recursal/Fanatic-Fandom huggingface dataset:
Fortress of the Forbidden

The Fortress of the Forbidden is a **Natural World Wonder**, on the continent of **Ithel**.

## History

The Fortress of the Forbidden has little known information, truthfully. What few locals there are, are typically corrupted by their proximity to the enormous Keep. Although there are some locals - distant enough to not be influenced, but close enough to know of this influence - that are aware of the occasional excursions the Keep will do, sending out multiple armies composed of Cultists, Demons, and their selected beasts of burden, as well as more recently, mighty engines of war. These Demons seek to gather knowledge, and often boast powerful spellcasters in their midst, sending out powerful waves of magic to all those who oppose them.

They will invade villages and tribes, gathering any pieces of knowledge, ancient relics, or more, as well as kidnapping individuals for sacrifices. But oddly, they never wipe out any villages, and seem to wait several generations for them to grow before visiting again. Some have tried to resist them, but none have succeeded.

## Geography & Ecology

The Fortress itself is tall and imposing, well-constructed from ancient, magically reinforced stone. Although the Fortress itself looks abandoned, with the constantly cloudy skies, and ever present snow uncleaned from the ramparts, it remains quiet, but anyone who enters it does not return. Some locals have even reported the sound of eerie screams echoing from inside the Fortress, and occasional flashes of blue, red, or purple.
Between cretaceous and the teriary period

The cretaceous period was the last period with dinosaurs. When the cretaceous period end was when the meter crashed in two the earth kill of 75% of all living things leavening 25% of the living one to take off. The skull lizards and meat hippos served the meter by shutting its body off into hibernation to wait it off. or hide under ground in huge tunnels. thous beginning the start of Tertiary period the meat hippos and skull lizard migrated to the south to catfish country over the next 112,588million years these beast battle for the place in the food chain.
Bīnghuā Clan

Hoarfrost, a symbol of perseverance to the Bīnghuā

⦿ Teach more students the Ruǎn-biān style

Huā Yújìn, Inheritor Of Funeral Pyres

*"The cold is unforgiving. The frost and rime are merciless. Yet, we are not. Our blades exist to quell the fires of combat, to restore the silence of falling snow to the battlefield. That is the way of Ruǎn-biān" ~ Clan Leader Denshi Bīnghuā on the clan's signature style*

>

A Clan from the Azure Empire, the Bīnghuā have noble goals of teaching peace and serenity. Yet when battle comes, they fight with hopes of restoring said peace, preferably with drawing as little blood as possible. They reside in Yasuragi, where snow is plentiful, as the Bīnghuā share a special connection to the cold.

## History

The Bīnghuā are a relatively recent clan, having swore fealty to the Azure Empire and Emperor within the last 200 years. They were a Clan who weaves ice magic into their non-lethal style of martial arts they called Ruǎn-biān. Along side their martial skill, the Bīnghuā also specialized in making confectionery such as ice cream, shaved ice, and other frozen treats. After quelling a small rebellion of those who seek to separate their villages from the Empire, they were awarded Clan status for their deeds.

The Bīnghuā continued to prosper for a few generations. That is, until Year 9 of the Age of Might, when a young man by the name of Omi escaped down the mountain from a wicked monastery of ruthless monks called the Fung Lee. Wounded to the point of near death, the Clan Leader at the time, Xiù Bīnghuā, took him in and showed him not only the ways of the Ruǎn-biān but helped them find themselves too. Thus Omi, now known as a new feminine name of Denshi was saved. But unbeknownst to Xiù, this kindness was to be their undoing.

The monks of the Fung Lee traveled down the mountain on a warpath to reclaim Denshi, and ended up putting every Bīnghuā they found to the sword. It was only the heroics of the Clan Leader Xiù, who held off the Fung Lee so a portion of the clan could escape, saved the Bīnghuā from total destruction. This escaped group, consisting of no more then 30 members of the clan and a even smaller portion of one of it sub-sects, made it to the continent of Vaniya and settled in Yasuragi.

The Bīnghuā rebuilt their holdings, and Denshi was declared the new Clan Leader, inheriting the will of the Bīnghuā.
The Red King

King Tárkin III, most commonly known as 'the Red King', was a Karzonic monarch who ruled Karzon from 2255 to 2312. Following his reign, Tárkin III would achieve an almost semi-legendary status in Karzon and its neighbouring rival of Conoilith, as a cunning national saviour in the former, and as a villainous despot in the latter.
Character names

- Darth Vader
- Anakin Skywalker
- Luke Skywalker
- Leia Skywalker/organa
- Jar Jar Binks
- Boss Nass
- Obi-Wan Kenobi
- Qui-Gon Jin
- Boba Fett
- Jango Fett
- Jabba The Hutt
- General Grievous
- Count Dooku
- Emperor Palpatine/Chancellor Palpatine
- Mace Windu
- Kit fisto
- Captain Rex
- Commander Cody
- Yoda
- Darth Maul
- Watto
- Yaddle
- C-3PO
- R2-D2
- Aurra sing
- Nute Gunray
- sebulba
- Shmi Skywalker
- Captain Panaka
- Kitster
- Captain Tarpals
- Saesee Tiin
- Ki-Adi-Mundi
- Eeth Koth
- TC-14
- Chewbacca
- Han Solo
- Kylo Ren
- Supreme Leader Snoke
- Ahsoka Tano
- Rey
- BB-8
- Lando Calrissian
- Aala Secura
- Sabine Wren
- Captain Phasma
- Asajj Ventress
- Poe Dameron
- Admiral Ackbar
- Plo Koon
- Shaak Ti
- Finn
- General Hux
- Darth Plagueis
House Everhyme

House Everhyme, a lesser house, had been a part of Darkwall since years ago, almost a thousand years old. Although the heads are Counts, they have little interest in the court other than doing their duties. The house was more interested with the dead, while having no undead servants... or really any servants at all.

Their main service to the Court, however, was not to engage in a battle of lies between nobles. They lead war. And when they lead, undead masses marches into battle, seemingly alive again, working with advanced tactics, almost thinking for their own. When theses masses of undead fall, their bones gather as blades and armor for the member of the house to charge in, cutting through their enemies mindlessly as if their mortal soul had left their bodies.

But that was a long time ago. As members of the house die off, either in battle or just sickness. The heads were slowly turning into mere mad necromancers. Their mansion in the middle of the undead district left unattended. House Everhyme is slowly being forgotten.

Now, at the dawn of a new era, the fate of House Everhyme stayed the same… or will they?

House Everhyme's Mansion is located in the quiet part of Undead District in Darkwall.

### Known Members

* **Unending Song**, the First Rhyme
* **Nevermore Everhyme**, the last of the Everhyme blood
The Farnorian-Garendian War

The Farnorian-Garendian War is one of the few records of historical events concerning the ancient elven civilisation which survived the collapse of Elven civilisation. While most records were destroyed during human raids on abandoned elven cities, with most city archives burned as an act of revenge by the illiterate human tribes, the Chronicle of the Farnorian-Garendian War, which documented the war's events, was protected by elven scholars who were spared by the human tribe that would eventually become the Virgandians. It is renowned as a piece of mythological literature in Virgandia, being the only written record which describes the massive scale of destruction and ferocity which the wars between the elven city-states caused.

### **SYNOPSIS**

The Chronicle begins with the recounting of a report to the king of the Garendians, detailing the disasters which had fallen upon the city-state, ranging from earthquakes, the pollution of waterways with harmful alchemical waste, mass disease, desertification of farmland, famine, and a slave revolt which had just been put down, resulting in most of the slaves being killed. The king's decision in response to this was to invade Farnor, another powerful elven city-state which had also suffered from similar calamities, and to seize slaves from its population by capturing them in war. The king then prepared his forces for the invasion, amassing, according to the Chronicle, over 1,000,000 warriors in total, with 200,000 war chariots, 300,000 horsemen, and 10,000 war engines.
Fairburn Shipping

### Goals

Earn Profit, End Slavery and other ways of restricting freedom, Undermine the power of Law

### Members

Corinna Fairburn, Veil of Nowhere, Kuun-Lan, Iperos the Lesser, Ísbrjótur Hrafn

Fairburn Shipping is a starting up Airship based shipping service who outwardly projects a greedy but lawful business. Secretively it is also a front for a group of like-minded chaotic people who aim to push the world towards a more anarchic state in an attempt to free people from what they view as the shackles of law.

## Summary

Fairburn Shipping was the dream of one Corinna Fairburn, who sought for a way to twist the use of law and merchants as Abadar intended into a way to undermine law. Starting off technically as a group of cons she sold to investors, she stole the money in order to open an actual building in Vulpendra to start though it was too small to be anything of note. It stayed that way with only her and her assistant Kuun-Lan involved until a series of very fortunate events. After winning a favor from The Everbright in an auction, she used it to acquire a mountain just outside of Jut-Shakamb and rapidly scaled up the timespan of her plans. Now she had a place to stage out of and a nation who's views aligned closely with her plans. After a quick recruiting spree of finding people with urges towards chaos. For now the goals are still focused on certain places with oppression rather than anything lawful.

The actual structure of the company is incredibly loose. Aside from the fact Corinna is in charge and people have certain skills they're encouraged to follow, there is absolutely no structure. People are free to lead and follow projects they want, and people can work on what they want to. There is only two rules among it all:

1. You do not betray Fairburn Shipping
2. No crime can be linked back to the company.

## Membership

Entrance into the company is incredibly simple. Every single person is directly recruited by Corinna, whether by being found by her or brought to her by another member. The interview is incredibly simple: If Corinna finds the person amusing or interesting in some way, they are hired. If she finds them boring, they're not. If she has used divination to determine they're lawful, they're denied under the pretense of being boring.

## Fairburn Shipping HQ

The only branch of the company owned by the company and not an individual inside of it. Carved into the side of a mountain granted to Corinna less than a day from Jut-Shakamb, this is a currently rough but rapidly being upgraded. It contains not just airship docks, but lodgings, food, and is slowly becoming a miniature town for just the people in the company. The only current area of note inside of it is the vaults where larger plans are discussed and the guild's wealth is held. These vaults are guarded by Corinna's pet purple worm, Wormson.
Mirrorwine

Mirrorwine is an alcoholic beverage created by fermenting Mirror Grapes.

## Mirror Grapes

Grown in the Silver province of Ithaca, in a series of specialty vineyards, Mirror Grapes are a species of grape. They are smaller than average, and have opaque, silvery skin with little to no "bloom" wax. They have tight skins which are difficult to peel. Mirror grapes have large, single seeds and are mildly aromatic.

## Flavour

The most distinct and noteworthy trait of Mirror Grapes, which exists in both its fresh and fermented forms, is its flavour. The flavour profile adjusts to the consumer, triggering in them a memory strongly tied to an emotion. This means that, generally speaking, no two people will experience the same vintage, or even the same bottle, of Mirrorwine the same. Every year, the Mirror Grape changes slightly, altering the emotional resonance of its flavour. This effect seems magical in nature, but even in places of dead magic it can be experienced.

Mixing vintages of Mirrorwine is ill-advised, as the effect is unpredictable and often causes drinkers to become overcome by wild mood swings.

## Existing flavours and costs, by year

*\*Note: The 'Comfort' Vintage was a wild vintage and fewer than a dozen bottles exist in the world.*
Ignatius Aodh

## Appearance

Far bigger than most of his kind due to the influence of his primeval ancestors, Ignatius is a mountain of iron muscle and bronze scale. Light blue eyes peer out from underneath his brow beset by long thin pointed ears on each side of his head. It is rare to see him without a satchel around his shoulder in which his familiar Smaulz resides in, usually napping the day away.

Usually found in a navy blue button up shirt and a pair of comfortable pants with basic travelling supplies attached, Ignatius seems always ready to go out on a walk or off to fight the next big threat jeopardizing his lifestyle. Every now and then people can see handwraps or a blackened greatsword on his back, but those days are few and far between in the recent years. The occasional scar flickered across his face tells the tale of why they make their appearance every now and then.

## Personality

Once a lad bursting to the gills with boisterous energy, Ignatius has calmed down significantly in his middle age. With this has come a far more contemplative look on life. Everyday is a chance to explore and self-reflect in order to achieve his goals, as

## Enemies

Betty-An ancient Hag in service to the Father of All Dragons in the First World and one who's responsible for holding the souls of thousands hostage.

Zoltan Kiskocka-A former friend who was the figurehead of the Roseport Genocide and someone Ignatius regrets not crushing when he had the chance.

## Goals

To become a true hero and mentor to those who wish to fight.
House Cassius

## History

Founded in Might 2, House Cassius was formed under then-Baron Ulysses Cassius-Brokenrock, with the blessing of Duchess Cassandra Montalieu under His Majesty Lord Bradley Lightreach.

In Might 4, Ulysses abdicated the position to his sister, Marceline Cassius. She would remain in Ithaca until Might 6, when she turned 18, whereupon she returned to Tamwall to take up her position as Baroness.

## Role and Politics

House Cassius is based in Tamwall and does, to some extent, oversee the southern border's defenses. That said, their main focus is on overseeing the Myandran Guard. Because of the national reach of this project, House Cassius has to work alongside all the other defense-focused Houses or other regional government in Myandra in order to maintain the manpower and, to a lesser extent, budget to ensure the Guard can continue to serve.

## Holdings

**Schloß Neustolz** -- A castle in the hills just south of Tamwall itself, the white-walled castle stands as a testament to the strength of the House's resolve to defend its beloved nation.

## The Myandran Guard

This organization of specialized cavalry units is comprised of soldiers based in each settlement within Myandra. While they are trained and administrated from Tamwall, the soldiers themselves stay in their home communities, where they supplement the local Guard. However, at a moment's notice each is trained to equip and deploy to move rapidly to and support any Myandran area in times of crisis or invasion.
Foxtail Garden

## Foxtail Garden and the Guardians of Nature

### History

While many would know of Natsuo and Ayume Mayaku for their contributions in the era of the chosen their sister Kikyo was not well known as they had stopped adventuring after realizing her siblings were much better then her. After this she became intrigued in continuing her druidic powers and spent her time learning from the druids of Ger'kroz. During the time others were fighting for the world, she was learning. While others were saving lives, she was saving nature. And by the time the world was saved, she had made a haven for natures defense now named the Foxtail Garden. Spending much of her life in service to this, Kikyo managed to create a tree three miles tall settled in a valley between some hills in the Ger'kroz forests. Now the fey and magical animals of the garden keep those who are not part of the druidic order from finding it with misdirection. Keeping the place safe from civilizations corruption. The existence of the Garden has been mentioned in many druidic circles but very few can say with certainty it exists. While this is the case the Guardians of Nature can occasionally be found fighting against societies encroachment on nature and spreading new life where they go. While many think the massive tree, named the Foxtail, is magical in nature. It is simply a massive megaflora that is rumored to be sentient.

### Guardians of Nature

The Guardians of Nature are a radical druid group that focus on the creation of nature and the protection of it even over that of the well living of people. Because of this they are not looked fondly on by most governments but they tend to only step in when they find something going too far. As a general rule they are a rather laid back and well meaning group. Though any who deal with undead in any way are determined enemy's of the group and are either destroyed if undead or taught the error of their ways.
Izarren Hartzailea

# Izarren Hartzailea: God of Seizing

## **Deific Information**

### Titles

Reaper of Stars, The one who Eats, The Starving one, He who Never Has, The One Who Always wants.

### Areas of Concern

Thievery, Cunning, Repurposing, Despondence, Scavenging, Devouring

### Worshipers

The Poverished, The Hungry, Thieves, Traitors, Cannibals, Prisoners

## **Miscellaneous Information**

### Sacred Colors

Pale Green, Grey, Pale Yellow

Izarren Hartzailea is the Demigod of Seizing that which they need, in the Hollow Antediuvian Pantheon. He reigns over the domains of taking what one needs and more out of fear.

## Dogma

There is nothing that can not be taken. If you do not take, it shall be taken from you. Whether by the world itself or by the people around you greed is apparent. If you have the opportunity to steal from those better off you should, until nothing is left to be taken. Use everything at your disposal to survive no matter the cost to yourself or others.
Maven Adler

*"Do it and do it right."*

Maven Adler is a professional through-and-through. As a trained spy, diplomat, assassin, and more, they seek to master anything and everything asked of them to execute it at the highest level possible.

## History

Maven is the child of an elven slave held within the Underdark. Early into their childhood they were sold off to a cult of Norgorbites and indoctrinated into their order and ways, training the young elf in all the disciplines that the Gray Master espoused. They took to the lifestyle naturally, executing the cult's business with pleasure and enjoying the routine and ritual of the preparations that went into a hit or a heist.

During their youth they learned of the practices of Our Lady in Shadow, Nocticula, finding themselves inspired by the idea of a being that was able to slay even other demon lords with their wit and skill. Over the years Maven was drawn further and further into the ideology of the demon lord, becoming a worshipper of the Abyssal assassin.

After a time, the elf had paid back the debt they owed to the assassins that raised them, parting on amicable terms as they set out for a life on the surface. As is typical of a trained assassin under Norgorber, they had learned to keep their business separate with a mask, taking up the moniker of "Justice" behind a porcelain mask for their wetwork, while making a name for Maven as a privateer, leading a band of mercenaries out of Zulgastra.

During their business, they became associates with the bandit Jeska, providing assistance to her as needed. During her attacks against Ithaca and Winfield, they offered reconnaissance on the area to her, as well as freeing her from the Winfield dungeons after her capture.

Following the jailbreak from a dead magic zone, Maven offered their services to Winfield, taking up the moniker "Viole" to serve as their spymaster.

With the reformation of the Blackwind Consortium, Maven saw potential in the organization as a framework upon which to expand their influence. They were quick to apply, easily earning their mark as a four-fold Archon within the Consortium and handling their expansion within Ashsuru.

## Appearance

Maven is a relatively short elf with a typically lithe build and ashen gray skin. Their hair is kept shoulder length and coiffed relatively neatly. Their eyes are a striking yellow set against black sclera. Their usual attire is a slim courtier's outfit, with a jacket, blouse, trousers, and longboots.

## Personality

Maven carries themselves in a playfully aloof manner most of the time. In polite company they maintain a more professional tone.

## Associates

Jeska

Winfield

Seoyeong Blackwind
Iyashi Kameyo

## History

Kameyo was the second generation in her family to be born in the town of Norndan. Though her family had always been somewhat respected by the dwarves, who still remember the kitsune that was once given the title of Thane of Clan Thundersteel, the kitsune family was one that stuck out greatly.

Kameyo's grandparents moved to the town from outside the dwarven lands in an interest in capitalizing on trade between Thel Modir and the Kingdom of Catania. Over the two generations, they've worked closely with the dwarves and halflings in Norndan to learn their ways around an airship, earning quite a bit of coin and respect in the process. Today, her family is wealthy and respected enough to own a manor in the Upper Half, alongside a private airship pier.

In her youth, Kameyo's parents taught her everything they knew about handling airships, and she often eagerly earned herself an allowance by helping carry supplies while observing the construction of such vehicles. The young girl was carefully instructed on the importance of rationing cargo, knowledge of the weather patterns, the construction of airships, and how to maneuver them.

As Kameyo grew older, and her magic began to manifest, she quickly made an effort to start mastering how to connect her magic with her dreams of captaining her own airship, despite her natural inclination towards healing magic. She fairly quickly learned to bind a portion of her magic to vehicles she's worked with for some time, though her single-minded pursuit of this goal left her natural inclinations somewhat lacking.

As she neared adulthood, her father enlisted her in a military training course, demanding she learn how to protect herself before she'd be allowed to fly on her own -- Or even tred into Lower Norndan on her own. It was in her military training that she learned the basics of firearm use and to defend herself and others, and had her lawful nature drilled into her by dwarven instructors.

Between the ages of fifteen and seventeen, she spent a couple of years serving in the Thel Modir military to a light extent -- The dwarves too proud to have other races serving in their main forces. Afterwards, she returned home to Norndan to return to her interests in engineering and flight.

It was during this time she worked to earn the money for her first airship, working to build it primarily from scratch personally, occasionally spending time to look towards gathering crew. Though all of this would be starting small, she remained hopeful for the future.

## Appearance

Kameyo possesses only one tail, and often wears warm coats over her finer clothing.

## Personality

Brave, loyal, headstrong. Her time in Norndan has taught her an importance to keeping everything above board.

## Friends

* **Kinoshita Yua:** A close friend and fellow crewmember of the airship she flies.

## Foes

* Air Pirates
* Vikings of the Barbarian Kingdoms

## Goals

* Earning a profit.
* Protecting the weak.
* Exploring the skies.
* Technological innovation.
Iasza Silverwind

## None

Early Life

Born and raised in Lightreach she showed a talent for magic and study. Her parents saw this and worked hard to get her into the Lightreach acadamey to help her grow and reach her potenal. While she loved to study and to learn new things, she was awfully shy and tend to avoid others whenever possible. Over time she learned to open up, but whenever given the choice between going out and staying home, home was always her answer. In the end tho, she would say it all paied off. As she is now a very skilled heal, a well practiced alchemist and a gorwing summoner.

The Lost

Iasza didin't want to be an adventure orginally. The idea come to her in the from of letters form her cousin Kain Silverwind. Every so offten after and adventure or a battle, Iasza would resive a letter telling the story of how it all happened. Even if some parts felt a little too amazsing to be real. After the first, she began to send letters back and the two fromed a bond over the stories of their lives. With the last letters between them agreeing to one day travel together. She waited for a while, trying to work up the nerve and making plans to travel and go meet her cousin then she heared it. A voice the covered the world saying. "Kain Silverwind died a hero."
Meat hippo

**X-Factor:** Skull crushing jaws.the meat hippo could opened its jaws at 180 degrees. Opening it jaws and slaming at the speed of 500mph there for causing the preys skull to break insistently killing it prey. Bulk that would have protected it from attacks. May have also used its body to body slam it prey to the ground before crushing its skull.

**Size:** 9ft tall and 5ft long

**Behavior:** Fossil of the meat hippo have shown that meat hippos would eat there own kind from time too time. Just like now a day hippos the meat hippo would sit in mud or in water. the meat hippo would use the water for a hunting ground by sit in the water with just its snout sticking out the water. smelling what unlucky animal came to the watering hole to drink. slowly it would sneak up to the prey and yank the prey in the water. then it would lie on top of the prey to drown it. The only thing the meat hippo had to worrier about was other meat hippos taking its meal or kill it. more fossil have shown us that there where bit makes in the neck bone from the skull lizard and more so meat hippos fossil have been found near Skull lizards. showing us that meat hippos and skull lizards hunted each other. first it looked like the meat hippo was losing but then they evolved a flab of skin that was very lose and this protected it from the skull lizards hunting style. The Meat hippo was a sloratry animal.

**Diet:** Meat hippos ate mainly skull lizards but also fed on other Meat hippo and also hunt other animals as well

**Evolution:** Meat hippos evolved from a medium like hippo Mammal that escaped from it predator by jumping in the water. this animal was a meat eater but mainly eat fish. Soon the crash from the merited that hit the earth. the land split in two from the rest of world the land was bearer then every but there where still small lizards and critters. so it fed on those instead but it took to long too make the kill so it head got bigger and and the jaw got more powerful so it could crush the skull of its prey. So did the body of this mammal grow bulkier and a more powerful smell as well.

**Fossil recard:** The fist fossil was found in the side of a cliff. the same cliff that the skull lizard's skull was found. This one was a full fossil. the Meat hippo fossil was right beside the skull lizard. found with deep cuts in the the neck bone and the spine as well as the skull. also found with trauma to its neck. fist thought to eat planets soon a new fossil was found in a mud pit by a power plant. with remands of a young skull lizard. also found with more cuts in the skull.

**Genus:** Hippopotamus

**The unknow**n: You can find them in and around swamp also no tabu island

**Encounter rate**: 10/112.0% in swamps) on tuba island 50/100.0%

**Taming level:** 5/112.0% adult Baby 33/100.0%
Mythgate Wiki

**Artists: If you see your art in use anywhere on this Wikia, and wish for it to be removed, please notify the site Administrator and it will be removed.**

Interactive Map

*You can contact Victorious on Discord @ Victorious#0001. Images on this Wiki are not owned, with the exception of the above world map.*
Helios Ecological Lexicon of the Physical

The Helios Ecological Lexicon of the Physical (or, H.E.L.P) is a galaxy wide Scientific Division based out of Helios, dedicated to cataloguing and understanding all creatures of the material - or physical - plane, including those of the many other planets.

## History

H.E.L.P was created relatively recently, when life was first discovered on other worlds. This prompted Lady Mayaku Ayase, descendant of Mayaku Ayume, to form an organization dedicated to the cataloguing of these creatures, naming them and ensuring they were studied appropriately to determine their use, and whether or not they were dangerous.

## Membership

Membership is very simple. H.E.L.P takes most individuals as long as they are willing to record information, and not just kill unknown species.

## Reputation Benefits

* **Fame 10:** Access to facilities owned by H.E.L.P. You may study at these facilities, granting a +5 bonus on your next Knowledge check if it is related to animals. This bonus may be used on Downtime Missions.
* **Fame 20:** Reduce the time it takes to teach a Trick to any Animal by half.
* **Fame 30:** Access to a Production and Medical Lab.
* **Fame 40:** If you have Improved Familiar or Improved Animal Companion, you may attain them from H.E.L.P.
* **Fame 50:** Access to a special research lab that reduces the time of any Research Downtime Mission by up to 10 days (minimum 2 days)
* **Fame 60:** Once per month, will resurrect any animal you bring to them at no cost, as long as it does not require True Resurrection or Wish.
* **Fame 70:** You may touch Ayase's tails. *Once.*
Higashi-ku

## History

The history of Higashi-ku is pretty much non-existent as it is a new colony in the new world, a term its leader Oakley Browning seems very fond of when discussing the newly discovered continents. Though a fledging colony its leaders are quite the opposite, being made up of several members of the original "Heroes Sixteen", a group of adventurers who banded together to defeat The Betrayer several centuries ago.

## Geography

##### Settlements

* **Higashi-ku:** The expedition settlement is the first and currently only settlement. With not much in the form of anything it is yet to be seen what will come of it.

## Inhabitants

Higashi-ku is currently mostly made out of migrants from Myandra, thusly being made out of majority humans followed by elves and dwarves. Though many adventurers have also came along, naturally intrigued by the new world giving a slightly higher amount of rarer races.

##### Government

Higashi-ku is an autocratic organized unincorporated colony of Myrandara.

##### Nobility

The nobility of Higashi-ku is currently separated into a system of counts, middle nobility who control counties, and knights, minor nobility who control a knight's fee which is typically a manor and a couple thousand acres of land. Currently there is no use for higher ranks of nobility due to the country's small size with there being very few counts. Though by proving one can control and make use of land one can attain nobility and a system for higher nobility is ready for when the kingdom expands.

## Religion, Magic, Technology, and Military

##### Religion

The good gods are supported by the government, most notably Abadar, Iomedae, Sheyln, Sarenrae, and Erastil. Pharasma and Nethys is also supported. The worship of evil gods is explicitly outlawed.

##### Magic

Magic as a whole is incredibly valued in Higashi-ku with plans for a magical college to teach the safe use of it as well as to have a place where folks can practice far from population centers should problems arise.

##### Technology

Some of the rulers have a knack for research of new technologies with Browning explicitly noting he wishes to publicly fund new advents in non-magical as well as magical technology. Where this will go has yet to be seen.

##### Military

The Higashi-ku military is currently barebones with mostly a sizeable colony guard force which exists to protect the rule of law as well as have be the main backbone in the event of foreign invaders. Otherwise paladins from Lightreach and knights along with their personal retinue make up the core of Higashi-ku's military though there has been rumors of Browning creating a branch of the military made out of gunslingers.

## Antagonistic Actions Consent Sheet

Terrorism: 3

Hostile NPC Armies: 1

PVP:1

Assassination Attempts:2
Ainmhi Grove

## History

The village of Ainmhi Grove has long existed on the southwestern edge of the safer West Blackwald, tucked away in a small grove. Here, the natives lived in peace with the nature around them, aside from occasional issues with the darker residents within the Blackwald.

The villagers of Ainmhi Grove have long practiced reverence to the spirits of the forest -- essentially Kami, living largely in peace with the forest and its fauna. Though not all residents are vegetarian, they turn out rather picky on the meats they consume, due to the large number of animal spirits and cultural taboos limiting what meats are available for hunt. This peace with the native animals, however, has made the population of Ainmhi Grove particularly well-versed in the breeding of animals for other purposes.

With the nearby arrival of Tuatha de Danann, their skepticism of the newcomers to the region were soon washed away, with the shows of respect for the ways of the village, and the protections provided against the dangers of the deeper Blackwald.

## Geography

Ainmhi Grove is a small town towards the edge of the West Blackwald, located in a small grove. Though the village is largely on the ground, some buildings are built as treehouses -- especially after the arrival of Tuathan immigrants.

## Inhabitants

Ainmhi Grove is largely populated by hengeyokai, though kemonomimi and kitsune also make up a large percentage of the population. Though beastfolk tribes are the large majority, some elves and other races have made their homes here, noting the coziness of the forest town.

### Felonies

* The capture of the following animals is taken fairly seriously, often being treated akin to kidnapping: Dog, Cat, Fox, Hare, Rat (exceptions often apply for the removal of rats from food storage), Monkey, Tanuki.

### **Capital Crimes**

* Hunting of the following animals within Ainmhi Grove or the immediate vicinity is strictly forbidden: Dog, Cat, Fox, Hare, Rat, Monkey, Tanuki.

Visitors are often reminded that what may seem to be an animal can easily be one of the residents enjoying the natural ability to take the form of one of these animals. It is unlikely for it to be known whether the victim of a crime will be of that, and thus many threats against such an animal will be taken as though the threat was made to a sapient species.
Kyokan no Izumi

## History

Located just north of Reiya’s Run, Kyokan no Izumi is the site of traditions amongst the nomadic kitsune tribes on the continent of Tolreiya. The tribes gather here annually on the winter solstice to share stories and relax.

When not being used by the kitsune tribes, it’s often a favoured location to rest by weary travelers, due to the unique nature of the geyser, and the warm respite in an otherwise freezing land. This isn’t something unique to sapient creatures, however, and those who would otherwise use it often find they have to drive out less peaceful occupants.

*“Kyokan no Izumi is a sacred place. A place that shelters us from the freezing cold of the north. Legends tell of a time our people were driven north of Reiya’s Run by a monstrous threat, leaving many to die in the freezing winter, before we were blessed with the warmth of this spring. Though the annual journey is harsh, it’s important we make this journey to pay reverence to these past times.“* ~ A Kitsune Elder

## Geography

Kyokan no Izumi is primarily marked by the endless geyser that feeds the many surrounding pools. While the geyser itself is scalding, the runoff channels into comfortable hot springs pleasurable enough to rest in.

The area is often blanketed in steam from the differing temperatures of the area and the springs, leaving the surroundings fairly warm and humid. Care must be taken around the rockier parts of the surroundings, as they can often be slippery or hazardous to walk on.

It remains unexplained as to how the Kyokan no Izumi geyser sprays so continuously; it has remained flowing as long as any visitors can remember. Though many explanations have been suggested, no consensus has ever been reached.
Ma'atanbaal Barca

To make your own character, hit the little button that looks like three dots, and then click 'Add a Page'. **You need to be logged in to see this.** The Infobox we use is called 'Character Template'. You may feel free to omit information you feel is extraneous, or would be otherwise unknown to players, but do not purposefully hide or lie about information present within.

## History

The backstory of your character or something like that.

## Appearance

Go more in-depth with your appearance than the Physical Description section of the infobox and pictures allow.

## Friends

List your friends. Maybe tell why they are your friend.

## Foes

List your enemies. Maybe tell why they are your enemy.

## Goals

What do you hope to accomplish in this world?
Fuqauats

Fuqauats are a species of small, elementally-infused mammals, discovered by the Adventurers **Rasa** and **Kemat**.

## Origins

Fuqauats were discovered in the deserts of Ithel and Vaniya, particularly close to locations that were exceptionally hot, or had connections to the elemental plane of fire. But then more of them were discovered in other areas, related to other elements. Eventually, further observation revealed that they have low tier powers over elements. After a few months of extended observation, the Adventurers Rasa and Kemat had been deemed to provide the most information, and had been given the right to name the discovery by the **Adventurer's Guild**.

## Ecology

Fuqauats appear as incredibly adorable, precious creatures, especially due to their small size. This is often a mistake by adventurers and predators, as these creatures can pack quite the punch when threatened.

Fuqauats mate for life, always with another Fuqauat that shares their elemental affinity, and are projected to have approximately the same lifespan as dogs or cats, but perhaps even more due to their elemental nature giving them longer lives, akin to Geniekin races like Ifrits, Oreads, etc. Most Fuqauat pairs will have a litter every other year, typically 1d6 kits. These kits are born without their Horns, but develop their horns by the sixth month of their life, and grow to adulthood by 12 months. These horns are the source of their affinity.

Surprisingly, Fuqauat kits are not automatically of the same elemental affinity of their parents. Instead, when they develop their horns, they adopt the affinity of their environment. Due to generally not being domesticated, this often means they do have the same affinity of their parents, and by 9 months of age, Fuqauat kits are often independent enough and strong enough to live on their own.

## Fuqauats Stats

**XP 400**

N Tiny magical beast

**Init** +2; **Senses** low-light vision, scent; Perception +6

DEFENSE

**AC** 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

**HP** 2 (1d8-2)

**Fort** +0, **Ref** +4, **Will** +3

OFFENSE

**Speed** 30 ft

**Melee** bite -2 (1d3-1)

**Ranged** Destructive Blast +4 (1d6)

**Space** 2- 1/2 ft.; **Reach** 0 ft

STATISTICS

**Str** 2; **Dex** 15; **Con** 7; **Int** 10; **Wis** 14; **Cha** 13

**Base Atk** +0; **CMB** +0; **CMD** 6

**Feats** Sphere Focus (Destruction)

**Skills** Perception +6

SPECIAL ABILITIES

Fuqauats automatically gain the base talent of the Destruction Sphere, and use their Wisdom as their casting modifier. They also automatically gain the 'Energy Focus' Drawback, with a (blast type) talent associated with their elemental affinity. It isn't well-documented what affinities they can have, but scholars are certain that it isn't limited to the four elemental types, only that these are the most prevalent of Fuqauats, but so far, nobody has bred any Kits and exposed them to other elemental affinities to trigger a change.

Fuqauats may be selected as an Improved Familiar by a caster of any alignment who is at least 6th level.
Mithra Illume

## History

Mithra was raised in a small community near Catania, one of the only kitsune families there. She played full into her kitsune background, using her skills in illusions to play pranks on everyone, and just being a general menace. Even as she grew up, she couldn't help but play tricks, but they grew increasingly ornate. When she accidentally touched the Waystone in town, no one believed her when she claimed to be a Chosen. Even when she teleported to Catania, it took several days for the townsfolk to realize she had actually left, and wasn't just playing a long term prank on them.

She arrived in Catania shortly after a trial that was on the lips of the common folk, having just missed the exile of another Kitsune Chosen.

## Appearance

Currently a 2 tailed kitsune, she is growing more as she grows in strength. Her tails are the same deep red as her hair. She often spends time as a small red fox, with two curly tails.

## Personality

Constantly outwardly cheerful, to the point where it can be exhausting to be around her. She likes to think that she can take a joke as well as she can give it, but can often be found pouting for days after she is got by a good one. She spends more time in fox form then in her normal kitsune form, be it for panhandling for coins, or because it is easier to run away from a prank gone wrong. She rarely makes promises or gives her word, or if she does is careful to leave in some kind of loophole that she can wiggle her way out of, to keep her magic from going all wiggly and leave her feeling sick if she accidentally breaks her word.

## Friends

While she considers herself friendly with everyone she meets, she does not have many close friends, though she hopes to make some in the Adventure's Guild.

## Foes

She doesn't consider anyone a true foe, though she has irritated quite a few people.

## Goals

A consummate trickster, she wants to play greater and grander pranks on more and more people. She prefers when other people laugh at her jokes, even if only in hindsight, and does her best to ensure that they are ultimately harmless, though she does occasionally go a bit too far.
Fortuna Isle

## History

Fortuna Isle is an island within the Broken Wing Sea, known for it's bountiful amount of fruit and game, it has saved many ships from starvation over the course of many years; it often seems mythological, with sailors claiming that it has appeared to them in the midst of a storm, to act as a safe place for them to anchor until the storm passes them, and other's claiming that they would have died, were it not for the fruits and beasts living upon it.

## Geography & Ecology

Fortuna Isle is home to a large array of plantlife that provides food, such as berry bushes, fruiting trees, and tubers in the soil. Along with that, it also supports a variety of wildlife, all relatively easy to catch due to the lack of natural predation.
High Prince Telmar LVI

## The High Prince

High Prince Telmar LVI is the 56th High Prince of the **Principality of Esica**.

## History

High Prince Telmar LVI was born in the city of Jans, under the former High Prince. Although not related by blood, he was born to a prominent servant, and eventually adopted for showing extreme promise in his studies all around, with rumors from the Priests that he was blessed by Abadar to be the next High Prince. Being noticed by this Patron, the previous High Prince, allowed him to receive the resources required to excel in his studies even further, and eventually, when he was a teenager, he won his first tournament - although it was restricted for individuals at a certain skill level, he was at the time, considered to be on the lower end of that skill level.

When he became an adult, he was presented with a Dragon Egg - and to everyone's amazement, it hatched for him, revealing a pristine, albino dragon. Not a White Dragon, but an albino of a different species. Although this dragon would not grow big and strong, it demonstrated vast intelligence, and a mastery over Magic. In many ways, the Dragon was more scholarly than many scholars.

As time went on, the boy became a Prince in his own right, and eventually, after many years of his Patron remaining the High Prince through multiple election cycles, he was outvoted by his own adopted son, who he had also given his vote to. The boy ascended to the Throne, and has ruled well for many years now, and Esica has shown a marked increase in many beneficial areas, with the economy growing much more than it ever has, and the military showing more skill than many previous years.

## Appearance

The High Prince is a tall human man, with blonde hair, and blue eyes. Although he has a lithe, more athletic body, it hides the strength that he actually holds, regularly showing more strength and power than most individuals of stronger looking builds than he.

## Personality

The High Prince is a pragmatic man, with an eye for economical benefits for his Kingdom. He seeks to increase Esica's strength, and gain more territory, and has made efforts to send out colonists. He eyes the newer Kingdoms with interest in their activities, and on-goings, and there have been rumors that he even hopes they attempt to initiate hostilities against Esica so he has an excuse to act.

## Fighting Style

The High Prince's fighting style isn't particularly well-known, but there are rumors that, as a Dragon Rider, he has learned from the Lord of Red, in the **Red Knights**, and favors the Bastard Sword - a common favorite in Esica - as well as the lance, and the bow. He has magical abilities to empower his weaponry as well.