recursal/Fanatic-Fandom huggingface dataset:
Prodigal Sons

> *"Remember, this transaction never happened, we were never here, we never moved these goods, and all of us walk away from this rich as kings"* -Alleged note-Family hearth investigation
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The **Prodigal Sons** or **Wayward sons** are an internal faction of the Family Hearth which disobeys the laws set down by the **Wise masters** to trade with certain factions that have been disavowed by the hearth or areas that have been marked as too dangerous to trade with. These groups of wayward merchants usually are out of favor with the family, have fallen on hard times, or simply enjoy the high risk high reward nature of the contracts offered by the Sons.

The Prodigal sons often quickly disband after a job and burn all records of transactions, a sacrilegious act in order to cover their tracks. Rumors abound that they on occasion take orders from the **Blood merchant**

## Notable trading partners

### **Woag**

"*Son pray they shoot us with arrows, we will be rich if we live.*" An Family Hearth Captain to his first mate.

While some in the Family Hearth would not trade with the Woag due to the events during the great war. Some members however seek the Woag out in the hopes the can get their hands on the raw cut gems that the use for their basic crafting. The Wayward sons come with rope, medical supplies and various other which could not be grown on their land. While the trip is deadly, if successful both would happy if not one there would be one less Merchant group in Soi.

### **Technocracy and Circle**

"*Hide and cover the smell up its to nice.*."

### **Bandit rings**

"*I don't even know who the robbers are at this point.* "

### **NorthGuard**

" *They provide us with quality goods, some of which we never even asked for*."

## World activity

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Sun Tower

Heavy expansionism and a strict authoritarian state has created a uniquely Goran issue. All Orders originate from the Golden City and radiate throughout the empire. Messengers or birds to communicate proved far to slow for effective management. To fight this issue the Molders erected towers throughout the empire with polished metal discs. These discs are shinned at other nearby towers in a series of flashes that are then decoded. During the night the normal flashes of light are replaced by covering and revealing torch light. Using the towers the Gorans can coordinate the distribution of resources and military with the reaches of their borders.

To protect the integrity of the information all messages sent by each tower are coded by the Ministry of Light. Throughout the day the three branches of the Mini Light rotate use of the tower. Each branch is expected to use a different code that the other two branches are not privy to. The individual branches are also to jealously guard the information and only share it with those ranking within the region.

## Eye of Gor

On the top of every sun tower is a massive polished disc built to rotate in any direction. This disc is surrounded by three smaller discs that it may aim at allowing the tower to shine in any direction. This tool can be used to blind the enemy or ignite objects at a great distance.

## Complications

Considering the expense of each tower most regions can not afford the luxury of redundant towers. Should an enemy seize a single strategic point they can eliminate all communication with command deep within the nation. The overt flashes of light can be seen from the horizon allowing a trained eye to collect espionage at a glance. Making matrers worse each tower contains coded records of communications both sent and received from each tower.
Dhadge

(Stub article please expand)

Primarily agrarian with limited skilled crafts, the people from Dhadge are very simple with a government to match. Once a year they hold a convention of all people willing to show up. Together they make a popular vote on what powers the new leader will have. Afterward the leader is selected randomly from those in attendance. The leader will rule until the next convention with only the powers granted from the previous.
Classic Cocktail

**Classic Cocktail** is a special recipe that can be earned and selected by players to be the "Special of the Day" in Papa's Cocktaileria/HD. The customers can choose this special instead of their regular order. The customers who order the Classic Cocktail special will give you x1.5  on their order and the special prize for get 5 stars this recipe is a Chef Hat.
Felwind Desert

The **Felwind Desert** is a large stretch of land located south of the **Encircled territories** and **Kushan.** The Desert takes up a large enough geographic landmass in the **Eastern Bloc** to encompass several small countries and is known for intense windstorms and is the homeland of the **Fellen****.**

## Terrain

The primary terrain found in the Felwind desert is large rocky hills covered with fine sand. dozens of small mountains and canyons dot the landscape, often containing the areas sparse population. The area is mostly devoid of water with the exception of several natural oasis and wells that are areas of concentrated life.

## Ecosystem

The life of the Felwind desert is harsh and adapted to the arid climate. Cacti and low shrubs, lizards and hunting birds populate the desert.

### **Flora**

#### **Blurbulbs**

A large spherical cacti covered in thin, brittle hair like spines. The brittle spines prevent animals from eating or climbing on the plant or otherwise harming it as their defense mechanism. The cacti's juice can be either filtered as a water source, or refined into a beverage that can cause hallucinations.
Shipwreck Isle

Located to the southeast of the Woag sub-continent, Shipwreck Isle sits at the intersection of several major currents of the World Ocean. This includes the North Sea current and the Goran Steamer. The convergence of these counter currents, the mixing of hot and polar flows, combined with the counter-current prevailing winds makes the narrow waterway between the Isle and the Woag the most dangerous waterway on Soi. The ocean to the east of the Isle is not much better, and the entire region is seasonally plagued by the remains of the huge Gorricane storms which blow up from the tropical waters to die.

The mix of all of these factors results in a large number of ships caught in such weather being hurled into the landmass known as Shipwreck Isle. Naturally unsettled by humans, the Isle typically only sports huge colonies of marine mammals and their associated predators in the water. However due the frequency of ship wrecks on the Isle, as any vessel who's ability to power itself is damaged inevitably ends grounded on the shore, a human population has taken hold.

The survivors of the ship wrecks eek out a miserable existence, using wood and materials from their wrecked ships to survive the harsh conditions. Predatory by necessity, the established bands of castaways tend to fall violently upon fresh arrivals for their resources. The Isle is ruled by complete anarchy, with each band being lead by whoever seems able best help their followers survive. There is little in the way of peaceful interaction between the roving bands, but also frequent raiding. The commodities most in demand being alcohol, food, weapons, and of course the rarest of all: women.

No one knows of any that have escaped Shipwreck Isle, the apocalyptic conditions of the seas surrounding the Isle preventing any sane exploratory landings and even the insane explorers rarely manage to land without becoming Wrecked themselves in the weather. Added to this are the predators in the waters around the Island.

Daring men occasionally try to fashion rafts to escape the Isle in the rare days of calm weather, but even then they also have to survive the large groups of Black Devil Whales which hunt the waters of the area. Survivors on the Isle have ominous stories of watching rafts make it into the break waters, only to be overturned by the white and black whales. The occasional man manages to swim back to shore, often missing parts of himself. That is if the sharks didn't end him given the smell of blood in the water.
Immortal Pantheon

> *"Pray? Of course I pray. To the mother when I want my family to be safe, to Gorr when I've got to lift an oak beam, to the Eternal or the Blood merchant when I get lost, and to the Pale Emperor when I want some peace and quiet. I don't know if it works, but my life ain't been so bad so far, why stop now?"*
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The **Immortal pantheon** is a widespread form of Immortal worship practiced by the multitude of nations both mortal and immortal. The religion is a loose mythology regarding the undying beings, seeing them as gods that hold dominion over certain concepts, actions, people, or having undue influence over various aspects of the world. While little to no proof of this exists, the superstitious nature of people keeps this belief alive and the people of Soi will pray to these beings for comfort or self inspiration.

## Major Dieties

### **The Stargazer**

> *"We do not create knowledge, we merely discover it"*
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The cult of the Stargazer spreads throughout caravan navigators, sailors, cartographers and mathematicians. They pray for peace, clear mindedness, and the continuing progress of knowledge. To pay tribute to the Stargazer, these followers meditate to clear their mind, read the stars, try to learn new knowledge, or attempt to spread or discover new information about the world.

The Stargazer's domains are peace by cooperation, stars, and mathematical calculations. The items associated with worship being navigational tools, or anything made from mammoth parts.

### **Truest King**

"*Try not to get killed. I can't promote you if you get killed.*"

Justice, War, Stone

### **The** **Blood Merchant**

> *"I never ask for worship, but if you do wish to pay tribute, a drink will do quite nicely"*
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The cult of the blood merchant spreads throughout independent merchants, traveling peddlers and smugglers of Soi. They often pray for chaotic market conditions so that they may seize new opportunities that may present themselves at a moments notice. To pay tribute, these people often purchase a second strong drink and put a single coin into the glass, the value and make of the coin depends on the size and type of favor they ask.

The Blood merchant's domains are travel, revenge, and chaos. The items associated with worship of this immortal are gold coins and the wheel.

### **The Princess**

Good fortune, merriment, musical instruments

## Minor deities

### **Warden**

*"*My chains shall free you from the tyranny of those who control this world*."*

Domination, Fear, Chains

### **The Mistress**

*"The song sings in each of our hearts and the dance tickles each of our feet. Dance to your heart and happiness."*

Showmanship, Theatres, Performers

### **Hands of life and death**

> *"Worship, I care not, don't worship, I care not. The cycle of life and death is unaffected by the opinions of those caught in its current"*
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Darkness, Light, Medicine
Preclassical Era

The Preclassical Era is marked by the general move of Immortal lead tribes developing copper weapons and implements. The creation of mud-bricks, the widespread domestication of animals, and the establishment of early permanent settlements all occur in during this time period as well. With these advancements began the earliest warfare among the emerging kingdoms and the rise of the Immortal God-Kings.
The Broken Chain

As symbol of Gor's imprisonment, he forever wears the broken chains that were forced upon him those many years ago. An elite group of Goran warriors each with right as a high Chosen sits on a squad that bares this name. As a Chosen they have already earned fight, glory, power, and privilege. They have proven themselves the greatest in the nation and truly posses abilities above all others. When a Chosen is given opportunity to join the Broken Chain they are given privilege to be directly under the Fire God. The Broken Chain is given unlimited resources of training and supply the only limit is that only Broken Chain members and Immortals may go on any missions. There is no physical limit to where the Broken Chain may operate nor requirement nor limitations. Gor has given the Broken Chain unlimited means as long as they are actively pursuing the freedom of an Immortal. Therefore, the Broken Chain acts outside all law, nations, organizations, treaties, and pacts. They serve under Gor alone and they are sworn to obey no order to stop them from freeing any Immortal.
Barren Soil Treaty

"*As weapons of war grow, so does the blood toll of every battle, so does the misery of the mortals that fight our battles. We have a responsibility to not unleash the horrors we know to be lurking just beyond the veil of progress" -*Transcript fragment from an unknown councilor

**The Barren Soil treaty** or the **Concordat of Limited Destruction** is a document created and enforced by the Council of the Undying before its dissolution at the start of the Great War. The treaty outlines the unaccepted tactics, strategies, and weapons of war that may not be deployed by the greater nations of Primus in order to prevent large-scale destruction and mass casualties caused by warfare.

The treaty is no longer enforced officially by the great nations after the dissolution of the Council of the Undying, however many of them still follow the treaty. Exceptions to the rules are often dealt quietly by other nations or organizations.

## Weapons limited by the treaty

* Krak powder weapons
* Large scale explosive devices
* Chemical weaponry
* Biological weaponry
* Mines, traps

## Strategies and tactics limited by the treaty

* Scorched earth tactics
* Permenant water-source poisoning
* Genocide
* Execution of non-combatants
The Free People's Democratic Republic of Virtue

The Free People's Democratic Republic of Virtue (or FPDRV/Republic of Virtue for short) is a mortal nation led by a tyrannical dictator known as the Virtuous One. The Virtuous One claims to be an Immortal that lives forever through unusual means - the Virtuous One's spirit is passed down from father to son every generation. Those who have managed to escape from the "Republic" note that this is not always a son, or even a biological child. Multiple children are born or captured to ensure the Virtuous One lives on; upon the next Virtuous One's ascension he slaughters the other potential heirs and drinks their blood.

The Virtuous One aims to conquer the world, but years of inbreeding have caused the Virtuous One to become deranged and unable to do anything to fulfill this dream. The Virtuous One works the people to the bone, and little to no research is done if it offends the Virtuous One in any way.

Thankfully the "Republic" is small, and thus unheard of by many on the global scale unless they are well-versed in politics.
People of Sea

**The People of Salt, Sail tribes** or **People of the Sea** are a breed of Ab human that lives exclusively in the oceans of Soi. They are characterized by their slender builds, brown skin, and long thin ears.

The people of the sea are a peaceful nomadic civilization of small population size that mainly fish and farm seaweed. They train and utilize the dolphins which tend to follow them in large pods. They are gifted swimmers.

* The sail people are on average physically weaker than other humans
* The people of the sea can not get sunburned
* They can hold their breath while diving around 10-30 minutes at a time

## Culture

The salt people live a very carefree and passive lifestyle. Living on the sea with the intent of each day being as carefree as the last. They have little ambition, preferring to spend as much time in leisure as possible. When they need food, they fish, when they need entertainment they dive or play with the dolphins that live around their rafts. When they need solitude, they tether their rafts and drift away, and when they need company, they tether to any raft that will have them. They occasionally make port or store things in underwater reefs close to the surface of the water.

## Sea living

The sail tribes live on collections of of individual rafts that they temporarily lash together when they are not moving from place to place. The proximity of rafts announces how close they are. The rafts have four kinds of locomotion. Rafts are either powered by wind "Oversail", oceanic currents "Undersails", Sail people with oars, or dolphins with tethers.

The Salt people have known how to domesticate the dolphin pods that followed their tribes centuries before the first age. They can hold their breath as long as the dolphins, longer if they ride them since the dolphins are expending the oxygen. They use them to hunt, salvage Family Hearth shipwrecks, and for recreational play.

Their rafts are typically individual, large enough to house a hammock, and area to store their things. Their ships and villages are almost always on the move with the trade winds or oceanic currents. In the case of storms, they will either weather them out by tying down their rafts and floating or finding small islands to make port.

## Cuisine

Sea tribes mainly hunt the oceans for fish, dive for shellfish/crustaceans, or farm seaweed and other aquatic plant life.

* They often eat fish raw

## World activity

The people of sails keep to themselves, occasionally following larger ships and offering goods and services to ships stranded in low wind conditions or still waters. The sail people have an annoying tendency to begin services such as scraping barnacles off of the bottom of boats and demanding payment before any agreement or contract is even made.

Their ability to hold their breath and swimming ability combined with domestication of dolphins makes them ideal salvage divers retrieving goods from sunken Family Hearth merchant vessels.

* Their currency is made of pearls and polished seashells, the pearls are bartered for by the Family Hearth. Otherwise they barter.
* They stay in the warmer waters of Soi
* They flee from any conflict
Goran Alcohol

As a whole the Gorans are a heavy drinking race. Drinking is part of Goran custom, religious ceremony and tradition.

## Types of Drinks

All Goran drinks are produced with a biomorph strain of yeast made by the Goran people. This yeast leaves the complete produces enriched with protein unlike most alcoholic drink.

### Goran Cider

In mass Gorans brew a thick alcoholic drink with a heavy bitter-sweet flavor. The brewing process involves using whatever fruits are currently available and mixing them with honey from Goran bees. That means likely no two batches of Goran cider taste the same. The process is typically done in barrels as to make it easy to transport throughout the nation. The drink is considered a staple of all Gorans diets in most Goran occupied regions it is required to survive. This is due to the nature of the Goran bee. In all honey produced by the Goran bees has a very distinct pheromone in it that is retained in the beverage. When drank the consumer will emit the pheromones for roughly 24 hours. To the bees any that smell of the pheromones are a non threat to the hive.

### Titan Grog

Originally produced for consumption by the Titan cast Titan grow is by far the worst tasting drink in all of Soi. The intention behind this heinous drink was mas production only. Using specializing refinement techniques and a power variant of Goran yeast titan grog is produced mostly with the plant matter of trees in lake sized vats. The process is not perfect the size of the facility creates complications. Other types of bacteria are going to infect the brew however, the powerful alcohol in the end will kill them off. This gives the brew a distinct odor that of a rotting corps. Toward the end of the process a secondary fermentation is created by adding a significant amount of honey and fruit. This gives even the Titans the benefit of Goran cider in relation to the bees of the land, When complete the drink is a thick as syrup has ambient chunks of mulch and a small that could knock out a bear.

### Fire God's Breath

This liqueur is typically produced using Titan Grog due to the mass quantities of its creation and it's general poor taste. The refinement process is able to remove the majority of the poor smell from Titan Grog while increasing the alcohol per volume. When complete the drink is nearly 85% alcohol. The name was originally given because of it's use in religious ceremony where an actor playing the Fire God breaths flame.

#### Gods Breath

The ceremonial variant of the drink. This is an unspiced version with no intent of consumption. The refinement process is less thorough and can lead to blindness or death when consumed.

#### Fire Breath

Only real warriors can drink this. Spiced with Goran God Peppers this drink is unmatched in it's burn. Those that drink it can safely say that it burns worse then placing real fire in ones mouth. When exposed to eyes or skin it can cause irritation that lasts for weeks.
Post-Immortal Era

**Kallipolis Standard Eras**

Prehistory: before 0

Dawn: 0-100

Precalssical: 100-400

Classical: 400-1000

Postclassical: 1000-1200

Golden Age: 1200-1800

Decline: 1800-2100

**Post-Immortal: 2100-**

The **Post Immortal Era** is a time period after the end of the Corpsebloom Epidemic. Mortal and Immortal nations alike are rebuilding from the catastrophic loss of life in the previous centuries. New trade routes are being established and old ones restored. In the vacuum left behind by the collapse of some nations and the loss of holdings by others new nations are beginning to rise again. Mortal nations once earnestly lagging behind the achievements of Immortal Nations find themselves gaining ground and at times even surpassing their neighbors. The leaders of the Immortal nations now begin to come to terms with the fact that their squabbles have broken their choke-hold on the world and for the first time in a millennia must once again consider mortal nations to be true threats to the survival of their own empires.
Alignments

> *"It is impossible to know the quality of iron by looking at it; until it is tested one cannot know its true properties. However as certain metals will behave differently, as will corresponding qualities of spirit."* Heart of Steel- the different temperaments
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The philosophical minds of Soi have for many centuries attempted to grapple with the concepts of good, evil, order, chaos, cruelty, kindness, creativity, control, and all the innumerable measures of what makes the character of an individual what it is. These varied theories have often coalesced into what are referred to as "alignments".

These alignments oftentimes simplify the character of an individual, organization, or nation and attempt to be used as a shorthand for what to expect when encountering a certain person or group. While not always applicable as there are always deviations, alignment charts can be of great use as a generalization for what to reasonably expect.

* Aligment charts, while popular among the denizens of Soi, hold no bearing over legal matters except in the case of certain theocratic societies.

## Heart of Steel alignment chart

> *"Good and evil are relative concepts, for what is good for one is evil to another. We can only observe how ourselves and others interact with the world around them and mark them accordingly."* -Heart of Steel, alignments
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placement.

## Technocracy alignment chart

The Immortals Department of the College of Occult Studies at Kallipolis University has classified the general behavior alignment chart.

### **Harmony**

Harmony alignment seeks to spread their influence in the goals of creating safe and beneficial space throughout their spheres of influence. Those of the harmony alignment often work actively or passively to create friendships, and cooperation between others in order to maintain happiness in life.

### **Domination**

Domination aligned seek to control for the sake of their own power and influence. The end goal of Domination seems to be the lack of serious opposition to their own will, often with other goals being secondary to this. This alignment will often use any means to achieve and keep this power, but will have little interest in their gains after collecting them.

### **Chaos**

Chaos alignment seeks motion and events in the world for its own entertainment. The consequences of action are irrelevant to simply seeing events occur in the world regardless of what they are. Those of chaos alignment often start conflict or conspiracy out of amusement rather than any long term goal.

### **Order**

Order alignment seeks peace and external rule of law. The internal self control of others is inadequate to those of this alignment and they seek to maintain or build an external structure to guide, control, or shelter others and themselves.

### **Neutral**

The neutral alignment seeks to live their own lives completely uncaring of the outside world so long as it does not interfere with its affairs. They are observers.
Greystrom

**Greystrom** or **Blight clouds** are a weather phenomenon that occurs down wind of **Ashed cities** focused on manufacturing of refined products such as heavy metals, treated woods, glass, or other products that produce heavy toxic smoke that mingles with clouds causing an acidic rainfall.

These storms often blow from the **Midlands** to the **Firelands** often moving into **Goran** territory, causing massive swaths of dead vegetation, injury, and structural damage. These storms are thought by the Goran people to be constructs of pure malice created by the Ash born to blight their lands, and are often the reason for Goran incursions into Ashed land.
Operation: Sandstorm

## Timeline

* Cattailia
* The Free People's Army
* The Syndicate Holdouts

**Operation: Sandstorm** was a military campaign launched by the Technocracy to "end Tallet incursion upon the Eastern Block once and for all." It was launched to coincide with the Truest King's reprisal campaign, effectively flanking the Tallet as they rushed to the defense of their northern front, allowing agents to sneak far into Tallet lands and interrupt supply lines to prevent the mobilization of heavy artillery against the Armored Riders. In it, the Philosopher King lead an army from several factions up through Cattailia to the source of the Tallet Incursions, Ivoryhold, and into the heart of the Tallet homeland.
Order of the penitent wall

> *"So much death and suffering. We lost so much in this terrible war, that at the very least, we can serve as a reminder to never repeat our mistakes. The dead may be lost, but they will not be forgotten"*
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The **Order of the Penitent Wall** or **Order of the wall** is a monastic order founded shortly after the end of the Great War during the period of decline for the immortal nations. The Order is founded on the mission of reverence for the sacrifices made by those in the war and have taken on the task of finding the history of every casualty caused by the war effort and inscribing it upon **the Wall.**

## History

The order of the wall originates from an organization of gravediggers that emerged during the chaos of the great war. A travelling gravedigger with no name would move from place to place, burying the dead to protect the living from disease and give the slain dignity and peace in the afterlife. The people named this unknown soul **Grave.**

Many heard the tale and began following the example, dressing in the same robes and performing the same tasks. Over time they began traveling in groups, word of this order spread and the sight of masked men and women carrying shovels became a sign of closure to a battle.

After the war was over and the last dead were buried. Grave simply disappeared without a trace, but not before speaking to several people about lost loved ones, walking over to the **Great Wall**, and inscribing their names and stories onto the stones.

## Global activity

The Order of the wall has remained unchanged throughout the years, collecting stories of the great war and inscribing their stories on the wall. Often offering their services as gravediggers and tombstone carvers in payment for the information, though few protest or demand service from them.

They are seen as a sign of peace in the afterlife or omens of death by many mortal nations of Soi.
Pomterre Kingdom

The Pomterre Kingdom is a mortal-run monarchy that controls a large portion of the food of Soi. All monarchs typically call themselves Kings, regardless of gender. The peasant class is ruled by the upper class in a very feudalistic fashion. The people of Pomterre (or Pomterres) have a love of fine food and wine, befitting their kingdom's focus.

They trade with much of the Immortal nations and have become known as "the breadbasket of Soi". They trade food for protection, science, medicine, and other necessities for a civilization that the Pomterres do not produce themselves.

## History

The Pomterre Kingdom was made thousands of years ago when a mortal woman, Josephine d'Pomterre, returned to her village after traveling the world. She had learned that the world was filled with strange and powerful nations, and that their militaries were already far beyond them. She decided that the best way for her people to rise to prominence was through food. The first thing she did upon arriving back at her village was to begin buying excess crops from the local farmers and trading it to neighboring nations. Soon, Josephine became the richest person in the village, and then in the larger area. She used her wealth to build a castle, forts, and establish a larger government. The people who followed her found themselves richer and better off than ever before, and soon decided she should be the ruler of their lands. King Josephine established the monarchy that would continue to thrive for over a thousand years. The title of "King" was inspired by the Broken Kingdom, as Josephine did not learn of the "Queen" title in her studies.

## Noble Succession

Succession is determined by election once the former King dies. Candidates must be from the nobility class, which means the descendants of Josephine as well as the notable nobles from the beginning of the Kingdom. This is because only the nobility receive training on how to engage in trade deals and manage farms at a large scale. As the Pomterre village that spawned the nation was matriarchal, most Kings have been female. Recently gender equality movements have started throughout the Kingdom, arguing men should be equal to women and represented on the throne.

## Gender Inequality

While both men and women are in theory equal, women are disproportionately ladies of plantations where men are lowly farmers. This equality gap has widened since the alliance with the Family Hearth and Tallet that allows for non-Pomterre male guardians to keep the lands safe, meaning there are less strong and trained men to stage a rebellion against the women. It is difficult for men to advocate for their rights as most of them are farmers who do not have the time to protest while still keeping themselves alive.
End Of The World

**The End of the World** is a mountain range which runs between the Eastern Block and Goran territory, along which the Wall and the eastern section of the Great Kushani Wall run. It is the point upon which all major maps of Soi's main continent are split, as traveling over it is impossible by land and traveling south of it would mean moving through the frozen tundra of the Stargazer Plateau. Without sea or air travel, it is, effectively, the end of the world.
Eastern Block

The **Eastern Block** is an area of Soi, on the eastern edge of most maps, which runs from The Broken Kingdom to Kushan, and is known as one of the most peaceful and prosperous areas of the world. Due to intervention by the Technocracy, the presence of Armored Riders from the Broken Kingdoms, Kushani medical aid, and the solid barriers of The Wall, The Badlands, and the Cattailian Desert, the people of this area are generally considered to be the most well off on the planet.

Despite the general prosperity of the area, not all is ideal. There is a general tension between the Broken Kingdom, the Circle, and Kushan due to philosophical disagreements between the Truest King and the two peoples. In addition the many southern independent kingdoms seldom see fully eye to eye and skirmishes routinely break out between leaders who each think their land deserves to expand and join the great nations. Goran incursions do at times circumvent or get past the Wall to the east, and no lands are immune to the gaze of the Tallet's Faceless Emperor.

The Eastern Block is denoted mainly by a steady supply of food, a reasonable availability of medical care, and a lack of major army movements.

### Northern Hemisphere

* The Broken Kingdom
* The Khani
* Solvarkia
	+ Northern Solvarkia
	+ Southern Solvarkia
* Elkenstein
* The Shimmering Isles
* The Palmlands

### Southern Hemisphere

* Coco Bounty
* Landfall
* The Circle
* Okinera
* Cattailia
* Dragon Hill
* Riverbend
* Tin Mountain
* Daggarmoore
* Pine Run
* The Masquaki
* Western Kush
* Kushan
Checkmate the Thinker

## Checkmate

### Known for

Commander of the Unbounded Forces' *Red Queen Division* in the Tallet Incursion of 2200

### Occupation

Professional GamerUnfriendly Tactician

**Checkmate** is a world champion Quartex and MilCard player, and one of the most respected tacticians of the Circle. He is wheelchair-bound due to a degenerative illness, which would have killed him if his parents hadn't taken him to Kallipolis for treatment at a very young age. Because of this, he is a supporter of the Encircled Immortals, a patriot of the Circle, and a loyal member of the Technocracy.
Handler

The **Hander** or **Liason** is arguably one of the most important positions within the government structure of the Ashed Confederacy. While not beholden to any one branch, the handler works with nearly every level of the government structures and works as a go between for the Ethics council and City council.

## Duties

### **City Council**

The Handler organizes the City council meeting times to not interfere with guild business. Temporary task forces and department creation is directly overseen by this position. When the city decides on an action, they provide experts to see how the action is to be carried out, but the funds and command can only be accessed by the Handler.

* When not on duty the Handler is expected to walk the city learning all of its woes and inner workings from the ground level.

### **Ethics Council**

The Ethics council defers directly to the handler when internal integrity or standards are in question. The handler is the de facto head of the Ethics council, however has them appoint leaders from within their own ranks.

* The Handler is effectively quality control on the Ethics council

### **The 14th Council**

In the rare event that an immortal is to arrive at a city state and/or call a council meeting, it is the Handler's responsibility to verify that it is indeed the 14th Council through a brief physical examination.

The Handler is responsible for keeping the small apartment building above the council chambers clean and in good order should the 14th ever come to visit. In addition the Handler's job is to know nearly everything about the city to give a detailed and honest status report should the immortal ever check in.

* This is the primary reason for the position
* Some leaked papers from one handler contained a list of inns and restaurants in the outer districts marked "recommendations"

## Selection process

The Handler is directly selected by the 14th council upon the expiration of the previous one. This is rare as they are typically well taken care of and heavily guarded when not incognito.

The selection process and parameters are mostly unknown as the 14th completes this process personally as to avoid manufactured candidates. Many of them have a personality that makes them uniquely suited to the city they are in.

* A common trait many handlers seem to have is a noted lack of ambition or greed
* They tend to have a detached personality and a craving for knowledge and personal secrets.
* This personality type has been called an "observer"
Scuttle Valley

**Scuttle Valley** is a haunted location in the Westerlands of Soi also called the **Buggerlands** by some of the

less polite peoples. It is rarely visited and often avoided, helped by this are the crumbling remains of pre war walls and fortifications that surround the forests around the valley itself. Stories of monsters roaming the lands and attacking passersby are not entirely without merit.

* Other locations similar to Scuttle Valley have been noted to exist in the Southern and Eastern regions of Soi as well

## Geography

The land is a dense forest gaining a heavy amount of year long rainfall. Dotted throughout the land are dozens of large ravines. Volcanic vents in the area give it an unusually high heat for Soi combined with the heavy rainfall give the forest a perpetual shroud of mist.

## Atmosphere

The atmosphere of the valley is damp, warm, and unusually highly oxygenated according to Technocracy researchers.

* Human beings upon entering this atmosphere have been noted to have greatly improved stamina while in this atmosphere, capable of superhuman feats of endurance. However spending any meaningful amount of time in the forest causes shortness of breath for days after exiting.

## Unique flora and fauna

Due to its high oxygen content, the ravines and forests of the area are home to a large population of giant invertebrate insects that would normally not be able to exist outside of this region. Ants the size of rats, enormous spiders, worms, and other insects/arachnids roam the area in its own unique and mostly closed off ecosystem.

These creatures appear to be unable to survive outside of the valley's environment for more than a few days, eventually suffocating in the more nitrogen rich atmosphere of Soi.

* These creatures have been known to attack those that get too close
* Some underground variants of these creatures are able to travel outside of the quarantined area for years at a time, often arriving unexpectedly in different parts of Soi.
* Thier chitinous exoskeletons are used as armor, sold as trinkets, made into medicine, or kept as trophies.

## Ruins

The outside of the forest is ringed in a massive crumbling wall and abandoned towns dot the outside edge. Broken roads lead deeper into the valley, suggesting more ruins inside. Historical records indicate some sort of massive bio temple compound located within, however few will risk the local denizens to discover what lies in the unexplored ruins.
Ashed Language

*"If an Ashed says more than three words to you, they aren't busy."* -Trader

The Ashed language is a variation of the old tongue and is broken up into three dialect categories.

## Situational Dialects

**Work Dialect**

The Ashed work dialect is a cut-down version of the language, built for speed and efficiency. This speech is used during working hours.

**Social dialect**

The social dialect is the normal speech of the Ashed. This dialogue is relaxed and far more verbose than their work dialogue. It is the speech used in everyday interaction or when off work.

**Political dialect**

The political dialect is a social dialect used during working hours. It is commonly called the brothel or politician's speech, as it is social speech but used for work.

It is assumed that if you are speaking socially while working, you are attempting to sway someone's opinion or attempting to coerce them.

## Idioms and phrases

### **Common Idioms and Phrases**

* Tool- Someone who is useful
* Colossal tool- Someone who is useful and efficient
* Two faced- One that works so hard their face has become two toned from wearing their work mask
* Frictive- Doesn't know their place in the world
* Grinding their gears- Struggling with something personal
* Grinding others' gears- Meddling in others' affairs
* In the wall- Passed on, deceased
* Unpolished/raw- Skilled but needing practice
* Bricker- One that has killed before
* Carver meat- Great insult, meaning one is only as good as their bodily components
* Under the hammer- Receiving training
* Reforged- Recovering or getting back in shape
* Rotted- Often referring to one with a substance abuse problem

### **Common labels given to others by Ashed**

* Iron- Common, useful, unremarkable
* Silver- Delicate, rare but surprisingly useful
* Gold- Pretty but useless and a burden
* Lead- Stupid and ugly
* Rusted- One that let themselves go
People of the Wild

The People of the Wild, Wild Ones, or as they say in their tongue "*Fiain*" are the humans who now inhabit the city-states of the Inisfall Confederacy. They are pale, short humans; unlike other human groups there is little sexual dimorphism between them as far as height. Females usually range between 150-160cm, and males 160-170cm. Hair color ranges from light brown to black, and eyes can be dark brown, black-brown, or an incredibly dark red (this color has folklore surrounding it). Recently many of them have expressed blonde or red hair as well as blue/green eyes due to interbreeding with the Woag. Male facial hair can grow thick and long but is constrained to the range of a mustache and goatee.

Before the Bard came, each tribe had an animism religion and attributed spirits to each and every living thing, allowing them to live in harmony with the world around them. The Wild Ones mostly ate fish and whatever they could hunt and gather in the wilds. One tribe began to cultivate bees after an accident that resulted in a tasty alcoholic beverage and the practice slowly spread through trade. Most tribes had a hybrid wool/milk sheep after years of selective breeding, and some had begun on a sheep specialized for chariots and heavy pulling. Even before the Bard's touch, the Wild Ones were not as wild as one might assume.

They are all peoples who were touched by the Bard in her journey, and each independently created a precursor to the current Inisfalli Religion. This proto-religion served to unify the peoples, as the Druids of each tribe collected the works of the Bard and made the Storybook that is core to the religion. This unity of religion also created a unity of 'government' and so the Inisfall Confederacy was formed.

Long in the past, the progenitor tribe of all the Wild Ones (known to historians only as the "*Proto-Fiain*") were enslaved by another tribe known now as the Foemoar. The Proto-Fiain eventually rose up against this cruel tribe and vowed to never to never be enslaved again or subject someone to such treatment. As such, the Fiain found themselves very receptive to the Fili's ideas of equality and freedom and influenced her to become even more strong in her beliefs.
Capraic Tribes

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The Capraic Tribes are a series of nomadic mortal tribes nearby the Goran Nation who base their entire economy and governmental structure around the creature that is the reason they can live - goats. The chieftain, or Goatspeaker, is chosen based on whoever the goats seem to like the most. They drink goat milk, eat goat cheese, weave goat fur into beautiful cloth, and spend their days breeding goats for certain qualities. They have riding goats, milking goats, pack goats, fur goats, and other subspecies of goat that help them to live their nomadic lifestyle along the unforgiving mountainscape of the south.

The Capraic people are a strong and hardy people, though peaceful. They have recently had an easier lifestyle due to taking the Rite of the Vassal, which has helped keep their goats safe from the carnivores of the mountains. They find the herding apes strange due to their false appearance as goats, but as the apes keep their goats safe they have no quarrel.
Wise Masters

The Wise masters are the central power within the Family Hearth. They control the larger course of action that all of the individual caravan masters take. They live in the Global Trade Hub and perform their duties in the Hall of Accountability.

The Wise Masters have direct control over the vast majority of roads and trade routes of Soi, making them responsible for the upkeep and safety of the roads, but giving them immense power over the flow and trade of goods.
The Hermit

*"The simplest lessons are often the most important... and the most easily forgotten"*

- The Hermit, to the future Fratres Megatherii

## Typical Form Description

### Gender

Male

The Hermit is an Immortal who leads a large tribe of Slothriders, people who live among enormous ground sloths that can tear apart trees with their claws and have exceptionally thick hides with osteoderms. The Hermit helped breed these already intimidating creatures into biological tanks.

The Hermit is a relative unknown to other immortals, avoiding contact with them since the first meeting. He was the first known being to tame Giant Sloths, and went so far as to found a tribe centered around them. He is the creator of all laws and customs of the Fratres Megatherii, and the founder of the original Circle of Elders.

## History

The Hermit originally awoke on a vast, grey plain devoid of color and life. He walked continually for days and weeks until he came upon a small animal: Giant Sloths. The Hermit spent weeks following and feeding the sloths, gaining their trust, until they eventually saw him as their alpha and followed his will forever after.

After years of travelling with the old sloths, The Hermit came across a struggling group of humans in the wilderness. Originally, they believed The Hermit had come to kill them, but to their surprise, he instead spent the next decade teaching them how to survive and giving them new language.