines. Some deities are reviled rather than praised in prayer, and some lay forgotten by all but a handful of faithful followers.

**Chief deities recognised by most, if not all, peoples in the world of Venturia**

Ylitimo, the stern father god of justice and the sun

Raya, the god of “in-between spaces” who dwells in the Dreamlands

Valpas, the protector god of responsibility and community

Haltia, the god of creative chaos and mischief

Kullas Aureus, the god of trade and prosperity

Alilauri, the terrifying defiler of all life, and creator of monstrosities

The Overseer, the keeper of souls and ruler of the Crystal Caves

```

```

**Other important gods and cultural icons**

Unity, the Elven god of protection and cooperation

The Magister, the god-emperor of the Radiant Empire who governs in matters of magic, learning and academic rigor

The Smith, the god of craftsmen and the creator of Gieldans

The Wonderer: a Halcyan god of exploration, curiosity and messengers

The Sleeper, an ancient and powerful being that lives in the ocean and is worshipped by an Enkindler cult called the Awakeners.

**Gods of somewhat lesser renown (but still important)**

Armo (general, Aureates): clemency, mercy, healing

Kosto (general, Orcs, Enkindlers): vengeance

Hekuma (general): passionate love, romance, music & dance, literature & poetry

Voitto (general): hunting, competition

Taisto (general, Enkindlers): warfare, strategy

Lumo (general): daylight, truth, dawn

Vehma (general): nature, fertility, agriculture

The Overseer (general, Machinoids): keeper of souls

The Owl (Shifters): fate, destiny, the moon

```

```

**Villanous gods feared by many and worshipped by few**

Alilauri (general): life, corruption, perversion

The Sleeper: end-times, occult knowledge, time

The Nightmare: nightmares, The Dream Plague

Fleetwit: treacherous waters

The Shadow: creator of the Weirdlings

Kruggh (Orcs/Kaunos): creator of the Kaunos

```

```

**The Dreamlands**

A wild, aetherial plane that binds all possible worlds together, and is the source of all dreams and nightmares. Each individual experiences the Dreamlands as an environment familiar to them, i.e. a Windborne sailor would perceive it as an ocean on which the different worlds appear as islands, while an Orc ranger might see mountains and groves on a flat plain.

```

```

**The Crystal Caves**

The domain of the Overseer, abode of dead souls and the origin of Glow, this primeval cave of blue crystal contains the barely conscious souls of the deceased.

```

```

**Glow**

An ectoplasmic substance that is magical power given form. To the mortal eye it appears as luminescent blue lighter-than-air liquid. Glow can be spent to reanimate dead beings by performing a ritual of exchange with the Overseer.

**Aamunkoi**
Karuranta

### Location

Karuranta is the name of the smalled continent off to the coast of Yumalkude. It’s the home of Mirklings and has a small but persistent Saltblood presence along its northern coast.

### Terrain & Climate

The climate and terrain in Karuranta are extremely varied for a continent of this size, from the lush Fungal Forest to the barren Black Wastes.

### Settlements

Harshbank

Mirktown

Korallus

### Places of Interest

The Fire Mountain

The Coral Temple

Bleak Reef

The Abyss

Slantshard
Vilewater Cape

### Location

Situated between Razor Mountains and northern shores of the Icaric Ocean. Very literally No Man’s Land.

### Terrain & Climate

Much of the Cape is hostile to non-native species. Noxious waters flow from the Dead Pools northwest toward the Putrid Bayou, where they fester and putrefy until finally reaching the northern shores, poisoning the sea in the process.

### Flora & Fauna

Vilewater Cape is home to a fascinating collection of animals, especially birds, amphibians and reptiles of all kinds. Many of the species are themselves venomous or poisonous and often sport bright warning colors to ward off predators.

### Places of Interest

Dead Pools

Putrid Bayou

Breaker Coast
The Museum

**The Museum** is one of the Quests in the game Dying Light

## Objectives

* Find the museum custodian
* Find the underwater entrance in Emerald Pond to get into the Museum
* Eliminate Rais's guards
* Rescue Jade
* Kill the Infected
* Rescue Jade
* Help Jade and kill all the Infected
* Escape the Musuem
* Follow Jade
* Follow Jade
* Defeat Tahir
* Leave the Museum
* Take your stuff from the bag
* Leave the Museum
* Meet with Troy
Settlements

No two settlements are quite alike, from grandiose architectural wonders built by the Radiant Empire at the peak of its glory to humble sea-sprayed villages clinging onto the rocky shore for dear life.

**The Radiant Empire**

Quillfork

The Silver Court

Merriam

Towerage

The Empyreal Spire

**The Commonwealth of Aureum**

Plethora

Lakehold

Wealthvein

The Mint

Mosshome

Hamelinna

Glint

Reedshore

Dewhurst

Eastend

**Siimessalo**

Siimes

New Shoals

**Razor Mountains/Dourkarst**

The Forge

Eastgate

Balmy Isles

Turtle Cove

**Other**

Mirktown

Skynest

Spawnhive

Korallus

Wavebreak Beacon

Harshbank

Iron Lady
War Mage Beatrice

"The Magister's Wrath"

### Appearance

An Enkindler woman in her sixties who dons dons the black robes of the War Mage with golden embroidery decorating it..

### Personality

Relentless in combat, formal and withdrawn otherwise.

### Powers

Plenty of spells in her selection her favorite being Lighting.

### Background

Beatrice wrote her name in history during the war between the Orcs and the Arcane Army in the Bracken Moors. She relentlessly racked up kill after kill under her belt. With that merit alone she earned the epithet The Magister’s Wrath and was later promoted War Mage of the Arcane Army after the previous, well-liked, War Mage Mattheo was abruptly assassinated not too long ago.
The Silver Court

### Location

The Silver Court is located in the northeast corner of the Radiant Empire and in the eastern edge of Argent Coast. It is under Enkindler jurisdiction.

### Physical Description

The city is populated by rich Enkindlers and many of its decorated buildings underline the fact. Its inhabitants have a goal to make it a sight to behold whether you approach it by land or by sea. Even the flying people of Halcyans tell the light of the sun reflected by the silvery buildings is a breath-taking view.

### Inhabitants & Culture

As said above, many of the inhabitants of The Silver Court are rich even in Enkindler standards. that isn't to say there aren’t common people there, they're just a bit more wealthy than the average Enkindler commoner. In The Silver Court money talks. If an Empyrean law says something, many a times in the Court money says otherwise. Thus they have quarrels with the capital city of 88the Empyreal Spire99 from time to time. But the tax money they bring into the treasury of Radiant Empire gives them a little leeway.

### History

The ancient people of The Silver Court were the proto-Aureates. They traveled eastward and founded a city, Plethora, along High Rivers. Plethora is the current Aureate capital.
Pearlglim

Home to Pearlglim Lake and the city of Towerage, Pearlglim is a pleasant region of the Enkindler empire. Its inhabitants heavily rely on the fertile soil moistened and renewed by Pearlglim River for their agricultural livelihood.

The forests and plains surrounding Pearlglim Lake are excellent for hunting game, and are favored by young nobles from Towerage and nearby country estates. The lake itself is home to various kinds of fish, amphibians and water fowls, and there are even rumors of recent Shearclaw sightings in the open waters of the lake.

In the forest known as Sunhill Grove just outside Towerage, a species of owls called otus magicus has just taken up residence. The origin of these wide-eyed, mysterious owls is unknown, but they are thought to have flown southeast from the Weald after the Windborne invasion of Peatburrow. It is believed by many that the owls have prophetic abilities.

### Location

In the southwestern part of the Radiant Empire.
Taisto

### Personality & Reputation

Taisto, brother of Voitto, is commonly depicted as an imposing man completely encased in armor, a map in one hand and a lance in the other.

Taisto embodies battle as the ultimate test of character and ability. However, he expects victors to be magnanimous, and has no respect for one-sided conflicts.

### Worship

While venerated by all warlike professions, especially in the Radiant Empire.
The Forge

### Location

Dourkarst. The Firegazers keep the peace here, and exert practical control through the Sentinels of the Spark.

### Physical Description

A maze-like complex of warrens, workshops and strongholds that delve deep into the earth, all the way to the volcanic depths. The heat of the magma powers ingenious machines that keep the narrow corridors and cramped rooms of the settlement ventilated, and provides the energy for the many workshops that create mechanical wonders for the world to enjoy.

### Inhabitants & Culture

The majority of the settlement is yet to be reclaimed from the ravages of the Dwarven civil war. Whole quarters of The Forge are too full of deadly traps to enter safely, and there is no knowing how many secret passages are still hidden along their walls. The Firegazers lead the reclamation efforts, but it is slow, dangerous work.

The main galleries and workshops have been secured and once again produce various mechanical goods. All the clans that have accepted the Firegazers’ peace visit The Forge regularly, and some even have permanent representatives there. The Firegazers preside over regular Hearthmeets, in which clans settle disputes and discuss common matters.

Suspicion still hangs heavy in the air, and every now and again violence flares up between members of rival clans, but the Sentinels keep a close watch on the population, cracking down on disruptive behaviour with a heavy, gauntleted hand.
Aureates

*“If I gotta have someone at my back, it better be an Aureate - they’ll push me on, keep me from falling, and never steal my gold without haggling.”* - Grimwald Sternshield, Warrior of Renown

### Typical Physical Attributes

With trade came foreigners, whom the Aureates embraced according to their financial worth. Alongside goods and services there was much exchanging of cultures and bloodlines, making the Aureates cosmopolitan in custom and varied in appearance.

### Prevailing values

Aureates are a cosmopolitan people who prize community and commerce, their culture measuring prosperity by the flow of one’s goods and services, not by how much one owns. A good trade is one where everybody wins, and this has given them a solid reputation for honesty in their dealings. By their logic, anything that isn’t actively used is wasted, and therefore it’s better to trade such things even at a modest price. This has made them quick to adapt to changing situations and varied company, and are therefore welcome in all sorts of groups.

### Aesthetics

Public works of art and architecture of both great elegance and magnificence. Cloth-of-gold, rich embroidery, brocades and silks.

### History

Aureates are Humans descended from Enkindlers who settled in the High Rivers delta back in the Second Age. The original colonists were driven by greed and profit, which drove them to spread ever further upstream in search of riches. It wasn’t long before the trading post of Plethora had become a prosperous city through which the wealth of the northern world flowed.

The merchant houses of Plethora grew in wealth and power, and there was a time when their greed threatened to consume everything, gathering wealth for its own sake. From among the ranks these factions rose Kullas, a merchant who defied expectations. No one could compete with the business acumen of this plain-robed merchant, and no one controlled as much trade, yet no one was as honest and humble as Kullas. “Wealth is that which you contribute, not that which you hold. Anyone can own more than they need, but that only weighs you down. Would you rather stretch your pockets with heavy things than simply buy it from someone when you need it?”
Yumalkude

### Location

Yumalkude is the name of the largest and most central continent in Venturia. It is home to the Human lands of the Radiant Empire and the Commonwealth of Aureum as well as those of the Dwarves and the Elves.

### Terrain & Climate

Yumalkude has a variety of terrains, from mountains to lakelands, forests and grassy steppes. In the middle of the continent lies the Perianth, a circular mountain range that narrows lands all around it down to thin strips of passable land, making travel from east to west much more difficult.

### Flora & Fauna

All sorts of furry and feathered critters both large and small; fantastic beasts such as the Shearclaw and the Nixie; beasts of burden and farm animals e.g. Bloomcattle.

### History

It is said that the gods themselves weaved Yumalkude out of cosmic thread, to serve as a blanket cover for the Sleeper, the god that is said to slumber underneath the earth and to one day awaken, causing the destruction of Venturia itself.

### Settlements

The Radiant Empire

* Quillfork
* The Silver Court
* Merriam
* Towerage
* The Empyreal Spire

The Commonwealth of Aureum

* Plethora
* Lakehold
* Wealthvein
* The Mint
* Mosshome
* Hamelinna
* Glint
* Reedshore
* Dewhurst
* Eastend

Siimessalo

* Siimes
* New Shoals

Razor Mountains/Dourkarst

* The Forge
* Eastgate

### Places of Interest

The Spawn Gorge

The White Dunes

Topview Cliff

Château Lamprey

Sunhill Grove

Rocktooth Cove

Tomebound Hall

Sweetmeadow Farm

The Torrids

Fiery Fir

Grimpit Cave

Clawshake Grove

Sharp Rock Pit

Prosperous Road

Evencalm

The Smith’s Complex

Karst Mines

The House of the Two-as-One
Plethora

### Location

Plethora is the capital city of Commonwealth of Aureum and is ruled by the Aureates. It’s been built along the High Rivers and is located in the northern part of the Commonwealth.

### Physical Description

There are excessive amount of businesses in Plethora, The businesses require workers which has created ample amounts of housing buildings as well. Plethora is the second biggest city in Venturia only second to the Empyreal Spire. Plethora also has harbor for both sea and river traffic.

### Inhabitants & Culture

It wouldn’t be too incorrect to say that business is everything in Plethora as long as it’s fair business. Everyone regardless of their background is welcome to try their luck in Plethora but not everyone succeeds. Fair business doesn’t always mean it's going to be a prosperous one.

The plentiful business scene of Plethora also draws a lot of tourists and lot of tourist money into the treasury of the Commonwealth to generate more business.

### History

Plethora was first built by the Enkindlers who expanded from the Silver Court. At first the Plethoran Enkindlers were all for themselves, using every resource available and every trick up their sleeves to amass more wealth. It was getting dirtier than in the Silver Court itself.

But along came a lone merchant from humble beginnings. She managed to gather a big part of Plethora’s business under her control by being honest and humble, never parading with her deeds or success. The woman lived by her own words: ”Wealth is that which you contribute, not that which you hold. Anyone can own more than they need, but that only weighs you down. Would you rather stretch your pockets with heavy things than simply buy it from someone when you need it?”

That woman’s called Kullas Aureus. She brought much required peace into Plethora’s trading business that was getting out of hand and the Aureate culture was born. The founding principle of Aureates is that business must all be fair for all participants and no one in any circumstances must be conned.
Support

Heroes of Venturia Wiki is focused on creating the definitive guide to *Heroes of Venturia*. However, while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel.

The official game support channels can be found here:

* Riimu Games
* Store page
Keepers of the Quill and the Plume

### Beliefs & Goals

The Keepers is a Halcyan brotherhood that strives to both preserve the knowledge of Icara, their long-lost ancestral home, and to gather up resources for a new homeland for all Halcyans. They are jealous of their secrets and covetous of others’, and never miss an opportunity to persuade, trick or coerce others into giving them aid.
The Perianth

Also known as The Girdle Mountains

### Location

The Perianth is a tall, roughly circular mountain range that, depending on your point of view, either shields the surrounding areas from monsters that live within (see The Spawn Gorge) or allow Weirdlings to gather their forces in peace before a final, devastating assault upon civilization. In either case, the Perianth makes traversing the realm more difficult, narrowing the remaining land masses to the east, west and north down into thin spits of passable land.

### Terrain & Climate

The air up in the slopes of the mountains is thin and cold, prone to sudden and violent showers of rain and sleet. On top, the air is thicker and green with noxious fumes emanating from the chasm cradled by the mountains.

### Flora & Fauna

All sorts of weird flora, many of them with alchemical properties, can be collected here if one is resourceful (or foolhardy) enough to do so. Weirdlings occasionally venture outside of the Spawn Gorge - in increasing numbers, it seems - and so, these grotesque hybrid creatures are the most common predator encountered in and around the mountains.

### Settlements

There are no settlements belonging to any of the civilized folk of Venturia in the Perianth, but rumors speak of a large Weirdling hive within the Gorge.
Taskmaster Nalborna

### Personality

Not too strict, or descriptive, but gets the job done. Trusts those she hires for a job will figure out a way to get it done.

### Background

As the taskmaster of the Brazenbrows, Nalborna handles relations between the Brazenbrows and other Factions and Cultures including adventurers offering their expertise for a price.
The Empyreal Spire

### Location

In the center of the Radiant Empire lies the grand capital of the proud Enkindlers.

### Physical Description

The magnificent Empyreal Spire is as much a demonstration of the construction expertise of the Enkindlers as it is to demonstrate their wealth. The Spire is practically impregnable because of the adept construction work and military strength of the Empyre.

### Inhabitants & Culture

The Spire, if not peak of all civilization which they'd like to call it themselves, is the peak of the Radiant Empire's marvel. There’s a ritual for anything and everything and the complex laws of the Empyre often contradict each other making it difficult for the Spire’s residents to hang in the balance not to mention visitors to the great city. Though the guard of the Empyreal Spire won’t instantly incarcerate every visitor breaking a law because, when all things said and done, they bring money into the Empire.
Icara

Icara

### Location

Icara is the name of the great airborne island that fell into the sea in the First Fall.

### Physical Description & Ambience

During the days of its bygone glory, Icara was a place filled with long-since-forgotten works of architecture, knowledge, and magic. The Wonderer walked openly amongst his people, the Halcyans, and taught them to be inventive and inquisitive about the wonder of the world around them.

### Hazards

After the First Fall, most of Icara now lies at the bottom of the ocean, with only the highest peaks of the island still peeking out from the water.

### History

Icara’s bane came about when, during the second age, Alilauri the defiler caused a calamity which shattered the magics holding Icara up in the sky, causing it to fall down into the ocean below and to sink down to the bottom. In this devastation, countless Halcyan lives were lost.
War Mage Mattheo

### Background

Mattheo was the War Mage of the Arcane Army for couple of decades and was well-liked among the army members and most Enkindlers alike. It was looking like he would lead the Army as long as he desired but he had managed to piss someone off or another power-hungry individual thought he needed to go, permanently. For an assassin was hired to dispose of the popular War Mage and he was found in his office, sitting on his chair, his face on the table and a dagger in his back.
Balmy Isles

## Location

Off the coast of The Weald, nestled between Fairwind Sea and the open waters of the Opal Ocean.

## Terrain & Climate

Warm and windy. The island’s terrain isn’t very fertile for the purposes of farming, but there are lots of tall, broad trees perfect for building ships.

## History

The Balmy Isles were colonized by Enkindlers who, having been forced to abandon their homes at the White Dunes after the plagues hit there, found their new home on the Isles. Over time, they discovered the skills needed for building ever more magnificent ships and started calling themselves Windborne.
Fairwind Sea

### Location

Fairwind Sea is the name of the sea that connects the main continent of Yumalkude to the islands of Karuranta and the Balmy Isles. The area, especially on the high seas, falls largely under Windborne control, but the Radiant Empire maintains a strong presence as well. Saltblood sightings are becoming more and more common as well, as they slowly come together to forge their own communities of misfits and exiles.

### Terrain & Climate

Perhaps the richest waters in all of Venturia. The climate is pleasantly clement, and the islands to the northwest and southwest break down the most destructive tidal waves long before they reach Fairwind Sea.

### Flora & Fauna

Fish, dolphins and other sea mammals, birds and flying reptiles of various kinds, giant dragonflies.

### Settlements

Wavebreak Beacon

Harshbank

Turtle Cove

Peatburrow

New Shoals
Revelation Regime

### Beliefs & Goals

The members of occult and clandestine Revelation Regime believe that there is a great and ancient being sleeping underneath all of Venturia and it will one day awaken. After waking up the Regime believes it will take its own place as the master and ruler of the world. Members of Revelation Regime aim to get into good terms with The Sleeper before that. One way or the other.