recursal/Fanatic-Fandom huggingface dataset:
The Blood Curse

**The Blood Curse**, also known as **The Skaal**, was a dark magic spell that was used against the Vaerg  peoples during their wars with the Agamari Elves. It is said that the elf leader, now known as The Blood King, cast this curse. The  curse shrouded the land of Skaalmark in darkness and created the first vampires, lychanthropes and undead.
Yostithrix

**Yostithrix**, also known as The First Dragon, was a dragon brood mother that lived prior to the Age of Fire. Legend has it that Yostithrix refused to go back into hibernation after The First Light, and became the leader of the Dragons of Astafall. In order to maintain power, it is said that Yostithrix brought about the Age of Fire, to supress their rivals, the Elves. In retaliation, the Elves used their magic to defeat the Dragons and end the Age of Fire. As punishment, Yostithrix was imprisoned inside the Black Lung Mountain for all eternity.
The Unification

**The Unification** is a period in Beltherian history, following the end of the conflict between The Nariin Elves and the humans of Beltheria. During The Unification, the humans and elves started to work together to build Beltheria into the great civilisation that it is today. It was in this time that The Wise Council of Beltheria was formed, to govern the new nation.
Wodea(Goddess of Plants)

Wodea's Human Form

Wodea is the goddess of plants, born of the union of Yala(Goddess of Life) and Sifor(God of the Sun). She is the progenitor of all plant life, and the sire of the Ironwood Forest. Bound in a constant rivalry with her rebellious sister Ova, Wodea did her best to spread her vitality throughout the world, making up in quantity what her sister built in quality. Even the vast oceans and deserts have small seeds of the plant life born from the God of Plants' divinity.

Wodea still bore a grudge against her sister, as she was ever the favorite of their mother, Life. It was due to this jealousy that she began to mimic her sister's creations, forming beasts and monsters solely from plant life. When the Godswar occured, Wodea was entreated by her father for her support. She immediately began forming legions of these monsters to fight in the battle, monsters which were pitted against the animal creations of Ova. The two goddesses fought a bitter battle, each succumbing to their wounds. Many of the plant monsters created by Wodea are still alive, most prowling the great Mirran forest known only as The Deep.

Wodea was one of the first gods to sire children with the races of Man. Demigods born of her were known as capable farmers, possessing the inherent beauty of her father, and the innate connection to life of her mother. Wodea was very particular about the men she would lay with, choosing only those that already had some special gift with raising plant life. Wodea is the patron of farmers and harvesters, as well as a common source of worship for druids and rangers.
The Pickled Scorpion

**The Pickled Scorpion** is a tavern located along the Drôhznian road between the cities of Alhansât and Khítfayr. The tavern is famous for a particularly potent drink called Azural's Sting.

The story goes that the original owner of the tavern was attacked by a giant scorpion whilst he was out foraging for ingredients. He managed to chase the scorpion off, but was stung in the process. He limped back to his tavern, wherein he was lucky enough to encounter a healer. The healer managed to extract the poison and save the tavern keeper's life. Since that day, the tavern has produced a drink from the tail of that giant scorpion.
Stagbrook Family

The **Stagbrooks** are one of the noble families of Arland. They reside within the castle of Lappiston, in the duchy of Alderwood. Vassals of the Alders of Faircastle, their banner is sarcelle a stag's head erased marron in full, over a bend sinister pale gris.

## The Stagbrook Family

### Banner

sarcelle a stag's head erased marron in full, over a bend sinister pale gris
The Lâhíd Clan

**The Lâhíd Clan** are one of the dwarven clans of Baalzadûn. The Lâhíd are a religious clan, worshipping the Drôhznian god Anarâh. It is said that the Lâhíd were the first clan of Baalzadûn to accept the light of Anarâh and that they convinced the dwarven kingdom to surrender to Sâlikhín's forces and join his empire.
Fallandír

**Fallandír** was the last emperor of Nolthwyk, who brought about the calamity known as Fallandír's Folly. It is said that Fallandír gathered together all the mages in the empire, to weave a great spell. This spell was designed to create an eternal winter, but instead doomed Nolthwyk to suffer an endless winter. It was due to this folly that the Nolthwykan Empire fell.
The Patron Cities of Hysperia

**The Patron Cities** are the largest and oldest city states of Hysperia. The founding of these cities is said to date back to the Age of Heroes, a mythologised period of early Hysperian history. The story goes that each of the Patron-Cities were founded by legendary heroes. These Patrons were said to be god-like men and women. Each city reveres and worships their Patrons, as though they were divine. The Patron Cities of Hysperia are Daethos, Haplia, Thraedia, Metrium, Tharonaica and Epherius.
The Dhazurâq Mountains

**The Dhazurâq Mountains** are a mountain range in Drôhznia that separates the the lands of The Raadi from the Khezzân Desert. According to ancient Drôhznian legend, the mountains were erected by The Erudae Elves, in order to expel the humans from paradise and trap them in Khezzân. The Prophet Sâlikhín was said to have used the power of Anarâh to blast apart the mountains to create the Pass of Salvation.
The Four Kingdoms Period

**The Four Kingdoms Period** is a period of Arlish history that lasted roughly from the year 625 8E to the year 554 9E. The period is known as a time of political instability and cultural blending between the various people that inhabited Arland. Although the borders and rulers of these kingdoms were changing constantly, the kingdoms themselves remained mostly the same.

The kingdoms were: The Kingdom of Stánnisge, The Kingdom of Ortgard, The Kingdom of Cwénland and The Kingdom of Lúpheald.
The Crimson Scarf Gang

**The Crimson Scarf Gang** is a group of highwaymen that operates in the Stillwater Forest in central Arland. They are lead by a charismatic human named Barnabus. The gang had a run in with The Heroes of Frosthaven, where they defeated trying to extort tolls from the heroes. The heroes spared the life of Barnabus and his men, after he agreed to assist them some way in the future.
The Hinmar

The **Hinmar**, a mysterious land, is located
in the north or Ehstvär. Beyond
the great forest of Vashdar, tales have been told of the cradle of humanity. It
is believed by some that all humans originally were created in the Hinmar and
that they migrated south at the end of The Age of Fire, when the world started
to cool. None now dare to travel to this land, as it is said to be a vicious wasteland
plagued by wicked ice storms and monstrous creatures. It is rumoured that a
group of mages, fleeing prosecution from the Golandri of the Lordosi Empire, created a citadel of wizardry
deep within the Hinmar.
Stout Family

**The Stouts** rule the Duchy of Arrowflint, in the realm of Arland. Residing in the castle of Stouthall, their banner is of a
red-tipped arrow on a grey mountain.

## Current Members

Lord Afton Stout, son of Albon
Stout, Duke of Arrowflint (a man of fifty-five).

His first wife, Lady Fiona of House Duncan
(deceased).

Their children,Gordon Stout, heir to the Duchy of Arrowflint (a man of thirty-two), Rory Stout (a man of twenty-seven), Kirsten Stout (a woman of twenty-three).

His Second Wife, Lady Edana of House Fletcher (a
woman of thirty-nine).

Their children, Roanda Stout, (a woman of twenty-one), Tavish Stout (a man of eighteen), Lachlan Stout (a boy of fifteen), Keith Stout (a boy of twelve).
The Treaty of Lionsgate

**The Treaty of Lionsgate** was a document that ended The Belmont Dynasty and started The Twelve Duchy Period in Arland. The treaty was signed due to the growing malcontent between the nobles of Arland and the Belmont royal family. It outlined that Arland would be divided up into twelve duchies, each ruled by one of the most powerful families. It outlined how the duchies would interact with each other, including rules for warfare and trade.
The Sundering of Nolthwyk

**The Sundering** was a period of civil unrest in Nolthwyk between the 8th and 10th centuries of the 9th Era. During this time, the once unified Kingdom of Nolrandi was splintered into dozens of warring factions. During this time Nolthwyk lost contact with its former colonies and the Novron region fell into a dark age. The Sundering came to an end when the former kingdom was unified under the Parhond Kol, who eventually went on to form the Nolthwykan Empire.
Realidade aumentada

O QUE É REALIDADE AUMENTADA ?

Designa-se **realidade aumentada** (**RA**) ou (AR) a integração de informações virtuais a visualizações do mundo real . Atualmente, a maior parte das pesquisas ligada ao uso de vídeos transmitidos ao vivo, que são digitalmente processados e “ampliados” pela adição de gráficos criados pelo computador. Pesquisas avançadas incluem uso de rastreamento de dados em movimento, reconhecimento de marcadores confiáveis utilizando mecanismos de visão, e a construção de ambientes controlados contendo qualquer número de sensores e atuadores.

Definição de constantes nucleares sobre a realidade aumentada é a descrição mais consensual. Ela ignora um subconjunto do objetivo inicial da RA, porém é entendida como uma representação de todo o domínio da RA: realidade aumentada é um ambiente que envolve tanto realidade virtual como elementos do mundo real, criando um ambiente misto em tempo real. Por exemplo, um usuário da RA pode utilizar óculos translúcidos, e através destes, ele poderá ver o mundo real, bem como imagens geradas por computador projetadas no mundo.

Azuma define a realidade aumentada como um sistema que:

* combina elementos virtuais com o ambiente real;
* é interativa e tem processamento em tempo real;
* é concebida em três dimensões.

Atualmente, esta definição é geralmente utilizada em algumas partes da literatura da pesquisa em RA (Azuma, 1997). Já existem vários sistemas de manipulação da Realidade Aumentada, disponíveis gratuitamente. Existem aplicações educacionais, jogos e aplicações de Realidade nas mais variadas áreas, como: bioengenharia, física, geologia.

https://www.youtube.com/watch?v=6Eohr1mmRTo

https://pt.wikipedia.org/wiki/Realidade\_aumentada#Refer.C3.AAncias

SUZANA PAULA DE SOUZA
The Belmont Dynasty

**The Belmont Dynasty** was a period of Arlish history in which Arland was ruled as a single kingdom, under The Belmont Family. The Dynasty was founded by Roland Belmont, after he defeated the remains of the Nôlthwykan Empire. The dynasty lasted for three hundred years, until the beginning of the Twelve Duchy Period.
The Seven Domes

**The Seven Domes** is a grand museum and art gallery located in the Drôhznian city of Khítfayr. The Domes house the greatest collection of historical artifacts, paintings and sculptures anywhere within the Drôhznian Empire.

The success of the Domes as an institution is mostly due to the patronage of the
Vuulther Val Iskandar

**Vuulther Val Iskandar**is the king of Iskandar, a man of forty-seven. He is tall and broad shouldered with a stern face. He views Iskandar as the inheritors of the Nolthwykan Empire and looks down on the other kingdoms of Novron. When Hallas was overrun by orcs, he refused to come to their aid and turned away Mindaugas Val Hallas when he asked for sanctuary.
Ulduri

**The Ulduri** are the ceremonial warriors Zambeira. They are highly regarded in Zambeiran culture, often treated as close to royalty. To become an Ulduri is the ultimate ambition of every Zambeiran warrior. The Ulduri will swear their loyalty to a chief or king and take part in ritual duels, known as Kuthu, on their behalf.
Monsters of Brennis

* Oytugh
* Aboleth
* Displacer Beasts
* Couatl
* Unicorn
* Golems
* Mephit
* Ephreet
* Elementals
* Hag
* Satyr
* Gnoll
* Giants
* Oni
* Goblins
* Kobolds
* Yeti
* Ankheg
* Behir
* Basilisk
* Bullette
* Chimera
* Cockatrice
* Death Dog
* Drider
* Ettercap
* Harpies
* Hydra
* Lamia
* Manticore
* Medusa
* Merrow
* Minotaur
* Peryton
* Phase Spider
* Remorraz
* Roc
* Roper
* Umber Hulk
* Myconids
The Daggertooth Isles

**The Daggertooth Isles** is on the Twelve Duchies of Arland, it is a group of islands off the west coast of the mainland. It is ruled by The Morton Family of Karway.

## Culture

The Drakwyn of Daggertooth are a rough and rowdy bunch. The mainlanders see them as raiders and pirates who do nothing but rob, fight and drink. As with most sterotypes, this is a vast over simiplification of the culture but not completely unfounded. In Centuries past, the Drakwy made a name for themselves by raiding and pillaging the western coast of Arland. While these raids to stil take place, they are far less frequent and smaller in scale than the days of yore. Some Drakwy still cling to their reaver ancestry, whilst others aim to modernise and "civilise" their land. This divide has dominated Daggertooth poltics for some time and has lead to much conflict amogst the noble families. "A Drakwy will never back down, even when they are wrong".

## Noble Families

* The Mortons of Karway
* The Clydes of Broadcove Keep
* The Tarns of Arkfen Hold
* The Lomonds of Yarlgoth Castle
* The Tharringoss' of Drommaech
* The Crowes of Yortheldon
* The Gretneys of Ranhold Castle
The Second Black Veil War

**The Second Black Veil War** was a conflict between the people of Beltheria and the undead forces of The Necromancer. The war took place in the 2nd Century of the 10th Era and almost brought the nation of Beltheria to its end.

It was during this war that Itharan Marx rose to prominence. He lead the people of Beltheria to victory, deposing the weak and ineffectual Council of Beltheria and declared himself king.
Voltya

The people
of **Voltya** pride themselves as expert sailors and traders. Voltyan ships are
said to be the fastest in Novron and many kings will come to secure Voltyan
ships for their fleets. The Voltyans live in separated regions each ruled by an
elected Jarl. These elections are held every five years, each member of the
town will gather in the town square and cast their vote using stone painted
with their chosen candidate’s name. These Jarldoms are governed separately from
one another, but the Jarls will meet when there are issues that affect the
whole island.
Ritgodsfall Wiki

## Welcome to the world of Esai

Hello Godlings, here are some articles you may find interesting. The countries link has the most information on the state of the current world, whereas people of interest abound, encompassing kings, nobles, and even criminals.

Countries

Gods

Godlings, aka the reborn gods slowly returning to the world. (Your characters go in here too)

Heres the early history of the world

And here are the details of the Godswar, the moment when all of the Gods fought each other for a single hour in open combat.

Original credit goes to Aram Vartian, and his amazing podcast Godsfall, on twitter @GodsfallDC
Black Lung Mountain

The **Black Lung Mountain** is a huge volcano that sits upon an island in the middle of the Ash Sea. The mountain exudes vast amounts of smoke and ash, which gives the surrounding sea its name. Legend has it that the first dragon, Yostithrix, was imprisoned inside Black Lung Mountain, when she tried to conquer the world during the Age of Fire. For this, the elves wove a great spell to create a prison of rock in middle of the sea, to cage the renegade dragon. In order to not kill the dragon, the elves left the top of the mountain open, so she could breath. The great plumes of smoke and ash that spew forth from Black Lung are the screams and cries of Yostithrix.
The Erudae Elves

**The Erudae Elves** are the original inhabitants of the land now known as Drôhznia. Like the other Elven races of the world, they were sent there to serve as guardians of nature following The First Light. However, unlike the Nûmeré or other elves, the Erudae built great cities and fortresses along the banks of The Raadi River, rather than living a nomadic lifestyle.
The Pale

**The Pale** is
a land divided; in the north, it is ruled by the Yngmiri (once part of
Nolthwyk) and the south is controlled by the Greymares of Arland. The Pale is
very rich in minerals, particularly silver. The two kings of The Pale are
constantly at each other’s throats and conflict is common. Very rarely does
full scale war break out, as The Pale is an important trading hub between Novron,
Arland and the rest of the continent to the east. The eastern border of The
Pale is controlled by the Dwarves of the Emberstone, who keep the warring
factions from destroying each other by controlling all over-land trade coming
in and out of The Pale. The Pale was once settled by one of the Dolthic Tribes,
known as the Brynndolthi, but they have been all but wiped out by the Yngmiri
and the Greymares.
The Blood King

**The Blood King** was the leader of an enclave of Agamari Elves in the lands now known as the Skaalmark. Legend has it that he cast a powerful spell, known as The Blood Curse, which created the first of the undead and transformed the Skaalmark  into a land of darkness and evil. The curse also turned him into the first vampire, doomed to forever feed on the blood of mortals.
Yânquaí Migration

The **Yânqauí Migration** occurred between the 4th century 6E and the 1st century 7E, when Yânquaí tribes started to migrate into Ehstvär. During these migrations, they integrated with the Kurzov Culture. Some of these tribes would later develop into the Vaerg Culture, which would go on to migrate further south, into the Skaalmark.

It is thought that these tribes also introduced the first horses into Wendos, paving the way for the rapid migration across the continent.
The Order of Fate

**The Order of Fate** is a mysterious organisation that claims to guide the world according to a preordained path. The structure and hierarchy of the order is unknown and most of the world doesn't even know they exist. One prominent member is Faeron, who hired The Heroes of Frosthaven to assist in the order's machinations.
The Pass of Salvation

**The Pass of Salvation**is the site where, according to legend, the Prophet Sâlikhín lead his people out of The Khezzâni Desert to face The Erudae Elves of Drôhznia. Today, a statue of Sâlikhín stands at the pass and thousands of pilgrims flock there every day to view the holy site. The city of Khâlípha stands upon this site.
Valtieri

**The Twelve Valtieri** are afterlife realms of Zweisslûnd. Each Zweisslûndi strives to achieve greatness in their profession so they may be granted entrance to their chosen Valtieri upon death.

Grimmaeri – Adventurers, wanderers, those without a home

Alsegar – Sailors, ship builders, fishermen

Galfenia – Healers, nurses

Herfengar – Farmers, workers of the land

Lifirna – Mothers, druids, nature-folk

Vennas – Mages, teachers, masters of knowledge

Lufjir – Poets, bards

Strennak – Warriors

Honvir – Builders, artisans, smiths

Sprennelos – Storytellers, the wise

Brenna – The Damned
The Harrowlands

**The Harrowlands** is one of the Twelve Duchies of Arland, it it located in the south-west of the mainland. It is ruled by The Blackwood Family of Dunmorgh

## Noble Families

* The Blackwoods of Dunmorgh
* The Allenders of Harthwaite Castle
* The Baynes of Darkwell
* The Orricks of Ravensworth Castle
* The Oswelds of Shadowfen Hall
* The Skeldens of Wolfepine Keep
Varôs Arân

**Varôs Arân** is the capital of the kingdom of Tarôn-Kae. The city rose to prominence after Tarôn-Kae successfully secured independence from the Drôhznian Empire. Although the planning for the rebellion had been taking place across the realm, the actual fighting started in Varôs Arân.

After the rebellion against Drôhznia, the city became the capital of the new kingdom of Tarôn-Kae due to the actions of Caldír Barôsh. Caldír conspired against the other nobles of Tarôn-Kae and managed to secure control of the country.
Wendorni Culture

The **Wendorni Culture** was a group of human tribal groups that migrated into the lands of Torland, Haskenar, Vunendos, Thelia and Leyenne between the 3rd and 8th centuries 8E. These tribal groups are the ones who discovered the ancient cities of Tor, Hask, Thel and Vun. They also paved the way for the rise of the Dolthic Culture.
The Greymare Kingdom

**The Greymare Kingdom**is one of the major political powers of The Pale, along with the Yngmir and Dwarves of Emberstone. The Greymares and Yngmiri are constantly at each other's throats, vying for power. Whereas the Emberstone Dwarves try to stay out of the conflict, often acting as mediators between the two kingdoms.
Twelve Duchy Period

**The Twelve Duchy Period**is the name given to the current governmental structure of Arland. For most of Arlish history, the islands have been ruled by various kingdom, vying for power. After the end of The Belmont Dynasty and signing of the Treaty of Lionsgate. Arland is split up into twelve duchies, each ruled by a duke or duchess.

## The Twelve Duchies of Arland

* Alderwood
* Arrowflint
* The Breach
* The Daggertooth Isles
* Eastmark
* The Grey Shield
* The Harrowlands
* Kingsford
* Maidensfair
* Southpoint
* Stonewall
* The Throat of Arland
The First Black Veil War

**The First Black Veil War** was a conflict the occurred in Beltheria in the 8th Century of the 9th Era. The war fought between the forces of The Wise Council of Beltheria and the undead legions of The Necromancer.

It is unknown when the war exactly started, the only surviving record of this time is a letter from an unnamed lord to the warden of the area:

After this,

there are few records of the war that followed. The undead forces took town
after town, making their way ever northward. While most accounts of this first
blight are written decades after it occurred, there are few scattered accounts
that were written at the time. Mostly correspondence between generals and
lords.

Eventually the undead were eventually defeated by the Council, but the southern half of Beltheria could not be retaken. Strange obelisks had been erected that spewed forth great cloud of black fog that lent strength to the legions of The Necromancer.

The last battle was fought at the Pass of Vulthrox, where the Beltherians were able to halt the undead advance and drive them south. Unable to reclaim the lands of the south, the council erected the fortress of Blackguard Keep, to serve as a bulwark against any future attacks.
The Grand Temple of Anarâh

**The Grand Temple of Anarâh** is spiritual centre of the Drôhznian Empire and the seat of the Anarâjha, the leader of the Anarâhni faith. The temple is located in the city of Sâlitherôs, nestled on the bank of The Raadi River.

The building itself is comprised of a large, circular sandstone structure with a red terracotta tiled dome roof. This chamber is surrounded by six tall pillars, which represent the six divine virtues of Anarâh. The Temple is also made up of several auxiliary buildings that serve as libraries, kitchens, dormitories and other services.
Vaerg Culture

The **Vaerg Culture** was human culture that originated from Ehstvär. Preceded by the Kurzov and Yânquaí cultures, these humans migrated south to the Skaalmark, between the 7th century 6E and 3rd century 7E, where they came into contact with the Dwarves of Zweisslûnd, the Dragons of Astafall and the Agamari Elves.
Yâtvarí

The **Yâtvarí** Kingdom was an early human kingdom located in Tarôn-Kae between the 10th century 7E and the 2nd century 8E. Formed by offshoots of the Vontashka tribes, these humans settled in the mountains of Tarôn-Kae, where they built small city states. The Yâtvarí were eventually invaded by and conquered by the marauding Vulbrec peoples.
The Pretos

**The Pretos** were a race of godlike beings that are said to have ruled over the world before the time of mortals. They are part of the prehistory of the humans of Hysperia. Not much is known about these beings, only that they were creatures of immense power, able to cause horrendous cataclysms; sinking islands and tearing mountains from the ground.

Many scholars theorise that stories of these beings were created to try and explain the natural disasters that occurred during The Age of Fire. However, it is possible that such creatures did exist and might have indeed caused the destruction of the age.
Ulwin

**Ulwin** is an information broker from The Golden City of Khâlazaar. He has agents all across the world, gathering secrets and whispers. He has recently entered into a deal with Mindaugas Val Hallas of The Heroes of Frosthaven. He will provide troops to help Mindaugas reclaim Hallas, if his agent is allowed a place at Mingaugas' court.
The Spectres

**The Spectres**are a shadowy organisation of Drow Assassins. They induct their members from birth and turn them into the deadliest killers in the world. Very few surface dwellers can ever solicite the services of the Spectres, as they mainly operate within the underdark. It is said that noone can escape The Spectres, if they have you marked, you will die. The hero, Tychon, was trained as a member of the Spectres, but escaped before his training was completed.
The Wise Council of Beltheria

**The Wise Council of Beltheria** was the governing body of Beltheria approximately between the year 33 9E and the year 70 10E. The Council was formed in the wake of The Beltherian Revolution and ended when it was dissolved by King Itharan Marx following The Second Black Veil War.

The Council was made up of both Elves and Men. It was put in place to ensure that the two races would remain equal and act in accordance to the best interests of all.
The Raadi River

**The Raadi River** is the main river that flows through Drôhznia. It was named by the Prophet Sâlikhín, who named it for one of the ancient gods of Khezzân. The Raadi is loved and revered by the people of Drôhznia, as it's gentle current and rich banks have made Drôhznian civilisation flourish. Almost all of Drôhznia's city lie of the banks of the Raadi. The capital of Sâlitherôs stands at its delta, where it meets The Sea of Shadows.
Vostoroi

While the
Daecii fight for honour and glory, **The Vostoroi** fight for gold and power. The
Vostoroi are the greatest horsemen of all Quaïth, they thunder across the
south-eastern plains, destroying all in their path. Their greatest adversary is
the nation of Drôhznia; The Vostoroi have been raiding and sacking the borders
of Drôhznia for centuries, neither faction having the power to stop the other
for good. Vostoroi horsemen often make their way as mercenaries and usually
form a large part of the Tarôn-Kaenian army. These
tribesmen have a love for gold and opulence, greed is by far the most notable
trait of the Vostoroi, followed by ferocity and ambition.
Venahra Culture

The **Venahra** people migrated into Drôhznia from southern Quaïth at the start of the 8th Era. They encountered resistance from the Erudae Elves and were driven further south until they settled in the Najharâni Delta. Here, they started building cities and developed their own unique culture. They remained separated into small city states and tribal groups until they were untied into a single people by Sâlikhín in 914 8E.
The Battle of the Teldari Gate

**The Battle of the Teldari Gate** was a great battle between The Teldari Elves and the Drôhznian Empire. It is said that over a million men fought at this battle. Legend goes that the mighty Sâlikhín was killed during the battle and that the carnage was so great that it created what is now known as The Dead Lands.
The Shâni Council

**The Shâni Council** is the group of tribal leaders, known as The Shân, who serve as advisers to the Sâlín of Drôhznia. The Council is made up from the leaders of the fifteen tribes (Shânate) of Drôhznia. These Shâni advise the Sâlín in all matters, as well as trying to serve the interests of their Shânate. The Council is also in place to check the power and ambition of the Sâlín, to make sure that he is serving the Drôhznian people properly and not his own interests. In situations where the Sâlín is not performing his duties, The Shâni Council can vote to overthrow the Sâlín and replace him with a worthy candidate.
The First Light

**The First Light** is referenced in almost all Elven creation myths as the beginning of all things. It is said that the world was once covered in lifeless darkness and the god-being Paldâ created the First Light that drove away the darkness and created life.

## Paldâ and Nu'ir

A prevalent
theme in the elvish myth, as within almost all cultures, is the battle between
the light and the dark. In the Elvish tradition these forces are referred to
Paldâ (light) and Nu’ir (dark). It is unclear if these originally referred to
god-like figures or were just simply the concepts of light and dark.

The Elven
tradition states that at the start of all things, the world was covered in
darkness. It was a barren wasteland, void of light and life. The conflict
between Paldâ and Nu’ir is said to have been raging for all eternity and ten
thousand years ago, their war was brought to our world, Palurin.

## The Elder Races

The world
was under the domain of Nu’ir, void of life. It is said that Paldâ created the
first of the sentient races to defeat Nu’ir, The Dragons.

The legend
goes that once the darkness had been purged by the Dragons, Paldâ bathed the
world in golden light. This light turned the lands green and the seas blue.
Created the trees and birds and all the animals of the world. It was at this
point that Paldâ crated the second sentient race, the Elves. While the Dragons
were created to destroy evil, the Elves were made to protect the good. They
were to be the guardians of all living things. Maintaining a watchful eye on
the world for eternity.

It is
because of this solemn duty that the Elves have remained relatively unchanged
for so long. They remain in the forests of the world, as they have done for
thousands of years, protecting all life.
The Throat of Arland

**The Throat of Arland** is one of the Twelve Duchies of Arland, located in the middle of the mainland. It is ruled by The Barton Family of Barton's Crossing.

## Noble Familes

* The Bartons of Barton's Crossing
* The Abrams of Dulkerne
* The Allards of Wynead Stel
* The Blackstones of Loskven Castle
* The Croppers of Wexhyne Castle
* The Glearys of Chardleigh Keep
Xaotar

Although
they are not as large as other Quaïthi Tribes, **The** **Xaotar** make up for their
lack of numbers with cunning and guile. All men of Quaïth fear and despise the
Xaotar; while other tribes will engage in large scale warfare, The Xaotar will
lurk in the shadows and strike when the time is right. Usually characterised by
their black garb and curved blades, these battlefield scavengers will track a
tribe for weeks, occasionally launching raids to steal whatever they can until
another horde crosses their path. While the two larger tribes battle, the
Xaotar will hang back and wait until the dust settles before striking out at
whoever remains and taking the spoils of both sides.
The Beltherian Revolution

**The Beltherian Revolution** was a war between the men of Beltheria and the Nariin Elves, taking place in the 2nd Century of the 9th Era. For many generations the Nariin had subjugated the humans, believing them to be inferior and child-like. Eventually this class structure was torn down and the Revolution guaranteed that both men and elves would be equal in Beltheria.

The Revolution also lead to a period of political stability in the region, known as The Unification. As well as the founding of The Wise Council of Beltheria.
The Master

**The Master**is a mysterious character that inhabits an unknown plane of the multiverse. He apprehended The Heroes of Frosthaven during their travels and persuaded them recover the artifacts for him, rather than for Faeron. Not much is known about who he is, where he comes from, or what he is capable of.
The Teldari Vale

**The Teldari Vale** is large sub-continent between Palnia and Hysperia. The coast line is protected by hundreds of small islands and unseen coral reefs that make it almost impossible for entrance by sea and the land to the north of The Vale is known as The Dead Lands. Long ago, a great
battle was fought there. A battle so destructive that no life exists for miles.
It is a still, silent desert where the only sound you hear is the dry earth
crunching under your feet. If you were to make it through this barren wasteland,
you would come upon the Daereema mountains that border The Vale, at the pass of
these mountains stands a fortress with a golden elevator that leads down into
The Vale itself. At this fortress stands a mighty guardian, to whom great
armies have fallen. The only way to enter The Teldari Vale, is to be invited.
An honour that few have received.

While the
other elves of the world have stayed true to their roles as silent guardians of
the forests, The Teldari have dedicated their long lives to the betterment of
their civilization. It is said that untold wonders lie beyond their borders.
Amazing mechanical creations fuelled by advanced magics, extraordinary art,
poetry, architecture, literature and music. Although the Teldari do not allow
anyone into their realm, they do often trade with other powers. The trade route
that is the Sea of Silk and Gold runs through the island outposts on the edges
of the Vale, this is the closest that any humans have come to The Vale itself.
Rumour has it that The Vale is a paradise, free from war, strife and greed.

There have
been many occasions where ambitious leaders have tried to invade The Teldari
Vale to steal its glorious wealth but none have ever come close. The Teldari
Navy is second to none, Enormous contraptions spit fire at lesser ships,
smashing them to pieces and burning them to ash. Any armies that try to attack
on land succumb to The Dead Lands or fall before the Golden Army of The
Teldari.
The Nûmeré

**The Nûmeré** are group of elves that inhabit the land of Arland. They once had a grand civilisation that used natural magic leylines that run through Arland to travel to other planes of the multiverse. Their culture was all but destroyed when the forces of evil broke through into the world and almost brought about a Second Darkness. The Nûmeré were able tosever these connections, but they were almost wiped out in the process. The few that remain act as watchful guardains through Arland's forests.

## Notable Members

* Mallion 'en Nûmeré
* Nír 'en Nûmeré
Vontashka Culture

The **Vontashka Culture** was a human culture that migrated into central Quaïth between the 5th century and the 8th century 7E. These tribes were once part of the Yânquaí Culture that continued to migrated south, into the great plains of central Quaïth. It is though that these tribes were the first to develop the chariot.
Бессердечный огр

Является боссом огров. Изначально бродит по всему уровню. При виде игрока сокращает дистанцию. Может впадать в ярость. Атакует в ближнем бою большой шипованной дубиной. После смерти оставляет большую шипованную дубину, плащ и немного золота.

## Живое сердце

Для убийства требуется сначала уничтожить живое сердце, которое в большинстве случаев спрятано в сундуке в скрытой комнате на том же уровне, на котором находится сам огр. Сделать это можно двумя способами: кинув его в лаву, которая так же, как и сердце, находится в скрытой комнате, но, как правило, в другой, либо же пожертвовав в красный алтарь Lord Grievous'а . При попытке убить его без уничтожения сердца, он восстановит здоровье полностью после получения летального урона.
Щиты

Щиты (англ. Shield) блокируют некоторое количество урона, если враг попадает по ним. С щитами связан навык Parrying, который уменьшает время отката щита после блока. Может блокировать как удары оружия ближнего боя, так и стрелы, а так же отражать простые магические снаряды, которые не взрываются при контакте и не обезоруживают.

При одевания должно пройти некоторое время (около секунды, щит в этот момент будет черным), и только после этого щитом можно будет блокировать.

## Виды щитов

Всего в игре 3 вида щитов, различающихся по размеру и блокируемому урону.

### Малый щит

Требует 10 силы. Блокирует 6 урона от попадания, без учета бонуса от силы. Имеет небольшой размер. Быстрее всего откатывается после блока.

### Щит

Требует 12 силы. Блокирует 9 урона от попадания, без учета бонуса от силы. Имеет средний размер. Имеет среднюю скорость отката после блока.

### Большой щит

Требует 14 силы. Блокирует 12 урона от попадания, без учета бонуса от силы. Имеет большой размер. Дольше всего откатывается после блока.
Wendos, 8th Century 9E

## The Adventure Begins

On the continent of Wendos, in the 8th century of the 9th Era, four strangers embark on an adventure together...

The story began in a small roadside tavern, known as The Lazy Pilgrim, on the northern frontier. The inn itself was a known as a gathering point for adventurers and mercenaries, looking to seek their fortune in the wild lands of the north. On this mid-summer night however, the tavern was rather empty. Strelloc of Stillrest, a young aspiring alchemist, sat in the corner engrossed in his book. Älva, a tall warrior woman from the islands of Nôvron, nurses two pints of ale, one in each hand, as she contemplates her next move. Nír, a radically minded Nûmeré elf bores the bartender with a tale of hunting boars, and Aisha, a young farm girl turned sellsword attempts to strike up conversation with her fellow patrons.

A grizzled man, dusty from travel, entered the inn and announced that he had a job for anyone willing and able. The man introduced himself as Stromund Hucrele, a member of the influential Hucrele Trading Company. Strelloc, Älva, Aisha and Nír agree to head to the town of Oakhurst to see Stromund's cousin, Kerowyn, who is the matriarch of the family. Strumond informed the adventurers that Kerowyn's children had gone to investigate The Sunless Citadel, an ancient ruin north of Oakhurst, and never returned.

With the promise of payment, the four adventurers ventured north. Before they left the inn, Älva almost came to blows with the tavern's owner after she tore an iron sconce from the wall of her room. When confronted by the owner, Älva simply claimed that wanted it and it took Aisha paying the innkeeper compensation to avoid a fight.

After the party arrived in Oakhurst, they meet with Kerowyn and learn more about their objective. Kerowyn's son and daughter ventured to The Sunless Citadel with a knight named Sir Bradford to investigate the legend of The Gulthias Tree. They ventured to the citadel over a month ago and never made it back. With this new information in tow, the adventurers headed towards the Sunless Citadel.

## The Sunless Citadel

The party travelled north and, after a day's travel, they arrived at a massive rift in the earth.
Вампир (состояние)

*Эта статья о превращение в вампира. О монстрах можно почитать здесь*

Вампир - особое состояние главного героя, в этом состояние визуально герой имеет бледный цвет кожи и красный круг вокруг глаза, а также приобретает некоторые особенности, влияющие на геймплей.

Для того, что бы стать вампиром, нужно проделать несколько шагов:

1. Убить Лорда вампиров.

2. Найти его тело в одной из гробниц.

3. Не доставая оттуда, использовать свиток ритуала (англ. Last rites). В гробнице должен пропасть лорд вампиров, а на его месте появится пепел (англ. Vampiric Ash).

4. Смешать пепел с зельем жизни, в результате получится испорченное зелье жизни (англ. Corrupted Potion of Life).

5. Выпить его.

После этого воспроизведется звук смерти, но игра не закончится. Персонаж станет вампиром, со всеми вытекающими из этого последствиями.

## Особенности

Главный герой обретает несколько особенностей, как хороших, так и нет.

Преимущества:

* Появляется постоянная пассивная регенерация, приблизительно 1 единица здоровья в 3 секунды.
* Удар по монстрам восстанавливает здоровье. (Иногда нет, возможно, баг)
* Монстры, которые коснулись персонажа, получают эффект истощения.

Недостатки:

* Использование рационов и зелья лечения ничего не дает, точно также и с зельем жизни.
* Свиток света и другие похожие эффекты (например, щит с зачарованием Blazing) наносят герою урон и оглушает.
* Зелье невидимости наносит от 1 до 10 урона. Эффект зелья по прежнему накладывается.
* Святая вода при выпивании накладывает истощение.
Мясные големы

Мясные големы (англ. Flesh Golem) - вид монстров. Появляются часто, как правило по одному, также могут быть призваны Lord Grievous. Обладают большим количеством здоровья и очень быстрой регенерацией. Обладают способностью: стрельба очередью шипов (перезарядка 4 секунды). В случае встречи с игроком будут пытаться сократить дистанцию и ударить кулаком. С маленьким шансом могут оставить руну жизни после смерти.
Крысы

Злобные здоровые твари, выросшие в подземельях до ненормальных размеров. Агрессивно кидаются даже на хорошо вооруженную добычу, но бояться огня. Имеют иммунитет к яду.

## Крыса

(англ. Rat) Маленькие и вездесущие. Наносят очень мало урона касанием. Могут представлять проблему в больших количествах. Как правило, встречаются от нескольких особей до ~40. В отличие от других монстров, все время стоят на месте, пока не заметят игрока. Оружие в руках главного героя не останавливает их нападение, но они очень бояться огня, в частности факелов. Появляются в очень большом количестве рядом с боссом Гигантский белый грызун.

## Крыса-альбинос

(англ. Albino Rat) Крысы, которые в отличие от предыдущих, имеет белый цвет. Атакует касанием. Также боятся огня, и стоят на месте до тех пор, пока не заметили игрока. При совершении удачной атаки отравляют. Встречаются небольшими группами от 2 до 5-6.

## Крыса гигант

(англ. Giant Rat) Встречается редко, в основном в количестве 2 - 3 особей рядом с определенным боссом. В отличие от простых крыс, умеет открывать двери. Наносит много урона касанием. Если у персонажа в руках острое оружие, предпочитают преследовать, сохраняя дистанцию.

## Прямоходящая крыса

(англ. Ratman)Как правило заселяют целые уровни. Вооружены 2 ятаганами, либо зелье и ятаган, либо факел и зелье. Одеты в тяжелую кожаную броню. Бродят по уровню, пока не увидят игрока.

## Прямоходящая крыса-альбинос

(англ. Albino Ratman)Встречаются очень редко. Вооружены 2 ятаганами, либо зелье и ятаган, либо ятаган и клинок. Предпочитают бой в ближнем бою, но могут призывать крыс-альбонос до 5 за раз.

## Крыса-громила

(англ. Hulking Rat) Всегда вооружены большой дубиной. Имеют 60 здоровья. В большинстве случаев появляются спящими. Увидев игрока пытаются преследовать. Умеют впадать в ярость. Имеют большой запас здоровья. С крайне маленькой вероятностью могут появится с одной из дополнительных способностей: возможность кидать облако ядовитого газа (перезарядка 1 секунда), при получении удара выпустить вокруг отравленные иглы. Это повлияет на всех крыс-громил на локации.
The Second Darkness

**The Second Darkness** is a Nûmeré history/legend. It is said to be a time when a great evil threatened to spill over into the world and consume all life.

## The Arlish Gateways

The Nûmeré elves had discovered areas of great power within the lands of Arland. Through investigating these pockets of power, the elves uncovered gateways to other dimensions of the multiverse. The Nûmeré became fascinated with these gateways and many dedicated their lives to studying and understanding them. They built great and elaborate temples about the gateways. It is said that the power of these dimensions turned the Nûmeré strange and eccentric. Soon, many of the Elves were obsessed with the power of the gateways.

## The Darkness Emerges

It is not known exactly how it came to be, but one day, creatures of unspeakable horror started to spew forth from the gateways. The Nûmeré that dwelt in the temple were driven mad or devoured by these monstrosities. One by one, the gateways became overrun. The Nûmeré responded and tried to contain the outbreak, but their foes were too many. The Nûmeré forces were lead by an elf named Aranath. Although he was a mighty warrior, he struggled to stem the tide.

## Elune's Tear

When all hope seemed lost, Elune, the daughter of Aranath forged a powerful artifact, known as Elune's Tear. With the power of the Tear, the elves managed to seal the gateways and prevent the end of the world.
Разум улья

(англ. Hive Mind) Является боссом. Появляется очень редко, как правило, на последних уровнях подземелья.

Не может двигаться. Очень живуч, но уязвим к огню. Обладает двумя способностями: первая - стрельба яйцами крипов по 3 за раз (перезарядка 5 секунд), при касании сразу вылупляется крип, иначе они появляются на земле, среди яиц так же с некоторым шансом может оказаться большое, из которого вылупится крип большего размера, вторая способность - электрический щит (только когда игрок подходит близко), который наносит 20 магического урона атакующему оружием ближнего боя герою.

После своей смерти оставляет пятно разъедающей крови, а также все яйца и крипы на уровне умирают.
The Kavu Desert

**The Kavu** is a vast desert that stretches across the land of Zambeira from the east to the west coasts. The desert prevents the people of Zambeira extending their power south, as no human can survive its crossing. The only folk who regularly traverse this barren wasteland are the Majangi, a tribe of nocturnal lizardfolk. The Majangi maintain vital trade routes between Zambeira and the lands south of the Kavu.
Большая собака

Является боссом. Во время боя сокращает дистанцию с игроком, атакует лапами. Имеет несколько способностей: кидает один огненный взрывающийся шар, кидает много простых воспламеняющих шаром во все стороны одновременно. При касании поджигает героя. Появляется, как правило, рядом с большой группой адских гончих, но редко может появится и без. После смерти ничего не оставляет.
Элементали

### Элементаль огня

Имеет иммунитет к огню и обычному, не зачарованному оружию. Атакует коротким огненным шипом на близкой дистанции, но также может бить конечностью в упор. При убийстве есть шанс на выпадение руны огня. При нанесении урона или контакте с игроком и другими монстрами поджигает. Касанием может поджечь мебель. После смерти мощно взрывается.

### Элементаль земли

Имеет иммунитет к огню, станам, кровотечению. Получает только половину проникающего, режущего и магического урона, но уязвим к холодному. Бросает оглушающие снаряды или пинает вблизи. При убийстве есть шанс на выпадение руны земли. Может появится при копании руд, песка. Может иметь разные размеры.

### Элементаль воды

Имеет иммунитет к огню. Получает только половину режущего урона. Атакует длинными водяными шипами. При убийстве есть шанс на выпадение руны воды.

### Элементаль песка

Имеет иммунитет к огню, станам, кровотечению. Получает только половину проникающего, режущего и магического урона. Может появится только при копании песка, не появляется сам по себе. Похож на элементаля земли, но не умеет кидать оглушающие снаряды, а так же обладает большей скоростью передвижения.
Артефакты

## Взрывной рог

Могущественный артефакт. Требуется для открытия некоторых дверей. При частичной зарядке может оглушать ближайших врагов. При полной вызывает обвал на месте курсора.

## Крюк

Может притягивать врагов, нанося им 3 проникающего урона. Если враг слишком большой, то персонаж притягивается к врагу. Если противник не имеет иммунитета к огню, при притягивание противника через лаву произойдет взрыв, который скорее всего убьет его. Также может притягиваться к различным предметам обстановки(есть исключения, например столы и стулья) и поверхностям, и притягивать к персонажу легкие предметы, которые могут быть помещены в инвентарь, такие как зелья. Требуется для безопасного пересечения пропастей. Нельзя использовать под водой. Не притягивается к котлам. Использование его в качестве оружия не выводит из стелса.

## Амулет Йендора

Этот амулет является целью героя. Он нужен для открытия двери при выходе из подземелья. После его подбирания, спустя какой то промежуток времени, за игроком начнет охоту Хранитель Йендора.
Привратник

Является боссом орков. Вооружен мечом и имеет полный комплект брони орков: орочья кольчуга, орочий панцирь, орочий шлем, а также обычный щит и иногда простой плащ. Во время боя пытается сократить дистанцию, иногда принимает защитную стойку. Может впадать в ярость. После смерти оставляет все свое снаряжение и с небольшим шансом орочий зуб, и иногда особый ключ.