recursal/Fanatic-Fandom huggingface dataset:
Professor Sokal

**Anton Sokal** is the Head of the Academy of Natural Philosophy and Royal Physician the Lord Regent. In addition to being a highly prized chemist, he is a prolific strategist and has been for years pushing for more funding into militarized technology. He also created Sokal's Elixir, which is a non alchemy alternative to health potions which restores health and staves off the dangerous effects of the plague.

## Biography

An immigrant from the far south region of \_\_\_,Sokal established himself as a painter and sculptor to the aristocracy of Imperial City at an early age. Around this time it had become fashionable for members of the aristocracy to pay exorbitant amounts of coin to have their portrait painted by him.

Sokal thereafter began to establish himself as a master of many disciplines; by the time the honorable Lord Regent came to power he was a widely-known painter, sculptor, chemist, scientist, (with specialties in vivisection and cosmology), inventor, writer, world traveler, and philosopher. Deemed a flatterer by some, he rose through the ranks to become the Head of the Academy of Natural Philosophy and Royal Physician to the Lord Regent in 540. Two years prior to receiving his position, looking for an alternative energy source to Arcane Cystals, Sokal partnered briefly with The Corporation looking to create new technical marvels, and hopefully jump start a new industrial revolution.

In the interceding years, Sokal waged an intense rivalry with the Council of Mages, going so far as to remove Magic users from the Academy. He also took on \_\_\_ – a part-time painter himself – as his apprentice in 536 CY. Little is known about their relationship, and \_\_\_ abandoned his mentorship prior to recent years.

Sokal maintained a longer-lasting relationship with King \_\_\_, whom he admired despite his aversion to the aristocracy. King \_\_\_ was greatly influenced by Sokol,

Following the kings assassination and Adrel Himmler's ascent into the position of Lord Regent, Sokol continued to enjoy the privileges of his position.

Unlike those who proceeded him in his position, Sokol travels regularly to various cities around the empire, often looking for new ways to improve the population through scientific advancement. During a single trip to Bridgeford the natural philosopher in only a week managed to create a new system used to quickly kill animals by electrifying a handsaw. This new process is used in slaughterhouses around The Realm to this day.
Stone of Scone

The Stone of Scone also known as the *Stone of Destiny*—is a polished block of red sandstone. It is thought to be the last remaining part of *The Coronation Stone* that was used for centuries in the coronation of the monarchs of the Celtic Empire.

The leader of the tribe in possession of the Stone of Scone is declared the ruled of the Celtic Empire. Many uprisings and civil wars have broken out to gain this prized stone's power, notably the Kirkish revolt where a whole eastern region of the Celtic Empire grew tired of fighting against the current holding tribes and instead gained significant forces and political backing to simply refuse to acknowledge it's subjective power of rule. The independent nation was formed with a 'democratic' system of tribal voting.
Rustain

After being banished from the Arcane City of Delmarva, this Rogue Wizard has resettled near the human settlements south of the Elven region of Thalamus, ranked as one of the most dangerous forces in the area by the local guard he continues to send elemental monsters to destroy the local farms and countryside.
Slackjaw

**Slackjaw** is the most powerful crime boss in Imperial City and arguably one of the most powerful ones in the realm and leads the cities underworld. He is the most wanted man in Imperial City with a bounty of 20,000 whose crimes include racketeering, larceny, bribery and even murder.

## Biography

Born to a prostitute and a nobleman he was quickly abandoned by his mother and grew up as a street urchin. As an adult he had a swift rise to a position of influence among the city's vagrants and soon became a mob leader in his own right. Mercilessly and systematically taking down any rival gang he soon became the undisputed head of the Imperial City underworld.
Eversong

Eversong is one of the most famous bounty hunters in the Realm.

## History

Not much is known about his past, rumor says he was once an apprentice of Norbert Hemingway who decided to use his hunting skills to become an up and coming
bounty hunter who one day bit off more then he could chew when he tracked Oman The Merchant of Death deep into the Deserts of Anraska.

It's said that in the fight Eversong barely survived and received horrible burns on almost all of his body. Causing him to need a mechanical suit just to do basic functions like breathing. The rumors say he is constantly in horrible pain but despite that no one has heard him speak or even make a sound before.

He is famous for traveling across the realm to hunt high profile targets whose bounties exceed 15,000 . In which he mercilessly will stalk and kill, showing little regard for civilian casualties or the destruction caused by his hunt.

After killing the target he will move onto the next one, not even bothering to claim money for the bounties themselves.
Sentinel

The **Sentinels**, also known as **Sentinel Army**, are an elite guard belonging to the Ash'uessir Empire. Given that the threat of invasion that constantly loomed, few roles were as critical to the defense of the land as the sentinels. Sentinel is an ancient title, its skills are rooted in ancient tradition from even before the time the Elves migrated to the Realm. The Sentinels were established shortly after humans began raiding Elven settlements. The majority of Sentinels were female. Sentinels were elite archers and skirmishers, capable of doing tricks with the bow that few others can hope to match.

Sentinels were proficient with all simple and martial weapons and with light and medium armor, due to their extensive study of foes and training in the proper techniques for combating them. In addition, sentinels are proficient in the use of arrows as a melee weapon. Sentinels are sometimes considered the opposite of Druids. As Druids strive to heal and restore the land along with protecting it from enemies, sentinels had a similar goal to keep their eternal watch for enemies both seen and unseen.

## Sentinel divisions

* Archers compose the first rank of the Sentinel army. These women are expert marksmen and use the concealing forests to their advantage. Their lightning-quick ambushes are legendary, for few warriors can match the proud archers' speed and cunning. These are the basic sentinel type, and similar to the elven rangers of Thalamos.
* Huntresses are the elite cadre of the Sentinel army. Drawing their strength from their ancestors and moonwells, these warrior women often are accompanied by an animal companion into battle. Huntresses are strong and swift, and merciless to those who would defile the sanctity of their Forest. Huntresses also have a close bond with the creatures of the forest and many can even communicate with them, a skill that can only be learned by druids outside of the wood elf race. They often use animals such as owls for scouting and as spying on their enemies.
Wrenhaven River Patrol

The **Wrenhaven River Patrol** is a division of the City Watch that enforces the laws of the Empire across Lake Rifton and its tributaries. Headquartered in the town of Wrenhaven, The Patrol mainly checks and examines boats moving along the lake, ensures that travelers carry the proper documentation for such travel, and combats river pirates such as the Dead Eels.

Commander Kittredge leads the forces of the River Patrol.
Visdean Maelstrov

Once an esteemed member of the high druid council specializing in the elemental arts, Visdeen Maelstrov would become one of greatest traitors in Elven history when he betrayed his people during The Invasion and lead to the ultimate downfall of the Wood Elves. Since then among elves his name has become a common synonym for betrayal.

His almost obsessive ambition to further his skills in elemental power, combined with his egotistical mindset, made him an easy pawn for the Demonic Forces who attempted to conquer the Realm during the Invasion.

Though he was killed directly following the fall of Al'Thales he remains one of the most infamous figures in Wood Elf history.

## Biography

While a member of the High Druid Council he was involved in many important decisions throughout the councils history. Including being the tie breaking vote on whether or not to repeal the rules allowing regular Elves to join the ranks of the Wood Elf druids and their high council. He voted in favor of banning them, but after a pilgrimage to Quel’Thalamos in -35 CY where he took on an Elven apprentice named Wilva he had a change of heart and helped the small number of Druids in the Thalamos Woods create their own High Council which was called the Northern High Druid Council and operated independently until 100 CY when it combined with the normal Druids High Council into one governing body.

He along with fellow High Druid council member Druftstan were also extremely influential in the fight to keep Wildvale or "Eldamar" as the Wood Elves called their homeland, free from the influence of man whom had attempted several invasions of their homeland over the centuries.

In 0 CY after the start of the invasion demons contacted the high druid council promising each member unimaginable power if they allowed themselves to become corrupted and pledged their loyalty. The only two members to agree to the demons offer was Visdean Maelstrov and Druftstan The Guardian of the Forests.

After this betrayal Maelstrov was instantly rejected by the rest of the Wood Elves while, Druftstan on the other hand managed to convince a large portion of the Satyr to join him. Humiliated and angered by this rejection, Maelstrov vowed to aid the demons in destroying his own people and traveled to Burning Rock to use his newfound elemental powers to take control of the Fire Elemental Lord Sa'thar. Forcing him to aid in the destruction of Al'Thales. After succeeding in this task and corrupting the Grand Moonwell he used the energy of the Moonwell to create another portal allowing more demons to enter into the Realm, these demons quickly slaughtered Maelstrov, having no need for him anymore.
Sa'thar

**Ragnaros** the Firelord is the incredibly powerful Elemental Lord of Fire and undisputed leader of the fire elementals.

## Biography

In the beginning, the realm was ruled by the elementals. These creatures of pure natural and elemental magic roamed the lands, some neutral but others hostile. The leader of the fire elementals was Sa'thar.

Over the years
Alvari Commerce Guild

The Alvari Commerce Guild is a regional Trade Cartel encompassing the eastern reaches of black marsh. The guild is the defacto government in the region

## History

The region that is known today as Eastern Black Marsh was the site of a major Dark Elf Colony that dominated the area for thousands of years. The colony was originally founded to expand upon the Dark Elf Empire and as a form of unofficial exiliment of those who had been questioning the political structure of dark elf society. Soon after its foundation it began producing a great deal of wealth through the construction of plantations using enslaved Lizardfolk labor.

Despite seeing a great deal of sucess over its lifetime to match its failures and hardships, even expanding to include major forts and even military academies that accompanied the towns, the colony eventually failed for a number of reasons. The Dark Elf Empire soon abandoned the colony and without a fresh stream of settlers and supplies it began a gradual pireod of decay, unable to operate on its own. What was once tens of thousands of dark elves in the region shrank to only hundreds which remains the population in the current day.

It was in this great decline that the remaining settlements of the colony formed a trade confederation which would do its best to govern the region in place of the former central leadership of the dark elf empire. This oligarchical council was made up of the ruling families of the various settlements who often served in political and economic positions before the colony was abandoned, though guildmasters from non-noble families were also included.

Despite the best efforts of the guild, the region continued to decline over the next several millennia and the purity of the population fell with it. Interspecies breeding between Elves and human merchants caused a great number of half-elfs to be born who due to the dwindling population were able to inherent powerful positions n the guild that normally would have been exclusively for pure elves. This was made much easier to occur due to the cultural shift which occurred since the founding of the colony that pushed for a meritocratic society that soon ended up as distinct from traditional dark elf culture as any two human cultures would be.

 Gold Guards of the Honorbound are guild members.

## Great Houses of Aylnwyn

* House Dren
* House Arobar
* House Tribunna
* House Dubova
* House Gruin

## Council Members

* Minner Arobar
* Dolar Tribunna
* Marina Dubova
* Orvas Dren
* Symmachus
* Aurthur Gruin
* Bran Valveza
* Yilva Filura
* \_\_\_\_\_
* \_\_\_\_\_

## Regional Bounties

Elgar: The Shepard 150

Alaine: The Archmage 300

J'ax Tsmokh: The Marauder 450

Vetrova: The Demented 1,110

The Green Dagger 1,800
The Arcane Alliance

Founded in 300 CY after the High Inquisitor ordered a total ban on magic and for the purge and execution of all mages declaring them Heretics. The Arcane Alliance is a collection of enchanted floating cities on the barren Delmarva coast line created as a refuge for magic users to escape persecution

## History

In 300 CY after the High Inquisitor ordered a total ban on magic and for the purge and execution of all mages declaring them Heretics. The high council of the Mages Guild met with other Magi groups such as the Magi Society and Arcane Association and agreed they would form an alternative government, using their powers they somehow managed to build and levitate an entire city in the clouds, declaring it a refuge for all magic users escaping persecution and naming the city, Andromeda. This single city would later grow to include almost 40 floating settlements and structures. Including 6 major cities and 12 lesser ones. The Empire refused to recognize the statehood of the Arcane Alliance and declared war on the city of Andromeda. After suffering tremendous casualties the Empire eventually signed a mutual anti-aggression pact with the Arcane Alliance agreeing to recognize their sovereignty. This was later amended even further when the Empire agreed to re-legalize magic under the condition that all mages register with the High Inquisitor if they are to operate within the authority of the Empire. In exchange for the end of anti-mage persecution, The Arcane Alliance helped construct, The White City as proof that Magic, Science and Religion can peacefully co-exist. Today The White City remains an economic and administrative power throughout The Realm.

In 529 CY after the death of Archmage Hyrogilia, The High Mage Council began the process to elect a new Archmage. One of the leading contenders and renowned as arguably the most powerful mage in the Realm was The Magician of Andromeda, Azimuth. Though the decision was a close call it was decided that Azimuth was to unstable due to his ruthless political history. Azimuth responded by destroying the city of Andromeda, killing tens of thousands in his rage.

## Cities

* Zenith
* Arcadia
* Aethiopia
* Nairi
* Alkirian
* Dolmeria
* Coldcrest
* Goldwren
* Valor
* Delmarva
Tel'vali

Tel'vali is believed to be one of the largest concentrated Wood Elf settlements still in existence.

## History

Tel'vali had previously been damaged heavily during The Invasion and later wars. In recent years, the wood elves who had been living in along Lake Errine began to focus their attention on rebuilding the town. Most of the town is made of new buildings, as the wood elves cleared away the ruins they could not restore.

Tel'vali is the sole warm haven for hundreds of Kilometers among the section of Wildvale bordering Lake Errine. The oppressive weather and the creatures that lurk in the shadows make much of the shoreline inhospitable, but this thriving trading post is a safe place for travelers to restock and rest. The town had about 200 residents at the dawn of the century, mostly night elves, but has grown to about 1,500 residents in recent times. Visitors can stop at the Fish Eye Tavern for a hot bite to eat, purchase supplies at Tassik's Tradepost, or, if they have the knack for sailing, rent a skiff at Syran's Boat House. Residents are quite outgoing for night elves and free with advice, whether offering tips on sailing or advising on travel through Wildvale.

Tel'vali is a small town with little to defend except a safe way of life. The residents' jovial demeanor is but a thin veneer covering a grim determination to protect their homes. There are few armed forces in a military sense, but local scouts and rangers serve as a ready militia and are prepared to defend their quiet hamlet to the death.
Kirkland

A typical Kirkish valley

Kirkland makes up a large part of the Realm's highlands. Large hilly yet green pastures are broken up by frequent rocky and sporadically distributed mountains. Formerly also part of the Celtic Empire before gaining Independence in -50 CY after the dispute over the legitimacy of the Stone of Scone as a method to decide ruler.
Orc

**Orcs** are a race of savage humanoids most renowned for their hatred of civilization, ceaseless raiding and violent attitude.

Orcs are believed to be native to the Realm and other continents outside it.

## History

Some translated tablets found in ancient ruins in the south implicate Orcs to be the downfall of their civilization. Other tablets claim the orcs to be a creation alchemists, though this was referring only to mud orcs. Many modern scholars have taken this to mean all orcs were originally the creation of humans despite historical evidence implying contrary.

Originally the orcs were a shamanistic people cultivating a clan based society based on war and conquest, some of these clans culminated into large Empires. At least two of the four types of Orcs are believed to have originated from The Realm, Red Orcs and Mud Orcs. Green Orcs on the other hand are more recent immigrants to the region. Having originally arrived as sporadic raiding parties over the course of several thousand years. Though most of these raiding parties left the region after sacking it.

The results of these raids often enough were that dozens if not hundreds of half-orcs would be born due to the impregnation of their non-orc mothers. Usually these bastard child abominations would be killed upon birth or otherwise left to fend for themselves.

Some cases have reported mothers keeping the children and hiding them from others or if they are left to fend for themselves then being adopted and raised by rogue orcs, left behind after their raiding party had left or otherwise raised by other nearby species such as trolls or Minotaurs. If an orc raiding party occupied a settlement long enough to witness the birth of their half orc rape babies or otherwise had it occur with a captured slave they had brought with them as a trophy they would often consider the orc to be one of their own, though this is not always the case.

Still, half orc clans and communities could sometimes grow into the hundreds and persist for decades after the original orc raiding party had left the region.

It wasn't until the mid -1600s CY when the first reports began of orcs permentally settling in the Realm. These attempts at coloniziation were vigorously fought against by humans over the next several hundred years and lead to Orcs Clans beginning to make alliances with other beast races such as Minotaurs, Ogres and Trolls.

Looking for a permanent homeland, armies of these groups often attempted invasions of Wood Elf territory. Participating in bloody campaigns that lasted for years at a time. Some have even argued that if not for the work of Orcs and other inhuman beasts that the elves would never had submitted to the domain of man.

## Appearance

Orcs are approximately 6- 8 feet tall, with muscular physiques. Males often have very long and unusual facial hair. Females tend to have eclectic hair styles and unusual piercings.
Lizzy Stride

**Elizabeth "Lizzy" Stride** is the leader of the Dead Eels Pirates. Her gang primarily operates as pirates on Lake Rifton, robbing trade and supply ships coming to port and killing any who get in her way. Ontop of that she is directly involved in majority of the water based smuggling operations within the city.

## Physical Description

Described as "Fair-skinned and brown-eyed, with hair as black as the Void." She is infamous for both her cruelty and physical strength.

Distinguished by her tattoos as well as her teeth which had been filed to sharp points. She commonly uses her mouth as a weapon doing things like, biting a man's tongue out of his own mouth during a raid on a supply ship before throwing him in the river because he had looked her in the eyes.

## Biography

Originally an orphan from The Red Coast, Lizzy fled the area at an early age after killing an abusive schoolmaster. She disguised herself as a boy and became a cabin boy on an Empire Navy ship, gaining popularity among the other boys. However, her secret was discovered when she reported to the ship doctor after an injury; before the doctor could tell anyone, Lizzy killed him. She attempted to then lead a mutiny and the other boys fought with the crew for a short time until order was restored, and many of children were executed but Lizzy and a few boys managed to escape the ship, she spent the next few years of her adolescent traveling the coast line and working various jobs, including being trained as a cartographer on the coral Coastline.

Lizzy eventually made her way to Imperial City and shortly thereafter formed a gang in the dock district of the lower ward. After rival gangs began increased attacks on their base, Lizzy stole a fishing schooner and the gang modified it to become a makeshift pirate ship which they used to attack both merchant and passenger ships alike along the shores of Lake Rifton.

After gaining a reputation as one of the most feared criminals in Imperial City she soon became a mob boss in her own right. Expanding her operations to smuggling within the city along with piracy. After the arrest of Hoblon in 554 CY one of Lizzies former lovers and business partners, Skackjaw contacted her and offered to cancel her gambling debts if she would spend the day bombarding ships along the harbor in order to spread out the resources of the City Watch and put the city in chaos for their planned assault on Blackgate Prison in order to break Hoblon out.
Dwarfhold

Dwarvern civilization revolves around the inhabitation of well-protected fortress city-states known as **Holds.** These mountain bound settlements serve not just as a home for the dwarfs that inhabit them but as an extension of their family and clan system.

The majority of Dwarven holds were built long ago and are today abandoned or otherwise lost beneath the mountains.

Horrorholds

Mort Karuz is an Alabastian dwarf hold memory holed from the desets of Anraska

The practice of memory holing is when an event is forgotten by the collective consciousness of society and from all known records typically due to collective trauma which is so severe it rips a hole in the psychic reality of perception
Bottle Street Gang

The **Bottle Street Gang** is a powerful criminal faction in Imperial City. Based on Bottle Street in the Lower Ward, it recently won a bitter war with several rival gangs for control of the Distillery District. The gang is led by Slackjaw, who uses the now abandoned Whiskey Distillery to manufacture bootleg Sokal elixir. From illegal gambling to extortion, the gang plays a part in almost every criminal enterprise throughout Imperial City.

## Known Members

* Slackjaw
* Gatsby
* Renova
* Macintosh
Elemental

The **elementals** are potent and volatile beings of pure magical energies. Though most wild ones have since been eradicated. Many still roam the less populated regions of The Realm, causing havoc and chaos in their wake. They are commonly summoned as guards and servants by Mages and some types of Shaman.

There are four basic types of elementals, each corresponding to the basic elements of the world: earth, fire, wind, and water.

## History

Though they originally ran rampant across The Realm and were common threats for members of the early tribes of man who wandered outside their village, today they have been completed wiped out of most areas in the Realm, with wild ones only being occasionally found in the most remote parts of the realm.
Troll Wars

**The Troll Wars** were a series of conflicts between the forest trolls of the An'manti Empire and an alliance of the humans and elves of Thalamus

 **Outcome**: Decisive Human-Elven victory
 * Autherian Empire
* Kingdom of Thalamus
 * King Agenor the Trollslayer
	+ Chief Rovinar
	+ Lokrar†
	+ The Wizard Melvarnus
* Sathrun Kal'storm
 * Elven and human armies
* Over Twenty thousand humans
 * Moderate for the elves,
* Light to moderate for humans
Underdark

**The Underdark or** **Darkhallow** is the vast network of massive underground caverns and tunnels underneath the earth that serve as home to some of the most dangerous creatures in the Realm.

## Description

 A land of complex caverns, tunnels, lakes, forests of mushrooms, and bioluminescent plant life. It is as deadly as it is beautiful. There are some scholars who believe the world below to be the same size as the one above. Expeditions are scarce however, as they have been historically fruitless and very dangerous. Adventurers and explorers often do not return from their trips to The Underdark, and those that do often do so narrowly and vow never to return.

Creatures of the "hallow" have developed over thousands of years a multitude of different ways of surviving. Often times these creatures won't rely on sight, and won't communicate by sound. Psionics is a mystery to the surface world that is almost common place below.

## Geography

World Above
The surface area of The Realm. The name those who live in the Underdark give the surface.
Upperdark
The first three miles below the surface.
Middledark
Located three to five miles below the surface, this layer was where most of the Underdark cities are located.
Lowerdark
Ten miles or more below the surface, the Lowerdark is where even those who call the Underdark home refuse to go.

* Anraki Empire
Rot Riots

The Rot Riots is the name given to a series of riots and criminal hooliganism which swept through Imperial City in 554 CY. Given its name due to occurring two days after the Feast of the Rot.

 **Outcome:** Riot Suppressed
* Mage District Destroyed
* Parts of finanical district destroyed
* Parts of upper ward destroyed
* Bottle Street Gang
* Dead Eel River Pirates
* Peoples Militia
* Harshland Bandits
* Reagan Bandits
* Ederstar Gang
* Lizzy Stride
* Ithicard
* Rothgore
* Regan
* Ederstar
* 58 wounded
* 200 wounded
Plague Cart

As the pandemic sweeps the known world, society's crumbling infrastructures desperately try to form organized methods of disposing of the insurmountable amounts of dead. Criminals are co-opted into becoming the drivers of the plague carts in exchange for pardons they invariably never survive to enjoy. These carts trundle through streets ringing their distinctive bells as the driver croaks as loud as he can, compelling the peasants to emerge from their homes to fill the cart bed with their mass burial destined dead.

## Key Features

* Adapted feed bag containing posies and other herbs in hopes they will filter the impure air and prevent the horse from contracting the plague.
* Bells constantly jingle to both warn the uninfected and to attract those who have dead that need picking up.
* While the driver's visibility is severely hampered by his constraints, he can still crane his neck enough to perceive the roads he has to go down.
* Lengths of fabric catch bodies that fall from the back of the cart and can drag them for short distances (peasants are very helpful in hoisting the bodies back into the cart to avoid having them left in the middle of their streets.
Roper

**Ropers** are ambush hunters, taking the appearance of stalagmites, they wait for a living creature to draw close quickly lasheing out with tendrils extruded from its body that wrap around its target, sapping the creature’s strength. The roper then draws its prey into its fang-filled mouth to consume. As a rope never knows when its next meal is coming, they often slay and eat more than they can possibly consume at once.
Owlbear

A strange mixture of bear and owl, **owlbears** are an endangered ferocious killers whose first instinct is to attack anything they see. Adults stand eight feet tall when rearing up on their hind legs, and weigh up to 1,500 pounds. They are of animal level intelligence.

## Origins

The origins of this strange race are a subject of debate amongst scholars. Some claim they are natural creatures, but certain attributes make others argue they were some type of experiment that was the result of scientific or magical crossbreeding, likely by an ancient civilization.

## Ecology

Owlbears mate for life, and even if one partner dies, the other may retain the body for some time afterwards. They lay eggs, and the hatchlings become adults after two years. The parents become even more ferocious in defence of their young, if such a thing is possible.

The vast majority of owlbear encounters are with solitary adults or a mated pair, although they band together in packs of up to eight. This can be due to a particularly powerful owlbear temporarily gathering together a gang of lesser followers. These packs may also form in response to being hunted; this makes the occupation of owlbear hunter even more dangerous than it otherwise would be.

## Domestication

Eggs and young owlbears are sought after commodities that can fetch a high price. As a result, some hunters specialise in obtaining them. It takes a great deal of courage or recklessness to train an owlbear, and not much less to employ one as a guard creature. The beasts are strong-willed, unpredictable, and ferocious, and many an "owner" has been savaged by his "tame" owlbear.
Norbert Hemingway

Norbert Hemingway is famed hunter, in fact possibly the most famous hunter to have ever lived.

## History

From an early age Hemingway showed an interest in adventure and exploring. After becoming the youngest recorded Dwarf to single handedly slay a dragon, Hemingway took his adventures outside of the Dwarven homeland where he soon became a legend across The Realm.
Red Hawks

**The Red Hawk Mercenary Company** or as they are more commonly known simply as just, **Red Hawks** are a mercenary company based in the city of Bauldor's Gate.

The Bauldor's Gate Mercenary Co. as it was originally called when founded in 345 CY by a former Guard Captain for Bauldor's Gate primarily operates around the inner area of the red coast, though for recruitment they often go to port cities, hiring recent immigrants from far away continents.

While the Hawks base of operations is in the city of Baldur's Gate, they operate other forts and establishments in Tyre, Wildrem and Thyrell. The latter of which proved to be a source for recent hires by Easterain IIV during his war.

Often hired by caravans and smaller towns for protection they have seen their fair share of battle and are sometimes employed by The Empire during campaigns such as The Kandor Expedition.
Tiefling

**Tieflings**, are sentient humonoid creatures who have magically been displaced from their original homes.

Refugees from a foreign world The Tiefling were able to make contact with human mages in 0 CY due to the temporal boundaries between worlds being weakened by the opening of the dark portal. Offering to ally themselves with Humanity in exchange for asylum The Tiefling became an integral part in the resistance against the demonic hordes during The Invasion. After which humanity upheld their end of the bargain and allowed them an enclave on the Mythril Penicula.

## History

The Teiflings origially inhabited a world much like our own until it was ravaged by a demonic invasion which corrupted a large portion of the planets population and left it in near ruins. During the invasion of The Realm the dark portals which had been opened to bridge the demonic hellscape to our own world weakened the fabric of reality enough to allow Mages the ability to communicate with Tiefling Seers and oracles on thier native world. The information telepathically given by the Teiflings were instrumental in the defeat of the demon armies and mages were eventually able to channel enough magic to open portals to the Tiefling homeworld and invite them into ours. Over the next 300 years more and more Tiefling refugees were brought to the realm and allowed to settle in the reach.

## Technology

The Teiflings learned to shape crystals for all kinds of purposes ranging from power containment to data storage.The purple crystals often associated with Teiflings that decorate their buildings, weapons, and armor are known as arcane crystals and are used to power everyday draenei society.
Rift Attacks

The Rift Attacks or Rift War was a series of attacks targeted against the Empire that occured in the aftermath of the invasion and led to end of Standard Imperial Archetecture being used in city and Fort designs. Though the attacks are largely forgotten today, at the time they struck fear and panic across the Empire as portals began opeing above various locations across the world as if the sky itself was being torn open. From the portals came a swarm of destruction that in many cases obliderated whatever was below it. Despite the effort of the worlds best minds the cause and nature of the attacks were never determined and simply stopped happening after several weeks.

The Arcane Alliance were noted to have believed the attacks to be magical in nature  though this fact is disputed today as it was at the time.
Technocrats

The Church has always had a firm stance against technological innovations. So much so that some more religious humans still to this day refuse to use recent technological advances such as airships. After the alliance of coastal free states declared its independence, King \_\_ pressured the church for help in weakening the new power. Archbishop \_\_\_ responded by declaring an edict ordering all those of faith living in any of the free states to return back to The Empire or face banishment from the church. Many humans returned in a mass exodus which served to cause a great powershift as it weakened The Corporation who employed mostly humans. This population change fueled the power of the goblin trading cartels who in many free states became the undisputed leaders of the area in lack of any wealthy human counterpart to keep them in balance. Unintentionally this edict only hurt the empire as any loyalist or Empire sympathizes in a position of power in The Free States, left only to be replaced by a more qualified and often non-human replacement.

Though despite tens of thousands returning to the empire a far greater number of humans refused and stayed. Some of those more devout humans who stayed were desperate for a source of spiritual guidance having had crisis's of faith in their decision to stay.

That's when a mysterious new religious leader by the name of Barnabas Hastralt came forward to offer a solution. He proclaimed that by combining technological powers with the spiritualist mysteries of the universe he would be able to make his followers defy death itself and be forever eternal. His message rang far and wide, attracting those cast out from the church in the free states looking for a new salvation, along with many wealthy benefactors who had dreamed of cheating death.

This new religion was instantly labeled a cult by the church and any caught practicing it as a heretic. But despite that support still grew as many who were sick or amputees came to Hastralt only to be healed through the power of technology.

As their power grew so did their mystery. Many who became members soon secluded themselves in the religions mountain stronghold, distancing themselves from family and friends. Along with this started a strange string off disappearances among those critical of the religion. Some High ranking members of the Church along with scientists and political leaders who had originally criticized the group soon began to go missing. It is said that those living in areas with high Technocrat populations can expect worse as rumors have spread across the realm of forced conversions and horrible medical experiments being performed on those who refuse to convert.
S'hynraiu

**The S'hynraiu** or Sun Guard as they are known in common tongue are an order of elven Paladins and clerics devoted to harnessing the power of light and using it to defeat the powers of evil.

## History

The origins of the sun guard emerged in the year -7,000 CY when new forms of magic began to resonate among Elves across the region. These new forums eventually led to the creation of distinct factions which rivaled the arcane heigharcy of elven society. While the other two factions were cast out from normal society and eventually went into exile, the followers of light magic were the exception and eventually integrated into a fixture of elven culture. The pracitioners of this new magic became skilled healers and warriors who founded their own orders of protection which served as a third protection class for the elven people along side the rangers and arcane spellcasters. A number of orders of Paladins and Knights were created that specalized in light magic and unlike most rangers and spellcasters these orders were indepedent from the rule of the \_\_\_ government and operated individually.

The largest of these new orders became what is today known as the S'hynraiu.

## Ranks

Black Guard

Crimson Guard
Stronghold

Dwarf Strongholds or Fortresses are the names used to describe the dwarfs underground settlements.These settlements burrow deep into the mountains which the dwarfs call home, due to being carved from rock the physical structure of strongholds can last millenia, even if many of them have been abandoned or destroyed, their inhabitants killed or fled. This structure often allows the strongholds to serve as fortresses in addition to their other roles.

## Description

Strongholds can range from ancestral family homes to sprawling underground metropolises.
Beastfolk

**Beastfolk** or **Beastmen** is the collective term used to refer to **bestial** races. Drastically different, culturally and physiologically, from men, the Beastfolk possess different skeletal structures and metabolic processes (even amongst themselves). While rumors of interbreeding between beastfolk and other races exist, none have been proven.

Beastfolk come in a variety of colors and body structures, and are not sub-species of the same proto-race like men and elf. Included in this category are the

## Physiology

The most significant difference between the beastfolk and the other races is physical, with far more differences than those between men and mer. The races of beastfolk are also far more different from one another than any two races of men or mer.[3] The physical appearance of beastfolk range from being humanoid in appearance to more beast-like

## Bestial Races

The **\_\_\_\_** are a race of reptilian creatures native to Black Marsh. They are highly resistant to diseaseand can breathe underwater, as well as the only race of The realmthat are completely unrelated to men and mer, having descended from a race of sentient trees known as .
Shirun

Most well known for the land to its north east; An entire borough strung across with thick black webs, tunnelling and spreading, home now to spiders the size of dogs, the 'Aantal'.

The Aantal are terrible gossips, and if you could figure out how to speak to them they'd be so happy at having a new thing to gabble with that they may not even paralyse you in order to suck out your liquefied insides.

They're also unusually happy with living in such close proximity to other spiders. They'll still eat each other when they need to, but they'll be oh so dreadfully sorry about it.

If you're unlucky enough to live near the Black Web, you quickly learn how to barricade your home for the night and sleep with a big fuck-off knife beneath your pillow. The worst part is clearing away the webs outside with pike and halberd in the morning, they just get it everywhere, and the damned things keep coming back, chittering like disappointed old biddies. It's a damn good thing that the river acts as a natural barrier to the rest of town. Guards, clad in the woven and toughened black silk armour, double their watch on the bridges at sundown.

It's no surprise they've settled here, their silk is rare and tough, farmed by the settlers of Shirun, the town's crest even depicting the Black Web itself. The bountiful and lucrative exports of this material come at a cost, however. To keep the Aantal contempt they are to be fed. After all, plump spiders produce the finest silks. The locals provide livestock, commonly calfs and the young or maimed sheep. Although these offering have to be supplemented by human flesh, often criminals as their death sentence. Occasionally, however, fresh Elven females are requested as a delicacy to the Aantal. An annual ritual is also held to celebrate the beginning of the years biggest harvest: an Elven virgin expected to be presented at the start of every autumn.

It's also no surprise the spiders developed this fine taste. To the North East of the town, Shirun, is the ruins of Strattleborough. Situated to the south west of the border to the enchanted wood elf forests. The ruins were left alone- believed to have been completely plundered and reduced to a decrepit rubble of worthlessness that now resembles an labyrinth of foul stench and dampened tombs. A few (incredibly dangerous) channels of the underground chasms remain unexplored, however, and are expected to be infested with spiders and other beasts. These creatures famously once inhabited the 'Dungeons of Strattleborough'; commonly referred to as 'Haunted Hell' when they were in use, hundreds of years ago. Few daring Elves would venture here in search of older treasures, but those that returned did so with empty pockets.

More recently new species of spiders have been increasingly commonly found to wander the Wood Elf forests, close to Strattleborough yet around the edges where their magical influence is at it's weakest. It is therefore speculated that the Aantal had once co-habited the dungeons with these other spiders, but have since emigrated south and settled; comfortable their symbiotic relationship among the peoples of Shirun.
Elemental Lord

The **Elemental Lords** are the most powerful elementals in existence and the leaders of their respective types.

The current Elemental Lords are:

* Neptune the Waterlord - water
* Sa'thar the Firelord - fire
* The Earth Mother - earth
* Thunderean the Windlord - air

## Powers

Elemental Lords have the power to take control over specific elementals of their own type, but only when those elementals are within the area of its divine presence. This ability does not work on primal or elder elementals. All smaller elementals will obey their Lord unquestioningly. Larger ones usually do also, but should they wish to resist the Lieutenant's commands, they may attempt to do so, but it is unlikely for that to happen. The Elemental Lord can also break another being's control of a summoned or enchanted elemental; those who have control over the elemental will have a difficult time maintaining control. Should the controller maintain command of the elemental, the Elemental Lord may not make another attempt to control or command that elemental for one full day.

Whenever a spell is cast of the same magic type within the area of the Lord's presence, it becomes instantly aware, and can take control of the magic as he wishes. The spell can be countered, transferred to another target or area, or reflected back at the caster. This ability also functions against elemental spell-like abilities employed by other creatures, elementals or otherwise, with the sole exception of those used by creatures more powerful than the Elemental Lord. In much the same vein, the Elemental Lords can exert their control over magical items which employ spell or spell-like abilities, with the sole exception of those imbued within major artifacts.
Hathorn

Hathorn is one of the most eastern kingdom of the Empire within in The Heartlands, being boarded by Gilramore in the north and \_\_\_ in the west. A smaller but Independent Kingdom known primarily for its strong military, unusually warm acceptance of mages and large number of mercenaries that originate from the region.

Casilvenia
Nightgaunt

Nightgaunt's are an unproven species of demon or other creature said to inhabit the regions outside of Darkwood. Though zoologists and other academics refuse to classify them as none has ever been found dead many around the region still report seeing them stalking their homes at night and the Nightgaunts are often implicated in disappearances of locals.
Bounty Hunters

**Bounty Hunters** are people who make a living out of catching criminals for the bounty on their head.

The reasons behind a bounty hunter doing their job is often mixed. Some are hunting down criminals just for money, others to bring them to justice their way and some for fame. Of course, there are also those who hunt down bounties for the challenge they offer as a means of testing their own level of skill. Bounty Hunters also act independently from other established law enforcement groups and are free to roam as they please. They also have no fixed workings and some may hunt solo or with others, making them nomads at best. While they are sometimes no better than criminals themselves, they are left alone to hunt criminals so long as they do not break the law while doing so. Regardless, all criminals apprehended are released into the custody of The Empire dead or alive.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Even by those with bounties themselves. Slackjaw often kept several mercenary hunters on retainer so as to have more experienced and capable bodyguards ready if he needed a job done outside the bounds of Imperial City where his gang was able to run free.
Commander Jarald

**Commander Jarald Trehy** is a high ranking member of the remaining military forces of the Wood Elf remnants.

## History

Jarod was a minor guard in the city Al'thales and was soon promoted to the rank of Captain for his bravery and skill. Soon when humans began attempting to invade Wildvale, Jarald volunteered to help assist the elite rangers in their quest to drive them back. During the Invasion Jarald successfully evacuated thousands of civilizations from Al'thales, that otherwise would of been killed during the attack on the city.
Druid of the Wild

**Druid of the wild** is a class of druid which incorporates many different animals and animalistic aspects into their repertoire. Some still call themselves druids of the wild to represent their breadth, but as this approach is now standard, mostly they are called just druids. Druids of the wild grow such a strong affinity with nature that they may assume the form of animals and even super-natural beasts.
Kin Tori

The **Kin Tori**  is the largest Mage organization in the realm that leads as the functioning government of the magical Arcane Alliance of Delmarva. Its members are some of the most powerful magi in the Realm. Once a secretive and selective order of magi that kept aloof from ordinary politics, the Kin Tori has since become one of the foremost factions in the Realm after declaring independence in response to the Empires attempt to outlaw all magic.