recursal/Fanatic-Fandom huggingface dataset:
Gildenstadt

The Banner of Gildenstadt

Gildenstadt is one of the most economically important cities in the Kingdom of Whytehold. It is home to the Royal Bank of Gildenstadt, as well as the Royal Mint, And the National Trading Offices.

Gildenstadt is situated mostly on an island in the middle of the River Strom, close to the mouth of the river. It therefore has complete control over the trade up and down that river, which goes from Whytehold to the White Bay. It officially exists within the Rivenwald province, though is also on the border of the White Cape.

Many years ago, The Royal Bank of Gildenstadt absorbed the Merchant's Guild of Bordellyon, becoming the most financially powerful entity in the Kingdom, with almost complete control over the economy. Gildenstadt is where the Kingdom's currency, Gilders, are minted, and one of the few places where they can be exchanged for Crowns and Oro. In the city itself, the Bankers have more influence and power than the aristocrats or the military commanders. In fact, the city's main government building, the Gilded Keep, is connected to the Bank, which is much larger and massively overshadows it.

The city's de facto ruler is Lord Johannes Kerzenburg, Master of the Bank.

The Bank, and therefore the City of Gildenstadt, have enough financial influence and leverage to act as an almost independent faction within the politics of the kingdom. Though the crown technically has supreme power, it is usually indebted to the Bank.

The City of Gildenstadt is protected by a private militia called the Gilded Blades. Unlike other military groups in Whytehold who fight out of loyalty or duty, this group fight purely for money. The group was originally formed from a mixture of mercenary companies, and soldiers are still often recruited from mercenaries. The Gilded Blades can be recognised from their penchant for gold plating.

The City's emblem is a Golden Horse on a black background. This is based on the flag of the Rivenwald.
Xangwu

Xangwu is one of the three main cities of the Three Dynasties of Shavhan, alongside Vanh-Gu-Shei and Ao Mizhao. It is the northernmost of these cities, and the most militarily inclined.

Xangwu is situated high in the northern mountains of the Xang Vale, north of the Tzogin River. The city is ruled by the Qin-Gin dynasty of Emperors.

Xangwu is the most pious of the Three Dynasties cities, and the most fiercely devoted to Shoguvhan and the Earth Dragons.
Darius Valurian

Darius Valurian is the seventh High Magister of the Grand Academy of New Haven. He teaches the strange and exclusive subject; "Magical Understanding".

It is unknown what kind of magic Valurian specialises in, and very little is known about his past. What is known is that he was appointed the position of High Magister by the Grand Magus Thaddeus Pureborn, several years ago.

### Personality

Most would describe Darius Valurian as eccentric. Others may describe his as anything from quirky to insane. Valurian seems to eschew social conventions and acts in unexpected ways. Nevertheless, he is generally very kind and friendly to people, always willing to provide support and assistance.
Dragonkin

Dragonkin are humans, with the blood of dragons, thanks to blessings bestowed upon their ancestors by the Dragon Sovereigns. This gives them many draconic traits, and sets them apart from regular humankind. They are fairly rare, but widespread, and are most common in civilisations who worship dragons.

## Description

### Appearance

Dragonkin are as varied as dragons themselves, however, there are a few things that are consistent.

Dragonkin have mostly human bodies and faces, though they may have scaling on their brow or jaw, and pointed ears. Most will have slit pupils, and some may even have large draconic horns upon their head. The most common features for dragonkin are scaled hands and feet, which end in sharp claws. Some may even have a reptilian tail.

Dragonkin appearance is largely determined by the nature of the dragon who granted their ancestor a transformation. A Dragonkin with Earth Dragon heritage will usually have thicker scales, in colours of brown or grey, while a Dragonkin related to a Water Dragon will be more streamlined, with fins, and blue scales. The colour of the Dragonkin's scales is also determined by the draconic ancestor; Fire dragons generally having red or orange scales, water dragons having blue, etc.

### Elemental Affinity

Dragonkin will usually have a magical affinity with the type of dragon that they are connected to. For example, Dragonkin descended from the Arcane Dragons will have an affinity with arcane magic. Some Dragonkin will inherit certain abilities from their draconic connection, such as the ability to breathe fire.

All Dragonkin are connected to an element, just like dragons are, and as such they often have a natural affinity for that element. If a Dragonkin learns magic, they are intuitively drawn to the element of their heritage. They also often have a personality which correlates with their element; Fire Dragonkin will be naturally passionate, and often quick to anger, Earth Dragonkin will be stoic and stubborn, and so on.

## Background

### Relations with Humans

Dragonkin are fairly rare in human society, but many can be found in civilisations which worship dragons, or in large diverse cities. They get along with humans easier than the other creatures in this list, since their minds and personalities are not too affected by their draconic traits, and they look mostly human. Some of the less subtle dragonkin can be ostracized by humans, especially in rural or intolerant societies.
Lunolyn

Lunolyn is one of the Draconic Sovereigns, and is the Dragonlord of Shadowlight. He watches over all humans who utilise Shadowlight magic, and is leader of the small Shadowlight Dragon Brood. He is the youngest Draconic Sovereign.

As a being intertwined with the Divine Realm, Lunolyn is connected to the metaphysical concept of Hope.

A symbol often associated with Lunolyn is a Solar Eclipse.

### Background

Lunolyn was born out of a strange affair between Velkyn and Livia, while they were trapped in the Abyss. His birth marked the return of Shadowlight magic to the world.

Like most dragons, Lunolyn chose his own name. It was derived from a portmanteau of the two moons; Lunic and Io, with a standard suffix for male dragons "lyn" added to the end. He prefers to be called simply "Luno".

Though born some time around 18.00, figures with the same powers and humanoid form as Lunolyn have appeared in history prior to this, most notably the Divine Messenger Izimud, who was prominent in the cities of Izero and Byzarat in ancient times. One possible cause for this anomaly is the fact that Luno has been acquainted with Anankhe, the Time Strider.

### Appearance

While in Dragon form, Lunolyn is a graceful creature with large wings, and scales of black, white, and gold. He is the smallest of the Draconic sovereigns. While in human form, he takes the form of a tall, athletic, and handsome young man with long black and white hair. He often wears sunglasses.

### Powers

As a being of pure Shadowlight, Lunolyn embodies the contrast between light and darkness. As such, his powers allow him to protect and destroy in equal measure. However, Luno's laid-back personality prevents him from using these powers very often, and he prefers to aid mortals in more humble ways.

Lunolyn also has the power to teleport great distances, and move at incredible speed.
Kassi Fang

Captain Kassian Fang, preferably shortened to Kassi, is a player character in the Shattered Union Campaign, and is a grandson of Vanessa Fang.

Kassi is the last remaining Fang on Isla Cobre, after the collapse of the Pirate Union. He is desperately trying to rebuild the union and prove himself.

Kassi stole two of his family's heirlooms, the skyship the *Vanessa's Revenge* and the sword Mistfang, from his sister Aylandra during the collapse of the Union.
Azjol

Azjol, the Spider King, is a dark ascended being and a Demonlord. He represents trickery and deception, and his powers relate to this.

Azjol is a powerful creature who leads a vast group of followers known as the Cvaldin, and rules his own section of the Divine Realm; an area known as the Endless Web.

Azjol was formerly the King of Violetholt, but when he attempted ascension the gods cursed him with such a horrific appearance that he could no longer live on the surface. He lead a loyal group of followers underground, and now rules the Depthers.

Azjol is not a true ascended. He is immortal, but his power is a twisted corruption on the divine magic of the gods. The gods do not willingly grant him power, so he must constantly steal it from them through rituals.

### Background

Azjol stole the throne of Violetholt through a grand deception, killing the true prince and replacing him. As king, he was renowned for deception and trickery, and was a powerful dark priest. Like many in Violetholt, he worshiped the Faceless God, though he constantly tried to come up with ways to trick the gods and steal their power. For this reason, he was the Faceless God's favoured disciple.

Azjol gathered his followers together to perform a great ritual, promising them that it would grant them all immeasurable power. In truth, the ritual would drain the power and energy from them all, and imbue Azjol with it, allowing him to ascend. At the completion of the ritual, the gathered mages began to wither and collapse, and Azjol was imbued with great power. That was when the Faceless God approached him and offered to make Azjol his champion.

Azjol had been expecting this, and activated a secondary ritual designed to steal the god's power. But it is hard to trick the god of tricksters, and the god manipulated one of the still-living withered mages to sabotage the ritual. With the ritual sabotaged, Azjol was at the god's mercy. The Faceless God cursed Azjol with a horrific appearance, that of a monstrous spider creature.

At the ritual's completion, Azjol had become an immortal monster, but lacked the power of an ascended that he desired. The mages who survived the draining had become withered and hideous, and now fears Azjol more than ever before. With these followers, Azjol descended into the caverns below Violetholt, to regather his strength.

With his followers, Azjol performed a ritual to create his own private part of the Divine Realm, which he could use to steal divine powers. This area became known as the Endless Web.
The Dark Isles

The Dark Isles are a series of infamous islands on the southern portion of the Shattered Sea. They are known to be a hub of Dark Magic.

The sky always seems to be obscured with dark clouds, through which daylight barely reaches the isles. In addition to this, the thick treetop canopy leaves the isles in shadow, giving an eerie sense of endless night. The ground itself is dark, the soil almost black like volcanic rock. There is a surprising amount of plant life on the isles, but it is adapted for the dark conditions. Rather than green and leafy, the plants are thorny and stout, in colours of red, purple, and blue. The wildlife of the Dark Isles is also strange. The creatures are dark coloured and furtive, prowling among the undergrowth and rarely emerging.

The people who live on the Dark Isles are remarkably different from the other inhabitants of the Shattered Sea. They all seem to bear slightly inhuman features, and their skin is often grey and colourless.

Almost all Dark Gods have a following on the Dark Isles somwhere.

## Notable Isles

### Narak Shar

The largest island in the Dark Isles, Narak Shar is home to the infamous N'Shari tribe. Their gods, Vashargo and Ogravo, are the most popular gods upon this isle. The N'Shari are necromancers, who command undead servants to perform all their menial labour.

### Nyoka

The isle of snakes, Nyoka is populated with an abundance of serpentine creatures, and holds a large following of Skarykus. The Nyokans are known for their strange appearance, with their smooth faces and slit pupils, and are known to be able to use dark magic to mimic their foes.

### Kago Makoa

Kaho Makoa is a mysterious and fairly small island. It is most notable for containing an ancient and huge temple upon it, supposedly once devoted to Velkyn. Kago Makoa is the island which Sebastien Canarro visited, and is where he encountered the necromancer twins Elsa & Etta.
Black Monastery

The Black Monastery is the headquarters of the Dark Monks, and is located in Eastern Tyrrus. It is built high into the Dragoncrags, in the region known as the Blackwald.

The Black Monastery is a heavily fortified set of black stone buildings, interposed with idyllic gardens and deep pools of water. There are four main buildings in the compound; the main hall, the living quarters, the training hall, and the black archives. The Black Monastery is one of the only sanctioned place of worship for the Dark Gods in the world, and is untouchable by the nations of Tyrrus.

The Black Monastery was once the only place where Dark Monks could be trained. However, with the population of Tyrrus growing, and the vast amount of strife that has occurred across the region in the last few decades, the Dark Monks have received a growing number of initiates, and have had to split the training across a number of secret structures across the region.

### History

The Black Monastery is one of the oldest structures in Tyrrus, having been first founded sometime in the second century, before even the founding of the Rune Kingdom. The original founding of the dark monks is an event shrouded in myth, but was likely originally built as a fortress and home for the religious leaders of the Barrowling folk, an ancient dark-worshiping culture.

Over the years, the Black Monastery has gone through multiple renovations and rebuilding. It has frequently been attacked, abandoned, occupied etc., gradually wearing away the original structure.

The most recent of such renovations was undertaken by Gaius Lestrade of the Nightguard, in order to make the structure more defensible. This involved the construction of an extra layer of heavily fortified walls, and gatehouses along the mountain path leading to the monastery.

### Shrines

The Dark Monks teach that there is wisdom to be gained from all sources of darkness. As such, there is a shrine to all the major known dark gods in the monastery.

Four of these shrines are larger than the others, these are the main four dark gods worshiped by the monks: Daxanine, Morvelen, the Faceless God and Velkyn, each of which have their own dedicated chapels in the monastery. smaller shrines dedicated to the following demonlords: Malphakain, The Horde, Azjol, and Czoloch, are located in the four main towers of the monastery.
Irikkad

*"Irikkad; Alshah's paradise made real! Truly, no city on Coryphiel is it's equal in wealth and luxury" - Grand Vizier Azhilad An-Saan*

Irikkad is one of the main cities of the Izir Confederacy. It is known as the wealthiest city in Izir, and likely on all of Coryphiel.

Irikkad is one of the few cities in Izir still ruled by a royal family. The current King of Irikkad, Taimur I, is possibly the richest man alive.

Irikkad is the main port city of Izir, and one of the major hubs of trade on Coryphiel, matched only by Vanh-Gu-Shei, and Erradan.

Irikkad is also the birthplace of the current major Izirian religion, the Order of Alshah.

Irikkad has a long-standing rivalry with Azakkad which goes back centuries.

The primary ethnicity of the inhabitants of Irikkad is Maranni.

### Geography

Irikkad sits upon the Maranni Coast. This region is known for being a mostly dry and sandy stretch of coastline with the occasional fertile inlets and river mouths. The most prominent of these is the Bay of Kallah, beside which Irikkad sits; a haven of life and greenery among a vast arid expanse. To the East of Irikkad is the vast Zulfi-Kad Desert, a mostly dry and inhospitable region, but a valuable trade route.

### Military

The Irikkaddi Gold Helms are one of the many mercenary organisations of Izir. They primarily act as a militia for the city of Irikkad, but their services are rendered across Izir. They are distinguished by their distinctive gold helmets and respendent uniform, a mark of the wealth of their home city.

### History

After the first Desolation of Izir, while the Izero Empire was beginning to collapse, the Maranni sailors of the Western coast were struggling to survive. Much of Izir had become arid, food and freshwater were difficult to find. Adding to this, they were constantly under attack from the dark creatures of the Desolation, and getting no support from Izero.

#### 1. Irik the Prophet

It is from this point that the legends diverge. The most common story tells that Alshah himself appeared to meet a Maranni chief called Irik, and gave him a vision of paradise down the coast. Irik guided his followers to the Bay of Kallah, a large fertile river mouth, where they began to settle. After this, Irik became a conduit for the words of Alshah, and laid out rules for how their society would survive and prosper. Once the city had grown to a decent size, it was named "Irikkad", and Irik was crowned as its first king.

#### 2. Irik the Deity

A second version of the story tells events differently. In this version, Irik recieved his vision from Atin, god of the Sun. Like in the first version, Irik guides his followers to the Bay of Kallah, where they settle. However, in this version of the story, Irik's journey is not yet complete, and Atin guides him to leave his people and walk into the desert alone, in search of the Sunspire. Years later, Irik returns, but as a being of pure light. He is given the new name, "Alshah", and instructs his people how to run their society.
Akrazur

Akrazur was the Draconic Sovereign of Air for many millennia, until he retired and passed the position to Vaalkazur.

Shortly after the events of 20.18, when the Saviours defeated Zaikerik the Betrayer, Akrazur retired his position. He retreated to a small island in the Spiral Isles, close to Isla Cobre, called Cartona Atoll.

Akrazur retired out of a desire to become more involved in mortal affairs, and to convince other dragons to do the same. Along with Shoggor and The Anthozoa King, he has begun to form a group of deities called "The Pantheon", which discards typical attitudes of aloofness, and instead aims to help humans.
Denizen Castes

The inhabitants of the Denizen Commonwealth of the Otherworld have a particularly rigid society, divided into several castes. These castes are essential to the structure of Denizen life, though could be seen as oppressive.

Your Caste determines your job, and determines how much influence and respect you have within Denizen society. It also determines how much amenities and luxuries you are allotted. A Denizen is able to ascend their way through the castes through hard work and determination, and in this manner they can ascend ranks within their current caste, or ascend to the next caste up if they are skilled enough.

## Castes

The Castes can be vaguely arranged in an order of political importance, though it's not that simple. For example, somebody who occupies a high rank within a low caste would have more respect and influence than somebody in a low rank of the caste above them.

### Nazat Caste

The Nazat Caste is made up of unskilled workers. Farmers, gatherers, labourers, and servants all fall under this category. It makes up the largest portion of the Denizen population by far.

### Naqaan Caste

The Naqaan Caste is responsible for the culture and entertainment side of Denizen society. This covers such roles as artists, writers, performers, and musicians.

### Navola Caste

The Navola Caste is made up of more skilled workers, anyone whose work requires some degree of expertise. This covers accountants, technicians, architects, doctors, etc.

### Nazaad Caste

The Nazaad Caste are the warriors of the Denizens. They guard the walls of the city, and hunt dangerous creatures. They also perform some other duties, such as law enforcement, and martial training.

### Nathaya Caste

The Nathaya Caste are the magical authority of Denizen society. They are expert magic users, and it is their responsibility to research the world, and maintain the archives.

### Najuuris Caste

The Najuuris Caste are the ruling class of Denizen Society. They make the rules and govern the commonwealth. They perform every function in politics and law.

### Narothis Caste

The final Caste, and by far the most exclusive. The Narothis Caste encompasses the Supreme Magistrate Que'Naroth, and his personal advisors, guards, and servants. This is considered the most divine caste, and also the most mysterious, rarely interacting with the rest of Denizen society, and mostly staying within the palace.

## Other

### Maletha

The "Maletha" caste does not have a place within the standard caste system and is instead reserved for those who break one of the Six Laws. They are ruthlessly hunted down by the law enforcement of the Denizen Commonwealth.
Melinda Gallows

*“I’m blessed with a loving husband, three beautifully talented children and the quaintest town a woman could ask for.”* - Melinda Gallows

Melinda was the childhood sweetheart of Midad, the two grew up together in Telmont and were inseparable from a very young age.

Over the years Melinda grew fond of the publications her husband produced, particularly the short stories for children, she took these into the streets and would relay them to the children of the aptly named Telmont Orphanage where she worked as a tutor for the young ones.

Eventually Melinda gave birth to three children of her own: Sebastian, Cedric and Elena Gallows

Who she personally cared for and raised herself despite there being no shortage of maids to assist in patently duties.

After the incident of the Telmont Party in 20.16 it broke her heart to see her family torn apart with Cedric's banishment, obviously horrified with the destruction of the library she shut herself away for 3 days afterwards.

The relationship between Melinda and Midad grew cold for the year without their son, whenever she had a chance she would ask Midad to reach out to Cedric again and rebuild the bridge however he didn’t want to hear it. Over the months she collected newspaper reports and letters concerning Cedric's actions so in some way she’d have him around still. After hearing of the two revolutions in Whytehold and Aysa’s day fast approaching she made one last plea to Midad to at least sign a letter she prepared for Cedric, he refused.

Angered she scrapped the letter and wrote a new one, however the anger quickly gave way to sadness. She loved her son, but she also loved her husband… She decided to ask Cedric not to worry, it was going to be okay! And she was thinking of him.

A few more months pass and eventually news reached The Gallows Manor of Archmage Cedric's anointment, this was enough. Midad ridden with regret woke up the family in the early hours of the morning with packed bags and a carriage waiting~ They were going to see their son.

In a way, Melinda wanted to be angry with Midad coming to Cedric after he’d accomplished so much however she couldn’t find it in herself too. She was just overjoyed to see her family all together again.

Melinda stood by Midad for many years while he ruled as Barron and was proud and supportive of her children in everything they did! However after his death Melinda too took a turn… within days she went from the spit of health to quiet and frail. It was as thought the last 50 years of her life suddenly hit her all at once, within a month of Midad's passing Melinda too died peacefully in her sleep.
Heirophant

The position of Heirophant is the highest position in the Church of the Light in Tyrrus. The Heirophant lives in Sollan Temple, the spiritual heart of the church, and is considered an incredibly holy figure by any who follow the Light.

Traditionally, the Heirophant possesses incredible power granted by the Light, and is supposedly able to communicate with the gods themselves.

The position of Heirophant is currently held by Benevolence XII.
Anovid Kilnegar

Anovid Kilnegar is a player character from the early days, who became a minor NPC in the Legends of Tyrrus.

Anovid was born in the year 20.1, to a crumbling Havenite noble house. From a young age, Anovid was plagued with visions of ghosts, and the disapproving criticism of his dead ancestors. He was very likely a Sorcerer of Death magic, though this wasn't understood very well at the time. He became a troubled young man, with powerful necromancy, and a penchant for performing strange rituals. At the Grand Tournament of Erradan in the year 20.15, Anovid accidentally resurrected Sir Zeylin's ghost, and brought an army of the dead to the city. When he met Mina Frost, and the two bonded over having necromantic powers they couldn't control, she managed to silence the ghosts in his head. Anovid then joined the Dark Monks, and became close with Mina.

Anovid was present at the Second Undead Invasion of Erradan, in the year 20.16, and aided the Saviours against the undead.

Anovid was present at the Battle of the Blackspire.

Anovid married Mina Frost in the year 20.24.
Haltalloy

Haltalloy is a metal alloy with anti-magic properties. It was created in Varawyn by Simone Stilfinch, in the year 20.15. It was designed to be a way to protect oneself against mages, and is commonly used for this purpose.

### Properties

Haltalloy has fascinating anti-magic properties. Haltalloy cannot be damaged, manipulated, or even moved with magical energy. A wall made of haltalloy will prevent teleportation through it, or any kind of passage via Fluxomancy. Those who are able to use Metal Magic cannot use it on Haltalloy. Haltalloy will completely block magical energy from moving through it. If a creature has a shard of haltalloy inside them, it completely prevents teleportation, or dimensional travel. However, haltalloy is not as strong as more common alloys, such as steel. It is also a particularly heavy alloy. Haltalloy has an incredibly high melting point.

### Creation

Haltalloy is a metallic alloy, mostly made from Aurichalcum and Lead. There are also smaller amounts of Iron and Silicon within it. Its production must be incredibly precise, a single percentage ratio difference will completely nullify the alloy's anti-magic properties. There are only two places in the world with the necessary equipment and precision to effectively create large amounts of haltalloy; the Valentine-Stilfinch Foundry in Varawyn, and the Abbey of Metallurgy in Whytehold.

### Uses

Because of how expensive Haltalloy is to create, and how heavy it is, it is often used in thin sheets, since its properties are the same no matter the thickness. Secure vaults will often have Haltalloy lining the interior. Specialised anti-magic armour may be plated in Haltalloy.
Kalkooru

Kalkooru is a region in the South-East portion of the known world, beyond Izir. It is one of the most distant civilisations from Tyrrus, and is famously difficult to reach.

Little is known of Kalkooru; it is mostly known for three things: Being fearful (or in some cases, hateful) of magic and magic-users, an abundance of Aurichalcum, and a native population whose skin and hair looks like silver and gold.

### Geography

The sovereign dominion of Kalkooru is split into two main regions; Oorikangu and Palakuku. Oorikangu is the wealthier of the two parts, and is a large island in the south of the Kalkooru Sea. The island is incredibly hot and dry, and extremely mountainous, with the residents usually making their homes in the shade of rock formations. The Capital City, Wekwekninibarra, is situated on this island, a vertical city clinging to the inside of a large canyon, which leads out to the sea.

Palakuku is the poorer, and the residents usually have skin complexions marking them as "less pure", it is a series of islands close to the Southern Izirian mainland, and is often assailed by magical storms.

The most notable geographical feature of Kalkooru is its high quantities of Aurichalcum, the magic-nullifying metal. There is not enough present to completely deaden magic in the region, but magic-users who visit are said to feel weakened and lethargic while there. Additionally, magical creatures generally tend to avoid the area.

### Kalkoori Civilisation

Little is known of the Kalkoori people; they are said to dislike magic, or perhaps fear it, and so the abundance of magic across most of the world makes them hesitant to leave their homeland.

The Kalkoori people have a distinct appearance; they are said to have skin and hair which shines like metal; in colours of Gold, Silver, and Bronze, and sometimes patterned mixtures of these. It is not clear why, but those with skin of clearest and brightest Gold or Silver are considered to be the "purest" kind, and often have the highest positions in society. Kalkoori people do not accept non-humans in their nation; anybody who is not purely human is refused entry. If a child is born with non-human features, they are exiled. The Kalkoori do not differentiate between different varieties of ab-human (e.g. Dragonkin, Cambions, Elf-Bloods, etc.), calling them all "Scorn".

Due to their repulsion of magic, the people of Kalkoori instead find their strength in metalwork, and craftsmanship. They do not appear to be particularly technologically advanced, though this is difficult to ascertain since they do not share most of their advancements with outside visitors. They are, however, believed to possess extremely powerful tools, have the techniques to transmute metal, and can unlock powers within Aurichalcum which other nations have not yet discovered.

The only magic permitted in Kalkooru is that which counters other magic; such as Counter-Spells, Dispels, Silences and Seals. Even this is rare, only reluctantly permitted, and is studied and practiced in remote locations.
Dragonvale Republic

### Major Events

Conquered by the Great Sturvandian Empire: 16.53Rebellion and Re-conquest: 18.01

## Biographical Information

### Demonym

Havenite

The Dragonvale Republic was a nation based around the city of Haven, which claimed control over the entirety of Dragonvale, and the foothills around Mount Dragonclaw.

The Dragonvale Republic was ruled by two major factions, the Senate of Haven, and the Council of Archmages. However, both of these factions were secretly ruled behind the scenes by a mysterious group called the High Chancellors, who ran all of the major affairs of the nation.

The Dragonvale Republic fervently worshipped the Arcane Dragonqueen Zythia.

The Republic was dissolved in 20.16 after the undead invasions of Haven.
Alshin

Alshin, also known as the Golden Lord, is a Light god, and a god within the Tyrranean Pantheon of Gods.

Worship of Alshin is usually found in mercantile cities and towns.

Alshin is very similar to the Izirian god Alshah.

## Themes

Alshin is the god of commerce and trade. Shrines to him can be found in market squares and business hubs. He is the soul of the market, and represents the exchanging of goods for mutual benefit.

However, Alshin is also the god of greed, and embodies the desire for greater wealth and power. Despite this, he despises theft and deception, and only condones accumulating wealth through shrewd haggling and business decisions.

Alshin loves extravagance and displays of wealth.

The symbol of Alshin is a set of scales.

## Mythology

### Placement in the Pantheon

Alshin is the son of Aldin and Aysa. His sisters are Ardella and Alyssa, and his brother is Annor.

### Depiction

Alshin is usually depicted as a golden-skinned overweight man in regal clothing, sat upon a pile of gold and jewels. He wields a golden sword in one hand, and a set of scales in the other.
Reiken

The Flag of Reiken

Reiken, the "Great City of the South", is a city in the Kingdom of Whytehold, and is the capital of the White Cape province. It is the kingdom's main port city, and is one of the largest in the kingdom.

Reiken is ruled by the Grand Seamarshal, Duke Hugo Reiken.

The Reiken Sea Guard are whyteholder soldiers trained for fighting at sea. They form the militia of Reiken, and its naval force.

One of Reiken's most notable locations is the Thane's Hall, a symbol of Whytehold's alliance to Svoldia.

## Geography

Reiken is situated on a long, vaguely crescent shaped coastline, with high rolling hills further inland. Reiken's castle, Kastell Seagard, is situated upon a rocky hill at the eastern edge of this crescent, which is only connected to the mainland by a narrow isthmus.

## History

Reiken is an ancient city, originally constructed by the Reik tribe long ago. Archeological evidence shows humans living on the site as early as the third century.

## Notable Buildings & Locations

### Kastell Seagard

Part castle, part lighthouse, Kastell Seagard is an ancient fortress which has served as Reiken's government building and the residence of the Grand Seamarshal for centuries.

Kastell Seagard is built upon a high and rocky spit of land, only connected to the mainland by a narrow isthmus.

The castle is also the headquarters of the Reiken Marines, an order of knights trained for maritime operations.

### Reiken Docks

The docks at Reiken are perhaps not as large or prosperous as those of the great ports of Erradan, or Calavierus, but they are still impressive nonetheless. Here is where most of Whytehold's fleet is built and maintained, and is where most visitors to the Kingdom from overseas arrive.

### Thane's Hall

The Thane's Hall is a great symbol of Whytehold's allegiance to the nation of Svoldia. Here is where Svoldians and Whyteholders meet to discuss treaties or make war plans. The building has been constructed in the style of a Svoldian hall, and even contains a shrine to the Slayer.
Godsever

Godsever was a legendary artifact from Hirokir. It was a blade, renowned for its power to cut off a creature from the power of the divine realms. If the blade cuts a blessed creature, a warlock, a priest, or even an Ascended, they become unable to use any of their divine powers. This essentially allows it to slay creatures that are made invincible by divine power.

When Godsever is used to slay such a creature, it steals their power and bestows it upon the wielder of the weapon. One major drawback of this is that often the wielder of the weapon is unable to properly handle the power bestowed upon them, and they go mad, or worse, became Hallowed or Demons. If they are able to handle the power, they can become Ascended, such as in the case of Vaasdai or Vanessa Fang.

Godsever was extremely integral to two major events that happened at the end of the Age of Darkness. The first was the destruction of Ulgard Greenblood. After Emilio Ventura and Kagami Nakamura managed to reconstruct the weapon, they gathered their forces and confronted him. Eventually, Vanessa Fang laid the killing blow upon him, and became an Ascended being of Shadowlight, the Lady of the Mists.

The second major event was the defeat of Zaikerik the Betrayer. Godsever was gifted from Emilio Ventura to Ayla Vanderstone, and she then used it in the final battle against Zaikerik. Instead of slaying him, this allowed her to bind Zaikerik to the Crown of the Dead.
Karlassonne

Karlassonne is a large and important city in the Kingdom of Whytehold, in the province of the Rivenwald.

Karlassonne was originally built by the ancient Rune Kingdom, as one of their expansionist settlements. Many of the buildings in Karlassonne date back to this ancient time, and have been maintained over the centuries.

Karlassonne is the largest city in the Rivenwald, and is a massive cultural hub in the Kingdom.

Karlassonne is ruled by the High Marshal, currently Verner Kerzenburg.

### Notable Buildings and Locations

#### The Basilica of Karlassonne

The most prominent building in the city is the great Basilica. Originally built in the fourth century by the Rune Kingdom, this enormous structure has stood strong for centuries. The original purpose of the building is unknown, but it is currently used as a temple of the Light, and is considered a holy site.
Kaylarisa Zaunus

### Relatives

Oskar Zaunus (Brother), Osmund Zaunus (Cousin), Zero-One Zaunus (Father), Rosabel Zaunus (Wife), Antimony & Cinnabar Zaunus (Sons).

Kaylarisa Zaunus is the Lord-Alchemist of Varawyn, a member of the Adamantine Council, a member of the Ministry of Erdannia, and a member of House Zaunus. She is in charge of alchemical science in Varawyn, which includes the distribution of alchemical supplies, deciding which experiments to give grants to, and supporting educational services.

Though Kaylarisa shares the eccentricities of most members of the Zaunus family, she is also notably more sensible, and often tempers the recklessness of the rest of her family.

Kaylarisa married a fellow alchemist, named Rosabel Exmoor. The pair have two adoptive children, named Antimony and Cinnabar.
Dragon Sovereigns

The Dragon Sovereigns (also known as Dragonlords) are the supreme rulers and progenitors of all dragons in the world of Coryphiel. They are immortal, and incredibly powerful. The Dragon Sovereigns are treated as gods by many civilisations across Coryphiel.

Each of the Dragon Sovereigns presides over a distinct brood of dragons, which are related to the disciplines of magic.

The Dragon Sovereigns

### The Dragon Sovereigns

Zythia - Dragonqueen of the Arcane dragon brood

Shoguvhan - Dragonlord of the Earth dragon brood

Salvakoryn - Dragonlord of the Fire dragon brood

Assuria - Dragonqueen of the Water dragon brood

Vaalkazur - Dragonlord of the Air dragon brood

Velkyn - Dragonlord of the Dark dragon brood

Livia - Dragonqueen of the Light dragon brood

Lunolyn - Dragonlord of the Shadowlight dragon brood.
Ace

Ace is a player character from the early days. He had a single minor cameo in the Legends of Tyrrus.

Ace, real name unknown, was mostly known as an excellent sharpshooter, with his dual pistols. He worked primarily for a performing troupe based in Varawyn, showing off gun tricks. However, he also worked as a hired gun. Ace was also renowned as an incredibly attractive man.

In the year 20.15, Ace was hired by Osfryd Zaunus to go on an expedition beyond the Sunset mountains, along with Kaylibeth-Joanne Zaunus. He was instrumental in keeping the two nobles safe throughout the journey, and saved their lives many times. During the journey, he was involved in slaying the Golden Tyrant of Aram'Kai.
Air Dragons

Air dragons are one of the seven primary Broods of Dragons. According to legend, they are all descended from the former Air Dragonlord; Akrazur.

Though many dragons are fickle, Air dragons are the most so, their opinion and attitude changing with the wind. They are also more nomadic than other dragons, travelling more frequently, and further, and rarely ever building permanent homes. As such, they are considered unreliable by other dragons, and their human followings tend to be less well established. Despite this, they are certainly feared, as the uncontested lords of the sky.

### Appearance

Air Dragons tend to smaller than their brethren, but with larger wings, and often possessing smaller wings along the length of their body. They are designed for speed and air maneuverability, instead of raw power. As such, their horns and spines are swept-back to reduce air resistance, and they tend to have long pointed snouts. Most Air Dragons also have very long claws.

Some Air Dragons, particularly those native to Shavhan, have bodies which are very long and serpentine

Air Dragons usually have scales of grey, white, or silver.

### Habitat & Territory

Being nomadic, Air Dragons are not very fussy about their habitat, but they prefer wide open plains or high mountains.

Air Dragons have no designated territory, though they do often pass through the Shuurga Mountains of Shavhan, where they often meet up.

### Abilities

Air Dragons are unparalleled fighters in the sky. They are faster, and more agile, in flight than any other dragon; and can eliminate an opponent with a single dive-bomb ambush. This means that despite their smaller size, larger dragons will usually back down from fighting an Air Dragon in flight.

Air Dragons possess one of two things that they can breathe from their maws; either a bolt of lightning, or a cloud of water vapour. The first is highly useful for stunning foes, before ambushing them. The second is useful for escaping and confusing foes, to make another ambush.

Some Air dragons possess Air magic, which they mostly use to manipulate air currents, to aid their flight and agility.

### Subsets

#### Storm Dragons

Storm Dragons are a variant of Air dragons who focus on the lightning aspect of their element. They have heightened electric capabilities, can stun foes with a touch, and some may even be able to create thunderstorms. Storm Dragons tend to be darker in colour, and often fly alongside stormclouds, absorbing lightning energy.

#### Cloud Dragons

Cloud Dragons are a more peaceful variant of Air Dragons. Their additional wings are larger, and they can glide across the skies for days.
Eternity Constructs

Eternity Constructs are entities created by the Astral Dragon during the forming of Coryphiel. They were created to guide the path of the planet's development, and eventually the development of life.

Eterinity Constructs are notable entities, being entirely different from any other creatures. They lack souls, and cannot be killed in any way (that we know of). Generally they are constructed from stone-like materials, and can quickly reconstruct if they are broken apart.

Though some have been worshiped as gods, they do not have deific powers and cannot grant power to their followers.

Each Construct serves a particular purpose, as determined by the Astral Dragon.

### Known Eternity Constructs

#### Anankhe

Anankhe is the caretaker of time. It is one of the few creatures which can travel through time, and between parallel dimensions. It has the ability to split itself into multiple smaller forms. It takes the form of a large stony beetle-like creature.

#### The Anthozoa King

The Anthozoa King is the caretaker of the seas. From the moment life first formed to the moment it crawled onto land, the King was there to guide it. It appears to be made from coral and seashells.

#### Io

Io is the second moon. It is the largest of the constructs, and protects Coryphiel from threats from outer space, such as meteors.

#### Mycozoa

Mycozoa is the caretaker of the land, protector of plant life and nature. It is a large stony humanoid creature, with a tree sprouting from its back.

#### The Wandering Guardians

The Wandering Guardians are the caretakers of life and magic, as these things are intertwined. They live on the Wandering Isle. There are many of them, and they take the shape of regular animals, but made from stone, and usually covered in moss.

#### C'taloc

C'taloc is the caretaker of the weather. It is a large obelisk which sits at the north pole. It is known to protect the denizens of Caldheim from the worst of the cold weather.
Fire Dragons

Fire Dragons are one of the seven primary Broods of Dragons. According to legend, they are all descended from the Fire Dragonlord: Salvakoryn.

Fire Dragons are considered to be the most aggressive and dangerous of dragonkind. They do not get along with the "polite society" of dragons, and they tend to ignore the truces that other broods make amongst each other. They are not merely wild beasts however, but fiercely intelligent predators with an independent viewpoint.

### Appearance

Fire dragons are typically recognisable by their fiery orange or red scales.

Beyond this, Fire dragons are built to fight. They have long claws, sharp spines, and prominent horns. They are muscular and lithe, built for speed and strength.

Some of the most powerful Fire Dragons may possess permanent embers or flames along their body, typically running along their back or claws.

### Habitat & Territory

Fire Dragons tend to live in hot areas, such as deserts and volcanic regions. They are nomadic, so they never stay in one place for too long, but they tend to return to the volcanic peaks of Zakoba, where their worshipers reside.

### Society

Fire Dragons have the most fragmented, disconnected 'society' of any of Dragonkind. The Sovereign, Salvakoryn, has no interest in ruling all of his brood, simply wants them to spread far and bring devastation. Therefore, the Fire Dragons have split into various clans, which are often in competition. Many Fire dragons are not part of any clan, and live as lone predators.

Fire Dragons who achieve great accomplishments of strength and power may be granted the blessing of Salvakoryn, and turned into Royal Dragons.

### Abilities

The fiery breath of a Fire Dragon is more powerful than the breath weapons of any other dragon, and they all possess this capability. They are also all very strong and fast, but not particularly resilient.

Some Fire dragons, particularly the Royal ones, may delve into magic, developing powerful Fire magic, beyond the capabilities of human mages.
Dark Monks

The Dark Monks are a religious group within Tyrrus who worship the Dark Gods. The Dark Monks work for the defense of the realm, and act against the misuse of divine magic. Their knowledge of dark magic means they have the knowledge to fight undead, Demons, and magic users.

The Dark Monks are based in the Black Monastery, in the Blackwald, on the slopes of the Dragoncrags.

The Dark Monks were founded sometime during the 2nd Century, and the monastery was originally established as a fortress and home for the religious leaders of the Barrowling folk. The Monks are the only remaining remnant of this ancient culture.

## Hierarchy

The head of the Black Monastery bears the title of "Voja".

## Sects

### The Dark Operatives

The Dark Operatives, operate across the Erdannian Empire and the Dominion of New Haven. In addition to their regular duties, the Dark Operatives act in espionage and investigation. They are renowned for specialism in stealth, disguise, and gadgetry. They were founded by the Nightborne family, prominent members of the original Dark Monks.

### The Nightguard

The Nightguard operate mainly in the Kingdom of Whytehold. They are much more direct than the other groups, and are elite fighters. The Nightguard are known to strike out against light worshipers that they believe are abusing their power. This branch were founded by Gaius Lestrade.