recursal/Fanatic-Fandom huggingface dataset:
Drunken Dwarf Taverns

The **Drunken Dwarf Taverns** is a chain-tavern found throughout Ralmulash and Berok. The tavern was first founded by the dwarven sisters Silgun and Ida Brewflayer in 1410 out of the town of Kil Igbit in Ralmulash near the Berokian border. Over [x] decades the tavern has expanded far and wide and is currently headed by the second generation of Brewflayers. They are currently planning expansion into the war torn nation to the south of Berok and Ralmulash.

## History

Kil Igbit has always been an important city within Ralmulash for the production of wheat. Overlooking the valley of the Zapno River, it has always been a fertile place to grow wheat. Sister Silgun and Ida were both farmers within Kil Igbit and were experimenting with brewing there own alcoholic drinks, which they would drink themselves or serve at parties. The drink was a big hit and quickly Silgun and Ida Wheatflayer adopted the name Brewflayer. They sold their drink and managed to safe up money and opened the first Drunken Dwarf Tavern in Kil Igbit.

Looking to acquire new sources of wheat they send expeditions to the city of Zamestko, which lay downstream of the Zapno River. Here in 1415 they acquired contracts to export wheat to Kil Igbit. Over time they would found a new Drunken Dwarf Tavern in Zamestko, the first of its kind outside of Ralmulash. Established within the dwarven section of the city it quickly grew in popularity under the humans of Zamestko. This led to the idea to further expand outside of Ralmulash and establish more Drunken Dwarf Taverns within Ralmulash.
Madamsrest

On the swampy estuary of the Madame river lays a small but wealthy trading city known as **Madamsrest**. Its people, known as Madamsresters are are loud and proud bunch, quick to boast about the accomplishments of their city and even quicker to fight anyone who speaks ill about Madamsrest. Even those living in the townships surrounding Madamsrest speak about the city as if they themselves hail from it.

## Culture

It is tradition for the rich man of the city to wear three-piece costumes of a singular colour with a piece of cloth wrapped around their waist and right shoulder. They wear a white frilly neck piece and a large brimmed hat with an long feather on their head. Rich woman wear a a long dress that hangs down from just under the breast all the way to the ground. The poor wear shirts with wool coats over it and leather pants.

While no official coming of age rites exist most Madamsresters say that you haven't truly become an adult until you have been arrested by the guards at least once. Those with a clean slate are generally threaded as being more childlike and too innocent to discuss adult themes with. Only after their first arrest is a individual taken serious by their peers and family.

### Art

Madamsresters are famous for their skill in painting. Rich Madamsresters see being a patron to a painter as great way of showing off their wealth. They love to commission paintings of themselves but, more remarkably, also of the everyday ongoing of Madamsrest itself. Rich merchants are known to have paintings hanging around of commoners that they barely know, just doing their commoner business. However it is not just for prestige or for aesthetics that merchants commission these paintings, for all throughout the world rich costumers are all too eager to pay a heavy sum for a real Madamsrestian painting.

### Architecture

Madamsresters build their houses on wooden legs to prevent them from sinking into the marshland. The houses themselves are made out of stone with stairs like decorations on top. They often reach up to 4 floors and are decorated with the year in which they are build.
Dûsh Bank

Founded in 1526 by the orc necromancer Dûsh, the **Dûsh Bank** is a prime forefront of money lending in Bataf. The loans provided by the bank are generous but often come at a great price, for if the loan is not repaid the bank gets the right to the body of the money lender upon death. The bank establishments are run by alive relatives of Dûsh, with deliveries and messages being carried out by a small group of undead thralls. In addition each alive relative has a undead relative as a personal assistant.

## History

Hailing from a rich trading family Dûsh was send to the University of Alásháran to learn the art of necromancy. After which he would become an adventurer for a couple decades. Using the gold earned during his adventuring he financed a small bank within a city, which initially loaned out money against a certain interest rate. Dûsh had several children one of which would become the eventual heir to the bank and would start the more predatory practices the bank is known for today. This was his daughter Tûma, who also studied at the University of Alásháran. Tûma the most shrewd of Dûsh children saw a way to circumvent the strict moral rules set out by the university to prevent the raising of unwilling death. Tûma would expand the contract system, adding a clause that if a large loan is not repaid the bank would earn the rights to the lenders body and be able to raise them. Over time the specific clause would be printed in fine print and hidden well within the contracts filled with technical jargon. Aside from that the loans with this clause are very generous and often a tempting target for someone who needs gold quick. Some people have tried to scam the bank by borrowing a large sum of gold and then trying to flee the country, since then a special squad has been setup to deliver potential scammers an untimely demise.
The Raven and the Wendigo

**The Raven and the Wendigo** is a poem told by the clansmen of easter Snjollheim. It tells the heroic tale of how Corvius the raven together with his companions slayed the vile wendigo that was tormenting the surrounding lands for years.

*At the Sanctum of Eternal Pyre*

*A creature lived that could only be killed by fire*

*The Wendigo was a fierce beast*

*Feared by any priest*

*Thought to be unkillable*

*Until later the truth was visible*

*Corvius enters the stage*

*For the had trapped the Wendigo in a cage*

*Dropping the beast into the heat*

*The Wendigo let out an unsufferable beat*

*The sound that would cover many ears*

*But that did not matter for Corvius*

*For he feasted with many beers*
Blood Prince

The **Blood Prince** is the head of the Blood Court that resides over Cainaan. The title was only properly established with the foundation of the Blood Court, which was first the Shadow Court. In the centuries before there was not formal ruler of the Shadow Court. Since the founding of the title there have only been two Blood Princes. Ileana the Short-Ruled who ruled during the first twenty years as Blood Prince, but died under suspicious circumstances as a wooden stake was driven through her hart. With some claiming it was her successor Dragomir who orchestrated the event. Others claim it was the Medvedi who assassinated her. Since then Dragomir the Whisperer has ruled as Blood Prince, who is known for his skills in subterfuge and general paranoia.

## Responsibilities

The Blood Prince is tasked with leading the assemblies of the Blood Court. They have the right to call a session of court and to end a session. In essence the Blood Prince is the end arbiter of any meeting of the Blood Court. In addition the vote of the Blood Prince weighs more heavily when making a decision, with them even being allowed to overrule any decision as they are considered the most powerful vampire in Cainaan. Being the Blood Prince therefore comes with many benefits, but despite all these boons it is also a boring task. For they have to keep strict tab on the different rulings, laws, and customs that have been established over the 200 year long history of the Blood Court.

## Clothing

The Blood Prince can be promptly recognized by their clothing. Most notable is a golden circlet inlaid with gemstones. The gold was molten down from the old crown of the rulers of Tara Tranda. In addition some of the gemstones were taken from the crown. Aside from these a few new gems decorate the circlet, such as two red and one black gem in the shape of a rose. The black gem is set in the middle of the circlet, flanked by the two red gems.
Valley of Thorns

The Valley of Thorns is a small valley located in Cainaan inside of the Zapno mountain range. Once upon a time the valley used to be a beautiful valley filled with all different kinds of flowers and was a popular location for all kinds of scientist to research the valley, or for druids wanting to retreat back to nature. The valley, ruled by druids, was on of the last hold outs of old Tara Tranda due to its remote location. The vampiric rulers of Cainaan would eventually take full control in 1456 and change the look of the valley permanently by experimenting with the growth of large roses.

## History

### Old Valley

Before the vampiric rule the valley was predominantly inhabited by a group of druids who saw themselves as the keepers and protectors of the valley. They constructed a small encampment in the centre of the valley and used the local plant life to find suitable ingredients for all kinds of beneficial potions. To elongate once life, or to cure any ailments. In return they also created remedies to cure diseases of the local flora. This lead to an increase in growth of all kinds of different plant life, which made the valley already filled with plants even more densely packed with foliage. The small encampment expanded and a central tower was build, from which the druids could peacefully experiment with all sorts of alchemical crafts.

A new chapter would however dawn, or perhaps dusk, for the valley with the full take over Tara Tranda by vampires. The group of druids was initially infiltrated by a few vampires but they did not manage to assert full control over the valley. The druids already had their suspicion that vampires had infiltrated their group for none of them wanted to eat the garlic bread dish for which the druids were renowned for. Therefore disposing of the infiltrators was a easy job. The druids however could not withstand the might of a prolonged vampiric invasion from 1431 to 1456. Initially the druids were successful in driven back the invading forces using their knowledge of the valley and the plants, using both against the sanguine beings. But their numbers started to dwindle and eventually the last of the druids were killed in 1456.

### Valley of Thorns

A new group of people had made the valley their home, vampires who were particularly interested in botanical innovations. They studies the experiments from the druids and started to corrupt them. The took over the tower in the centre of the valley and from here they spread their corruption over the valley. First they grew larger and larger roses with thorns bigger than before, followed by that they experimented on growing specifically the stalk of the roses to be longer and stronger. The old tower would soon be covered in a giant rose and was renamed to the Tower of Thorns. Their experiments would grow stronger and the valley would eventually be covered in large roses in all kinds of different colours. Earning the valley its name. While corrupted the valley is in an odd way still beautiful for all its roses and smells incredible, but is quite thorny.
Primark Air Force (PAF)

## Primark Air Force

PAF General Aero 696 Shackleton bombers flying in formation over the Croanic commonwealth

### Size

33,200 active personnel, 3,300 reserve personnel, 832 operational aircraft

## Insignias

Roundel of the PAF

The Primark/Primean air force is the Primark Imperium and the Primean federation's aerial warfare force. It is one of the oldest air forces in the world, being founded at the very start of the first world war as an experimental combat unit in 1914. It was also adopted by the Primean federation after the collapse of the Primark Imperium.
Bataf Wiki

**Welcome to the Bataf Wiki!**
Bataf is a DnD Campaign setting primarily based on early to mid 17th century Europe. Set in the year 1665 of the 2nd Epoch, 11665 years ago the count of all calendars would start again as the city of Al-Kanish appeared floating above the sea. From Al-Kanish the elves would spread out into the world and bring with them an agricultural revolution. The world of Bataf is filled with regional conflict, as these regional powers struggle between each other to impose the their view upon their neighbours. In the southern parts lies the continent of Svellbjargheim, ruled by raiders who sail in ships plundering the coast of the Oroborian Empire and more. Meanwhile the Orobian Empire is in conflict with its autonomous vassal of Othlest Inod. More north lie the nations of Berok, Ralmulash and Cainaan. With the first two having formed an alliance against the vampires that rule the last nation. Meanwhile, the people of Madamrests happily trade between the different powers, using the strife between others as a means to gain more wealth.

## Important articles

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*Need help building out this community?*

* Rules of this wiki
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Rasov

The **Ruins of Hrad Rasov** or simply **Rasov** is a recently rediscovered castle and town, believing to be the last remaining stronghold of the realm of Stáva in Berok. It was famously sacked in the siege of 896 by the general and noble Pavel 'Tall-Bear' (838-8) of house Hajek. The discovery of the fortress has caused upheaval in Berok society as new historians and archaeologist have found historic records detailing the cruelty of a beloved general.

## **History**

### Background

The story of Pavel Tall-Bear and the sack of Rasov is an important story for Berokian history. For Pavel personally knew Sveta od Soyka, the legendary ruler of Berok, who had sacrificed herself roughly three decades prior. For there are not many documents detailing the life of Sveta and by historians her story is considered more legend than truth. Pavel Tall-Bear was a young man and the heir of a minor noble house when he met Sveta during her campaigns to liberate his home region. The Hajek family quickly supported Sveta od Soyka's crusade and would send Pavel to join her retinue. Pavel himself became an ardent follower of Od Soyka and would become known as an esteemed strategist. After the death of Sveta od SOyka in 866 Pavel vowed to carry on her legacy and to bring justice to the last supporters of the old realm of Stáva. In 870, Pavel would inherit the lands of his parents and raise his troops to lead campaigns against the remnants of Stáva. During this period he would slowly expand the Hajek domain and gain control over a modest part of current duchy of Zapnoviya in Berok.

### Siege and Sack of Rasov

After a series of campaigns Pavel, now known as Tall-Bear for his immense physic, sturdy build, and hairy body, had managed to bring the war to Rasov the last remaining holdout of the Stáva remnants. Laying siege to the mountain fort for five years. During this period his hair grew grey from the stress of the siege. But slowly but surely the food stocks of the fortress ran out and with the defenders exhausted Pavel and his soldiers charged the castle. Any people alive inside the town were violently executed, with Pavel showing seeming no remorse for anyone. His act of justice was instead an act of revenge. Having punished everyone with death the rest of the place was quickly set ablaze. The place was quickly forgotten about and not soon after the vegetation started to overgrow the castle.

### **Discovery**

A group of Berok historians and archaeologist used letters written by Pavel to his subordinates and vice verse to uncover the location. A rough location was pointed out on the map and the group travelled towards the vicinities. Continuing their investigation they interviewed locals, who were distrustful of the men and women with their quills, asking about local stories told in oral tradition. The group settled upon a more definitive location and hired a group of dwarven mountain climbers and local guides, eventually discovering the ruins of Rasov.
Conclave of Gero Drakar

Deep in the mountains of eastern Svellbjargheim, at the source of the Snoll, the ruins of the once mighty **Gero Drakar** loom ominously. A mountain fort once ruled by the dragon-kin conclave of the same name and their master: the pontifical black dragon **Mortarious**. The Conclave of Gero Drakar was shattered by the combined free peoples of the Snoll Region during the autumnal equinox of 1665.

## Structure

The Gero Drakar conclave functioned in much the same way as other dragon-kin conclaves did. With a pontifical dragon standing at the top, followed by his dragonborn followers. Beneath them Gero Drakar had the draconian soldiers and beneath them were the kobold servants and the animalistic drakes and wyverns who serve as war beasts and beasts of burden.

## Draconians

To aid their immense army of dragon-kin Gero Drakar rediscovered the method of creating draconian soldiers. These were draconic homunculi which had been vat-grown from the shards of a dragon egg. They were the perfect mass assault troops, expendable and malleable into whatever shape the dragon-kin desired. Even in death the draconians were able to take down their enemy even after death thanks to the lingering magic stored inside. Having these expendable soldiers for their army has allowed the dragonborn of the conclave to specialise, making them more expert fighters than their fellows from other conclaves.

## Assets

From their fortress of Gero Drakar the conclave exerted their power over the entire Snoll region, subjugating all who lived in it for a 100 years. Gero Drakar was a large fortress dug into the mountainside. Out of the mountains two towers stuck out, watching over the valley bellow for any threats. Between them a large stone bridge spanned, under which the water of the Snoll cascaded down, making its way to the rest of the region before reaching the sea in Snollheim. To aid with their dominion they had build four smaller bases in each of the major settlements of the Snoll region. The Temple of the Six Heavens of Snollheim, the keep of Ermylla, the Grand Archive of Ogrimborg, and the dojo of Ulfgras. Each of these keeps was protected by a powerful servant of Pontif Mortarious and each was lend a small portion of the pontiff's own power in the form of a crystal black orb. These orbs gave these servants mighty powers, while allowing the dragon to keep an eye on them.

## Mission

The Conclave's goal was to preserve the Soul Sun and to maintain the annual Soulstice sacrifices. While those in the north thought such mass sacrifice to be barbaric or even monstrous, the conclave thought it was in the entire world's best interest. As in their opinion if the Soul Sun was to ever runs out of fuel the world shall be shrouded in eternal darkness, and the true monsters will be free to rampage.
Medvedi Markers

An example of common Medvedi Markers. Starting from top left: 1. Route 10 to the right, 2. Route 2 straight ahead, 3. Follow path left, 4. Safe location turn back, 5. Dangerous slope, watch out for rocks, 6. River crossing

A keen eye will spot unfamiliar markings, carved in trees and rocks, when wandering through the forests and mountains of Berok. These are the **Medvedi Markers**, a series of markings made to relay information about the surroundings. Such as what passages are dangerous or safe, or to indicate which path to trod when travelling. They are predominantly used by the Medvedi, a fearsome group of rangers who fight to protect Berok.

## History

While the markers nowadays are known as the Medvedi Markers, for the Medvedi use them, they were originally used by locals of the Zapno Mountains. Many of the first Medvedi who joined the group were local hunters or guides who were knowledgable with these form of markings. However, at the first the markings were still very rudimentary in form and not as well developed as they are now. The development of the markings was a slow yet fast process, when the need for a new symbol occurred it would be added to the list of known markings. The moments however between needing new markings differed greatly. For example, when the Medvedi were in active combat with the vampires of Cainaan, it was realised that a new series of symbols needed to be developed quickly.

## Markings

*What follows is a short extract out of a field guide written by and for the Medvedi*

''The first few symbols a recruit to the Medvedi should know are the basic directional markings. Luckily they are a simple to draw and easy to recognize for any newcomer within the order. Small roof shaped arrows indicate a direction in which a path is going. An arrow point upwards means straight, downwards means to go back. Left and right pointing naturally meaning left and right. A number of trails are marked with additional symbols beneath the arrows to indicate which path to take if there are multiple options. For example, a tree carved with an upward arrow with a IX written underneath it and another arrow pointing left with an V written next to it indicate that by going straight ahead you will be following route IX or 9. While following the left arrow indicates that you will follow route V or 5. The arrows are also used to indicate which way safe locations, such as allied fortresses, are located. These can be recognized by a arrow pointing a direction surrounded by a square.''
Sabrewolf

Stalking in the rocky mountains of Svellbjargheim are great beasts with teeth like sharp curved daggers. They stalk unseen, leaping from cliff to cliff with the speed of the wind before pouncing from all directions unto their unaware prey. This are the **Sabrewolf**, lords of the mountains.

## Description

Sabrewolves are similar to other wolves, although with a more muscular build that is closer to the ground than most wolves. The have a greyish white fur covering most of their body with a white underside. Their faces are more flat and retracted than that of other wolves with small low placed ears filled with fur on top. Of course their most notable feature are the two long sabre-like teeth protruding from their muscle.

Sabrewolves have litters of two a three pups. These pups can open their eyes after two weeks and can leave the den after a month. As the grow older the pups begin to show a bulging in the muscle, which is their growing sabre-teeth. The pups have reached sexual maturity once their sabres have fully grown.

## Behaviour

Sabrewolves live in small hunting packs of up to four individuals and their pups. These packs are aggressive towards each other unless they have recently matured pups with them. When two packs with recently matured pups meet the now sexually mature individuals will intermingle and split off to form their own new pack.

Sabrewolves are mostly active during the twilight hours of the day, using their great sense of smell and their keen hearing to hunt. During the day they mostly sleep in their dens, only waking up when something comes close enough to eat. During twilight hours they begin to hunt. One sabrewolf will try to chase its prey away from the rest of its herd. It will then try to chase it into a closed off area where the pack can easily overpower it without the fear of it escaping. During the chase the other three sabrewolves will help by block off the prey from running out of the desired path.

## Domestication

Sabrewolves have not been domesticated, but a few hunters have managed to tame one or two individuals by raising them as pups. These pups are known to imprint on the first face they see, and to be loyal to their caregiver as long as they are fed well.
Magma Crematory

The **magma crematory** are a popular way of laying people to rest in Othlest Inod. While starting out as a practical solution it has since then developed into a religiously important funeral rite. In traditional dwarven society the dead would be laid to rest in personalised tombs, however the dwarven fortress was quickly running out of space for these well decorated tombs. Digging for more space would normally not be a problem for any dwarven society, despite this magma flows almost everywhere within the volcano known as the Stodir. This made expansion of the tombs, which are located close to the magma chamber, a hard endeavour. As such the fortress of Othlest Inod turned to the one resource they knew the best to find a solution, magma. If magma could be used to defend against any invaders it could also be used to 'dispose' of any bodies. So the construction of the magma crematory was started. Not without protest however. Many dwarves cried out against the construction of these crematory, quoting that it would go against the values of dwarven society. It eventually would grow out into a hot political issue in Othlest Inod. Necessity would eventually break tradition and the arrangements were made to develop the first magma crematoriums. While first seen as almost heretical this imago would change as the operations went on, eventually the citizens saw it as a way of given back. Reinvigorating the magma that had made their fortress so powerful to begin with.

The crematorium themself were relatively easy to build, well mostly because Othlest Inod already has much experience working with magma. The first crematorium were constructed using simple rocks and were nothing pretty to look at. Inside the chamber was a simple rock slab on which the body would be placed. A small piping system to the side would allow magma to flow into the chamber, burning any corpse on the inside. The chamber would be closed of with an iron door. Later one the chamber would receive a series of changes. The rough rock sides of the chamber would be smoothed out and the doors would be decorated on the outside with gems or other metals. In addition some doors would be replaced with glass.
Magicraft

*Hovering over the red sands of Al-Kanish, the alchemist on his **Magicraft** travels silently across the great expanse. Moving from homestead to homestead to deliver sets of elixirs and potions, just as ordered.*

## Description

The Magicraft is a magical hovercraft capable of travelling 30 kilometres per hour over flat terrain. It is made out of a single block of marble, shaped to resemble the aerodynamic shape of aquatic wildlife. This sleek design allows up to two riders to ride together, but only if rider in the back holds tightly to the driver.

The stone is covered in crystals and magical glyphs which allow it to function. The magicraft is fuelled by a central arcane crystal (called a Makanium crystal) which contains enough arcane mana to power the vehicle for over an hour. The tip of the crystal sticks out of the central chassis, just in front of where the rider's head should be. A sufficiently powerful spellcaster can touch this crystal to infuse the device with a surge of arcane magic, allowing the vehicle to last for another hour. The magicraft uses arcane mana to create and maintain a weak anti-gravitational field around itself that allows the vehicle to hover a few centimetres of the ground. To move the vehicle a small portion of the arcane mana is used to create an opposite force that pushes off of the vehicle and moves it forward.

Outside of Al-Kanish however, magicrafts are a rare sight for a variety of reasons.
First of all, magicrafts need to be handcrafted by a team of up to seven master stone carvers, which are under the guidance of a forewizard. Such a crew can only produce one magicraft every year.
The second obstacle facing mass adaption of magicrafts are that the makanium crystals required to create them are extremely limited. The search of new makanium crystal veins was what drove the first elves to strike out of Al-Kanish and to explore the new world. but after many aeons a vein outside of Al-Kanish has yet to be found.
Magicrafts are also very cumbersome, and can only maintain a small distance from the ground making them unwieldy outside of large flatland.
Finally there is the problem that the magicraft needs a constant supply of arcane mana which only a powerful magician can supply. As such the magicraft is near useless to anyone left wanting in magical powers.
Curse of tongues

When one meets a particularly friendly traveller along the road and is invited to come to their abode common wisdom dictates that one should greet them in every language they know. For when the traveller can answer in every language he must have the **curse of tongues**, which means there is danger afoot. One then has the choice to either politely refuse the offer and hope that their fellow traveller doesn't insist further, or to follow them and make sure to destroy the entirety of the cannibal's nest.

## Causes

The curse is a protein disease is caused by coming into contact with blood that has been allowed to ferment for a few days. This is often done by people who have a disposition towards cannibalism. These people superstitiously believe that drinking grog made from the blood of a skilled orator transfers those skills over. While this doesn't works the curse of tongue does give them the instinctive ability to know every language that is spoken to them. However their condition also forces them to always respond back whenever spoken to. This quirk has saved many a wise travellers's live.

## Culture

People who suffer from the curse of tongues are watched with extreme suspicion, if not slain outright. Even if they are allowed to live in or near civilised society people suffering from the curse of tongues are mostly ostracised from the rest of society. For it is quiet rare for someone who doesn't participate in cannibalism to accidentally contract the curse of tongues. However it can happen when consuming contaminated food. Sometimes a farmer might harvest his crops shortly after a battle has been held on his farm without cleaning any of the blood or guts. If the costumer then doesn't carefully washes the produce with hot water they might accidentally consume some of the fermented blood and contract the curse of tongues.
Banská Niska

**Banská Niska** is the most important mining settlement in Berok located on the Hron river in a long and wide valley encircled by the Low Zapno. The current town was founded by Berok settlers but there was a small dwarven fortress nearby known as Ralamost. Over time the two places merged which in general are called Banská Niska and few (dwarves still) call Ralamost.

## Economy

The town's economy mostly relies on a strong silver mining sector, with many privileges being granted to the mining guilds. Many tunnel entrances are dotted around the town leading down to shafts where silver is extracted. Due to the nature of silver-bearing ore the people of Banská Niska extract more than silver alone, lead and copper are also commonly found. Burden bears pull carts of raw ore to the surface, where its refined into bars of its appropriate material. Most of these bars are then send onward towards the rest of Berok to be further refined into, furniture, jewellery, or other items. The lead has been especially useful for the production of ammunition for muskets. Some of the metal bars are processed locally and used in local projects.

## Places of interest

### Ralamost Hrad

Ralamost Hrad is the main defensive structure in the town, originating from the dwarven town. Over time the town turned more into a stark fortified structure and is no longer a 'true' town. Most of the people who live there are either guardsmen or part of the town governance. In general most (less important) dwarves now tend to live in New Ralamost, a neighbourhood of the Banská Niska.

### Banská Niska University of Engineering and Mining

Founded in 1604, the university is seen as one of the most important places for the development of mining techniques. It was one of the first places to come up with the idea to use gunpowder to expand the mines of the town and it keeps continuing to innovate different mining techniques. Perhaps the most famous idea are the artificial lakes of water known as 'Tajchy' in Berokian. Only recently thought of the purpose of the lakes is to gather rainwater flowing down the mountain slopes and to conduct it into reservoirs. The water in the lakes was then used to supply the mines and metallurgical plants to drove varied machinery. Currently around 60 of these different artificial lakes can be found around Banská Niska.
Gharnov Cocktail

A **Gharnov Cocktail** is a generic name used for a variety of bottle-based improvised incendiary weapons. It first came to fame when used by the Medvedi Gharnov when defending the northern borders of Berok. Due to the relative ease of production, Gharnov cocktails have been used by street urchins, rebels, gangsters, militias, irregular soldiers, or even regular soldiers without magical abilities. They are primarily intended to set targets ablaze rather than obliterate them.

## History

The Gharnov Cocktail was first used by the Medvedi Gharnov when defending the northern borders of Berok against vampire attacks from Cainaan. The vampires were hidden in an inn known as the Golden Grain. A direct assault would be to costly, instead the Medvedi Gharnov decided to use a bottle of alcohol to set the inn ablaze and burning every vampire and thrall within it. There after the weapon would be known as the Gharnov Cocktail named after its inventor.
Grand Apiary

The **Grand Apiary** is a large apiary located half a day ride from Bralutko, the capital of Berok, in Tesny Forest. The location is the main site in which honey is produced to be fed to the bears of the prince of Berok.

## History

Located in Tesny Forest the apiary started its live as a large forest apiary, with the tree trunks housing the honey bees. However due to the distances to the main building complex the trees were cut down and the trunks moved closer. Often these trunks would be carved into, creating functional and decorative pieces to house the bees. The complex would later be expanded and the main building would not only house a location to process the honey but a small lodging and stable in which the Bear Prince could reside with their trusty steed. Later on the area would be fenced off with a small wooden fence mostly meant to deter animals. Over time this wooden fence was replaced with a wrought iron fence that was gifted by the nation of Ralmulash. The front entrance is therefore decorated with many dwarven aesthetics. After the arrival of the new fence the site was expanded yet again this time granting its current form, with expanded lodgings, stables and of course honey production.

Not only the site itself would change but also the production methods of the honey. The old trunks were abandoned and new apiaries were constructed. However the old ways of carving tree trunks would stay as a time honoured tradition. In addition an overseers would be installed, known as the Grand Apiarist, a highly prestige title with the Princedom of Berok. Tasked with overseeing the production and maintaining the quality of the honey. The Grand Apiarist is the first in line of accountability and is therefore carefully picked from the apiarist that present themselves. With the Bear Princes in history sometimes going so far to scour the whole of Bataf for the most talented of Apiarist.
Orange Warrior

The **Festival of the Orange Warrior** was once an important event and tradition within Ralmulash, over time it is seen as antiquated and something that only the older folks still celebrate. A significant part of the festival involves a theatrical play retelling the tales of the Orange Warrior.

## History

The Festival of the Orange Warrior and the theatrical play are based on the live of the Svellbjargheim warrior Erikr Rolfson, who joined Ralmulash as a sword for hire. During this period he would develop a personal love for the country. Saying that his favourite thing were the many different beard styles. He decided to grow out his thick orange beard and add in traditional dwarven braids, eventually earning him the nickname the Orange Warrior. Erikr would also meet his wife here, the dwarf Kari who had an even thicker beard than Erikr. But that is why he fell in love with her in the first place. The Orange Warrior would however gain fame as a valiant warrior during a series of wars fought deep within the caves under the Zapno mountains, as horrid creatures made its way into the many different mountains homes. The place where Erikr was living would eventually be overrun, but he stayed behind to help the civilians remaining in direct contact with the Sterling Council of Ralmulash. This bravery would award him a nice plot of land where he lived with his wife for years to come. Three years after his death, the events that Erikr experienced during the cave wars would be turned in a festival and theatrical play.

## Festival and play

The festival was a big success and everywhere proceedings where held in honour of the Orange Warrior. The theatrical play was an even bigger success than the festival itself, with people travelling from Ralmulash and beyond to see the act. The play was so popular that multiple shows would be held, instead of a few during the week of the festival itself. Soon the play would be on for months. The performance would eventually be hold throughout the year, with the show being extended for the years to come. Eventually the festival itself would slowly fate away and become fully dominated by the play. Since then many decades have passed and the show keeps getting extended. However, many of especially the younger generation wonder for how long the show will go on. With the Orange Warrior now seemingly seeing more a legend than a truth. Therefore many younger folks have started going to play, even seeing it as old. For how much longer can the same story be told, they wonder. A year ago it seemed like the show would come to an end, yet new extensions were announced.
The Cave of Plunders

Deep under the mountain of Gullfell lays a fabled cave-network, known as the mysterious **Cave of Plunders**. They say that it is impossible to find the Cave of Plunders, and those who try usually meet with an most unfortunate fate. For only one person per generation, he who is brave of heart, sound of mind, and hot of fury, is able to find the cave. Inside the cave they find halls upon halls of unprotected treasure, all right for the taking. In the centre of each pile of treasure stands a powerful weapon, wielded by the great lords of Svellbjarg's past to identify who the treasure belonged to.

If the chosen decides to take some of this unprotected treasure for themselves he will find that he can only find the exit to the cave, and upon the next time that he enters a battlefield he will meet a swift and unworthy dead. But if he steels his heart and keeps walking past all the awesome treasures of yore he will eventually come upon an empty cavern. When he steps inside he will be met by a champion of Erah, goddess of wood and war. The champion promises the chosen one  a mighty weapon, but only if they swear and oath to return it to the cave before the end of their lives. Such the greatest raiders of Svellbjargheim are born, who conquer and pillage the northern realms in Erah's name. Each grows an impressive pile of treasure, which they bring with them upon their return to the Cave of Plunders. The, now older and wiser, chosen one has learned that the piles of treasure weren't a promise, but a challenge from those who had gone before him to match or outshine their success. The chosen one lays as much of his treasure down as he can miss and lays his weapon down to rest upon it. With this act his oath is completed and his treasure is marked for a new generation to be impressed by.

There are however always those chosen who do not wish for their conquests to end, and for those oath breakers there is a special punishment reserved. For, or at least that's how the stories go, Erah will block their souls from ever moving on. The oath breaker is forced to slowly wither away until he is nothing but a husk of a once great warrior, forced to wander the earth with his now tarnished weapon for infinity.
Steel Robbers

The **Steel Robbers** were once a notorious group of criminals operating from Othlest Inod. While the group never officially had a name they would be duped as the Steel Robbers for they ended up targeting procurers of Othlesti Steel. The group started its operation running smaller clandestine practices, such as illegal gambling events. During these events the group figured out that getting away with cheating would be significantly easier for they controlled the cards. Using these ill gotten gains a new structure was setup aiming at the fencing of stolen goods. This allowed the group to become on of the main operators in stolen goods within the fortress and quickly becoming a powerful asset within the criminal world of Othlest Inod. During this period ordinary robbing perpetuated by the Steel Robbers also grew, who were specialized in mugging people within the many different tunnels of the fortress. Unbeknownst at the time this would be the first stages of targeting Othlesti Steel procurers. The group was smart enough not to target the richest buyers, instead the noticed that once in a while someone would show up thinking they could just buy Othlesti Steel right from the local market stall. This people were certainly wealthy, but not wealthy enough to be even considered to buy the fine steel. These buyers would be lured into the dark tunnels under the ruse of the route being a shortcut to the forges. Here they would be stripped of all their valuables and left to wander the murky shafts. Some would manage to find their way out, but more would be ended up being found later having starved to death. While this source of income was a welcome boon it was a irregular source of coin. The group would therefore eventually infiltrate the Othlesti postal system. Actual buyers of the well-forged steel would send personal messengers, but the less wealthy would send their post by a standard courier. Here the letter would arrive at the centralized postal system were the letters asking to acquire Othlesti Steel were intercepted and send back accepting the request, in essence setting up a trap. Due to this new system the group managed to garner a steady source of income. Othlesti authorities tried to combat the wave of crime, but tracking down the culprits was difficult for they could hide easily in the many burrows of the fort. The group would eventually collapse with the death of the many ringleaders creating a power vacuum within the ranks. With no one truly able to fill the place the group would fracture into smaller less wellorganised robber bands which in the course of time would be disposed of by Othlesti authorities.
Welleröldhofn

**Welleröldhofn** is a settlement on the southern coast of Svellbjargheim that specialises in whaling and the production of whale oil. Many of the inhabitants of Welleröldhofn are only there for whaling season and move back to their own hometown when the season ends. This has allowed Welleröldhofn to become one of the more divers places of the continent. It is not a rare sight to see grungs, orcs, and tortles working on the same crew as goliaths, dwarfs, and elves

One of Welleröldhofn's most important trading partners is the nearby mining town of Járnborg. Welleröldhofn exports supplies such as fish and whale oil to the forges of Járnborg, while importing arms and steel. From Welleröldhofn these goods are further shipped off to ports around the continent wide. Whale oil from Welleröldhofn can be found as far up north as Madamsrest. Demand for whale oil in the more industrial cities up north has skyrocketed as recent studies have discovered ways to use it as either as a lubricant, a fuel source, or as a medicine.

## The butchery

When hunting whales, the whalers of Welleröldhofn rarely kill their quarry out right. Instead they bring the half-alive beasts to one of the many butcheries around the harbour. In these large warehouses the once mighty creatures are hung on giant hook installations for maximum oil production. Over the course of several days the creatures are stimulated by lightning spells cast by highly specialised evokers. Each time the electricity enters the beast's body it releases a bit of its blubber as oil. Once a beast either dries up or dies from shock it is cut apart until nothing but rotting guts remain. The meat is cured with salt harvested in the swamps near Snollheim and sold as a preservable ration. The remaining blubber is shoved into a special press which squeezes the last drips of oil out of it. The bones of the whale are sold to various mages and druids for usage in the creation of potent magical charms.
Locations of Berok

Following is a list of settlements and other notable locations within in Berok.

#### Settlements

Bralutko: The capital of Berok. Located on the mouth of the Dustarý river. Bralutko is also the largest city within the nation. Hosting a large variety of people. On the highest hill both overlooking the river and sea the old castle of Bralukto can be found, fortified with two walls. It still remains the home of the Prince of Berok. Within the first wall the main military facilities can be found, behind the second wall is large lavish courtyard build to be aesthetic (unlike the military quarters after the first wall).
The city walls itself have over the years been reconstructed to be shaped like a star.

### Kobily

#### Settlements

Banksá Niska: Silver mining town notably for its unique artificial lakes used to store underground water from the mines. One of the first places to use gunpowder for mining, the idea of which got exported to Banska Váh. Features the Mining Academy of Berok, a practical university for all matters of mining.

### **Teník:**

#### Forts:

Fort Výchomore: Located on a peninsula in the far north of the country. This star forts guards both the sea to the east and the pass to the north leading to the lands of Cainaan.

Fort Severský: This fort is located in the north of the country, guarding the main mountain passage between Berok and Ralmulash against any raiding parties form Cainaan. This fort has been constructed by both the dwarves and humans and is also station by soldiers from both nations.

### Váhran

#### Settlements

Hradváh: Located on the crossing point of the Váh and Vlára rivers, what once started out as an important fortification has grown out into a city. With ample fertile farmlands, forming one of the most important agricultural regions of Berok.

Banská Váh: Old silver mining town which as seen recent revitalization after the introduction of gunpowder for mining purposes.

### Zapnoviya

#### Settlements

Zamestko: Located in the west, the city is part of an important trade route between Ralmulash and Berok.

Lystrá: Home town of the Lystrá family, said to be cursed or blessed with the power to become a mighty bear.