recursal/Fanatic-Fandom huggingface dataset:
Order of the Ten Arcans

The Order of the Ten Arcans is one of the oldest organizations in the Mythos, dating back all the way to Annarrion's Age of War. It has passed through death and rebirth, and has taken different forms and goals through the millennia, but since its revival on Dorhaun, it has held the purpose of observing, cataloguing, and sometimes curtailing arcane magic.

It is a council of the ten most learned spellcasters willing to take up the positions. The Arcans more often than not dwell in the city of Telvimbror, where the Tower of the Ten Arcans stands. Though with the widespread use of secure scrying and reliable teleportation, this is not universal, and some Arcans come to the tower only when an important council is convened.

Each Arcan is denoted by a color, and they are required to wear robes of this color when in the tower. Most have specifically-enchanted robes for these occasion, though some merely cast a glamour over their own robes when they enter. There is no official color-coding, though there are some noticeable trends between robe color and specialty. (For instance, Green Arcans tend to have some knowledge of nature magic, though this has not always been the case.)

The Ten Arcans are as follows:

-Blue Arcan

-Brown Arcan

-Green Arcan

-Grey Arcan

-Orange Arcan

-Purple Arcan

-Red Arcan

-White Arcan

-Yellow Arcan

-Gold Arcan or Black Arcan

The color of the tenth Arcan has vacillated through the ages. It is primarily the Gold Arcan, but on certain occasions when the order has been subverted, the position has been renamed the Black Arcan. Though the Gold Arcan is nominally no more important than any other, they do hold executive privilege when the council is divided.
Stonerose

Stonerose is a small town situated north of the waters where the Northenmarsh splits from the Sudouest River. It has a few inns and taverns, but nothing of note except for its beautiful Garden of the Cycles, the only blooming one in Corealta.

Though the population is predominantly human, the city was originally built by halflings. Thus there are still many old palatial buildings that are difficult for medium humanoids to enter (and impossible for folks like ogres). Most businesses have added second entrances, as they need trade, but some traditionalists intentionally refuse to do this. The local bars are nice, but unofficially reserved for tourists, who usually move on to busier towns like Lorrow. The real action happens at a dive on the south side of town called The Goat's Scrote.
Hirshas

## The Hirshas are a nomadic race native to the Plane of Blood.

The nomadic Hirshas are among the oldest sapient inhabitants of the Plane of Blood, with the exception of the Xalin. They developed in the shadow of the silver giants, who would occasionally hunt them for use in blood rituals, and learned to survive by hiding and staging guerilla strikes. Eventually, due to magics developed for the task and general natural ability, they became among the most feared assassins on the various planes.

### Physical Characteristics

Hirshas are generally slightly shorter than humans, but taller than dwarves. They have crimson skin, eyes consisting of single metallic coloring (often blue), and between two and six small red horns on their heads depending on age. Their builds are generally very slim, with what would be a slight chubbiness in for members of most material plane races constituting obesity and being viewed as a sign of illness or weakness.

#### Special Abilities

Hirshas have a natural gift for moving quietly and great physical coordination, but they have one definite magical advantage: they can become invisible nearly at will. They state cannot be sustained for long if they move rapidly and tends to break if they make a sudden or aggressive movement, but can be restored with a moment's concentration. Some Hirshas develop the ability to use other magical abilities. Ilusions, especially mirages affecting terrain, are popular. Ever since her ascension, they have worshiped Telshara and called upon her for aid and protection.

Contracts Across the Planes

The Hirshas are frequently summoned to ply their common trade on the material and other planes. They are among those races which can cope instinctively with the temporal shifts and causal anomalies of travel between states. They can generally glimpse a moment of their possible future within a year to a day before being summoned, and get a similar glimpse upon arrival. This aids them in preparation and survival, though details are never entirely clear. These insights make them even more valued, though anyone who would cheat them or prefer not to pay their agents cannot make use of them. Tribute is paid in the casting of the spells that call them, and thus they are always paid up front.
Ryuko Dynasty

The Ryuko Dynasty was one of the ruling dynasties of Xinchoi during the War of Five Dynasties. After the war, Feng Mei Ryuko led her people over Shaoqiang's Wall and they made their new home in Kodamaii.

The Ryuko Dynasty was famous for having long-lived leaders, rivaling those of the Ironcrane dwarves and the Lunarblade elves. Deep in their ancestry they bore the blood of a silver dragon. With each generation, their innate magic grew weaker and their lifespans diminished, but even into the Age of the Virgin Lands they retain significant power.
Lordships of Heimark

There are various different types of lordships in Heimark.

The King/Queen is the High Lord of Heimark, and the highest rank of nobility. Following the King/Queen in rank are the Dukes/Duchesses. They are each in charge of a Duchy, a district of connected fiefs and their Earls. Those Earl's have dozens of other smaller Lord/Ladies under their control. They are the lowest of ranks. Each rank of nobility has access to their own fyrd of warriors, as well as the income to any holdings their own.
Peatonbrook Woods

Peatonbrook Woods was a small forest in western Kork which lay just west of the north-south trade roads leading to Hurstvik. It had a soft, mossy floor which silenced almost all footsteps of both predators and prey. This made it an ideal hiding place for those who wished to not be found, especially wandering halflings.

In its deceptively calming center ran a deadly river, placid on surface, but which raged below and dragged down almost all who touched the water. Rumors abounded of angry ghosts or disturbed water elementals, but it was in fact a natural phenomenon, deadly nonetheless.

Many folk took shelter in Peatonbrook over the centuries, from refugees to criminals. In the mid-9th century of the Age of the Virgin Lands, members of the Order of Iludin attempted to burn it, but were always driven away by an uncanny fear. It was later claimed by the bandit gang known as the Dirt Road Stranglers.
Erik Blackheart

### Relatives

Reginald Blackheart (father); Ceraphine Goulden (mother); Shoria Blackheart (twin sister); Nostradus Blackheart (ancestor); Kirk Blackheart (adoptive brother)

## Physical description

### Eye color

Ice blue

Erik Blackheart was the chosen heir of Nostradus Blackheart and the restorer of the Blackheart Empire.

As children, he and his twin sister Shoria were close, but were rarely together, as he was forced to study night and day even as a child. It was hoped he would become a death priest in the Church, but he never formally entered the clergy before family duties conflicted with his ordination. Shoria made friends with one of the family servants, Kirk, and they snuck off and fought together. This drew Erik's ire whenever he would see them outside sparring while he was stuck upstairs in the manor reading. It only further complicated their increasingly distant relationship.

Through a mixture of jealousy and misplaced anger, Erik degraded and abused Kirk throughout their teenage years.
Paradise

## Paradise is the distant plane where the virtuous dead and the favored of some gods reside after death.

Paradise is a distant, difficult to reach plane on the edge of the Astral Sea. Unless one is a virtuous soul being called there upon death, one of the transformed inhabitants, or being invited with the sanction of Heaven, it is virtually impossible to enter without access to certain spells and primal expressions and a cosmic level of power required to use them. There are gods who cannot enter Paradise on their own. Once there, the souls are transformed. The most common transformation is into one of two types of being: a Penitent or a Malak. Penitents hold on to some degree of their previous identity due to regrets they seek to address or shame they wish to expiate. The methods they use vary, but it is comparatively easy to send things out of Paradise, so most learn techniques to impart dreams or messages to the sensitive among the living. Most of the "angels" or "celestials" mortals see are actually visions sent by Penitents. Penitents who shed their regrets can join the Malakim or become "Satvashaddim." A Satvashadd is a mortal who is at peace with the life they lived and who is content to leave the outer world behind. They are often teachers and mentors to new souls in Paradise. Malakim are the warriors and stewards of Paradise who shape, defend, and order it. The greatest of them built the city of Heaven and are in essence gods. They are divided into castes according to function, with their form varying depending on their role. There is no prohibition against changing roles: one simply needs to prove worth. An Engineer can become a Sentinel, or vice versa, simply by demonstrating aptitude.

A Quirk of Population

Malakim are not actually native to paradise. Other than peaceful flora and fauna, Paradise has no native sapient inhabitants and relies on altered souls and entities from other worlds. Some souls reaching paradise abandon the outside worlds immediately and give themselves to the perfection of the realm, becoming Malakim, while others were shaped by gods (granted authority by the lords of Heaven) out of inhabitants of other planes or fragments of their own power. Thorael was one such Malak, before he grew so strong he became a god himself.

### The Coming of Paradise

Paradise has not always existed. Originally the souls of the dead, regardless of their nature, simply returned to the Astral Sea from which they were born. Then the Abyss formed from the corrupted remnants of Mor-Dun, pulling all Astral things toward it like a black hole at the edge of the cosmos, The sheer spiritual gravity of that plane nearly unmade the Astral Sea. However, at the same time the Abyss formed, Paradise was coming into being at the opposite end of the cosmos. Mor-Dun had been a god of balance as much as or more than simply his Element, and fragments of his nature remained committed to that cause. His last act, performed almost by reflex, was to create a polar opposite to this new threat. He nearly, but not completely nullified it. The few souls drawn to it in that first moment of its existence became the first Malakim.
Nieugarten

The Nieugarten Academy of Magic, Diplomacy, Economy, and War *is the capitol of all of Exscillon. It is more commonly referred to as* The Nieugarten Academy, *or just* The Academy. *Offices for the Economists Guild, The Senate of the Great Nations, The High Stewards estate, The School of Magic, and The College of Martial Affairs all are located at the massive castle town of Nieugarten.*

Diplomats and students from all over Exscillon populate Nieugarten, making it the biggest city on the continent. The most diverse city as well. Two layers of massive walls surround the entirety of the city. The outer walls of the City are 25 feet thick, 50 feet tall and made of silverstone.

In the center of the city is a large silverstone castle, and the second layer of walls. The castle is the oldest and largest castle in the land, and by far the most beautiful. The 75 foot tall sloped walls tower over the city, the castle reaching just over 400 feet. It can house thousands of people. Each nation has their own unique lodgings for their students and diplomats. The Order of the Grey Guard base is also situated in the castle complex . The Order, numbering close to a thousand men, occupy the numerous spiral towers, trebuchets, and other defensive buildings located in the castle.

Magic is subtle in Exscillon, but that is not so at Nieugarten. The city is alive with magic. At night hundreds of floating magic lanterns light up the city. Tapestries come alive with movement, and magic could be heard like a fleeting sound far off in the distance. The headquarters of the Magic Order is also in the city. Legend states that its halls are home of many magical relics of old, giving the city a magical feel to it. Something that you can really feel.
Dwarf Smack

The Dwarf Smack is a complex combat maneuver that can only be mastered by the most dedicated of martial artists. And dwarves. All dwarves are proficient in Dwarf Smack.

The Dwarf Smack harnesses the dwarf's inner rage, pain, grit, inebriation, and arousal, and delivers it in a blow as strong as IRON!
Marais Bayou

The Marais Bayou is the easternmost (and largest) of Corealta's four major swamps. It lies southeast of the city, east of the Sudouest River, and is cradled by the Forest of Ul'morek. Though the environment is to their liking, ogres do not live here. It is too close to the game the gnolls and elves play. There are also legends of many-headed, ice-breathing serpents in the aptly-named Frozenfen.

A tiny town called Gwenlich rests on the western edge, and the brave city of Marovir lies in the crook of the forest and the bayou, but that is the last bastion of human civilization east of Corealta until one reaches the sea.
Jerrick Winterbringer

Jerrick was a bvardodun wizard who studied elemental magic in the Northlands. He began his arcane studies in 505 AoV. In 563 AoV, Jerrick began taking on pupils and they became heroes of a sort to their people, providing them immunity from the harsh elements of the tundra. He wore his hair and beard abnormally short in a proud display to his people that he did not require conventional methods of warmth. He did not wear furs or layers, instead dressing as a court noble in Tellaria might.

In 589 AoV, Jerrick made a pact with the water elemental Tyshou-varaun. Together they began crafting an artifact to tap into the leylines of Dorhaun and control the Glacial Ancients. It was then that he named himself “The Winterbringer”. Tyshou-varaun gifted him a magical mithril stave with the same name. Though unbeknownst to even the elemental lord, it was the broken shaft of the legendary Anaric artifact weapon, the Frosthammer.

By the next year, the Anvil of Endless Winter was created, a giant anvil carved of blueice which sat upon a nexus of leylines and could exert untold power over cryomancy, even greater than the heralds of Frigia. Jerrick convinced his people to “unite the dwarven race” by conquering. He awakened the Glacial Ancients and had them march on Ganvord. The bvardodun won Ganvord and occupied it. The Ancients moved south to Rungarin and besieged it. Seeing that Arvenlaad would be next, King Arven put together a strike team comprised of Belekor, Denorika, and Bargrim of Arvenlaad. The Anvil was broken by Belekor and the Glacial Ancients put to rest. Bargrim was infused with powerful ice energies and killed Jerrick in combat.
Stygios

## Stygios is, without doubt, the most hated god in existence.

Stygios is comparatively young for a god. He came into being long before the Age of Rebirth, but did not reach consciousness until it was starting. Stirrings in the darkness of the Plane of Night heralded the coming of the Shade Court. These motions pushed darkness out, straining against the planar membranes, forging a momentary link between the dark and the other realms within the Astral Sea. The strongest connection was with the Abyss, however, and the corrupt will of that world wedded with the night-stuff, forming a pocket realm of horror and pain beyond imagining. As horrible as the Abyss is, that place is actually, somehow, worse. Stygios was born in that nightmare world along with many other beings, and after he had eaten all of them, he tore his way free in search of more sustenance. Unfortunately, he has no true substance outside the Nightmare Shard, and must steal energies with which to supplement his fractured Akh. This defect in his nature, a nearly complete absence of the generative power that defines the gods, is a source of no small shame to him and results in disgust from other divine entities. His name, Stygios, is actually old Vahlan for shadow - as in an absence, a lack, or an unfinished form. The perception of him causes other gods disgust and shame in the same way the sight of one with extremely advanced leprosy frightens mortals. In a mortal, however, illness is a sign one needs help and not a sign of utter malignance. This is not the case for Stygios. The first god he encountered, who would have been a member of the Shade Court, made the mistake of showing him compassion. This was that god's one and only mistake. Stygios consumed him, Ren and all. There are those on the outer worlds who say he was not even a god until that moment. They say he stole his godhood by eating that first being. This may or may not be true, but he killed a god, a feat which has never been repeated even by himself. How is not known, though Nalf Starbreeze theorizes that it is because he was formed partially from the divine essence of Mor-Dun channeled from the Abyss, and Mor-Dun could have killed a god if he had been afforded the opportunity. It was this act that earned Stygios his most hated epithet: The Lesser Devourer. Mercifully, he has proven incapable of repeating his initial success at deicide.
Connor Gazaan

### Relatives

Jasper Gazaan (father); Vishania Gazaan (mother); Tristania Gazaan (aunt); Szarduk Karmigian (grandfather)

## Physical description

### Eye color

Blue

Connor Gazaan was a Grandmaster of the Order of Iludin during the final years of the Age of Veradorianis. He was the son of Grandmaster Vishania Gazaan and Magister Jasper Gazaan. His paternal grandfather was Szarduk Karmigian, the Horned Duke. He died in the final year of the Age of Veradorianis, as his people led the next era of the world in the Age of Sistona.
Diana Blackheart

Diana Blackheart was the daughter of Kirk Blackheart and the mystical, depraved spirit known only as Anathema. As a child, she was sent by her father to Shutu, to the care of Lady Dejiana Sashanna. Kirk did not believe his lifestyle a healthy environment to raise a child. He rarely visited, but on one of his visits, her brother was conceived.

She resented her younger half-brother Derian Sashanna, for he seemed in line to inherit their father's power because of his mother's noble status. The fact that he wanted nothing to do with the Blackheart Empire only stoked her anger. She hated her father and Lady Dejiana, for she had always been dismissive of Diana, but since Derian's birth, she had begun actively belittling her.

In the Year 2067 of the Age of Telvimbror, she traveled with her brother to Corvisburg after news reached Shutu that Blackheart Tower had collapsed.
Paramys

Paramys is the gold dwarf capital of Phanaris. It is comprised of five major pyramids in the shape of the number on a die. The pyramids are filled with art, chapels, libraries, and histories of their people, and this is the Paramys that most tourists see. But beneath the mighty stone, in interconnected blocks of tiled tunnels, lies the real breadth of the city. The majority of the inhabitants live below, and that is where they keep their treasures and grow their fungal crops. They also eat the occasional sandworm that manages to bore its way through the walls of the city.

Paramys does not much interact with the world outside of Phanaris, but it is always welcoming to visitors.
Anna Frosch

Anna Frosch was a messenger in the employ of the Order of Iludin during the late Age of Telvimbror. She was pulled much deeper into the Bard War than she wished, being pressed into service by Lord Marshal Denise Goodman in the hunt for Mellendir Sa'fet, with whom she had shared a previous relationship.
Anaric Mythos Wiki

Welcome weary travelers. My name is Kalenuth Hammermine, you might have heard of me. You have been granted access to the greatest collection of knowledge and lore the Mythos has ever known; **The Ohmbakulah**. I will take you on a journey through these storied pages, as we study the intricacies of the very fabric of the Anaric Mythos. Together we will ride the waves of time, sailing from one age to another. We will feast, and drink together. We will make love, and we will wage war. Slowly as the pages of this great encyclopedia of Anaric knowledge are filled, we build a resource for all those who wish to immerse themselves in Dorhaun's magical lore. Fill your mug, and pack your pipes, for I am about to take you on an adventure of a lifetime.

**Let Us Begin!**

Continents

Locations

Nations

Cities

Characters

Races
Silverstone

Silverstone is a type of hard rock that can be polished to an almost silver like sheen. It is the hardest mineral found in all of Exscillon and must be mined with extremely advanced techniques. Do to its durability and beauty, it is a highly sought after. The ancient Undiwanei often used silverstone to build their grandiose structures.
The Deep

The Deep is the name for the darkest underground places in Dorhaun. The Deep is a collection of tunnels, caverns, rivers, lakes, chasms, and bold and strong cities. It spans from Enagia to Phaelyn through the Darkwater Road, though it stretches no further south than Surabi. It is the home of the duergar and the drow, as well as creatures more unsavory still.
Aria

Aria is the largest city in Divern, and the most densely-populated city in the known world. It is no secret that the city is run by the criminal organization the Black Blade. It overflows with wealth that makes the mightiest of dragons seethe with jealousy, but it does not share easily. For those who can survive, Aria can be a city of untold riches. For most, it is a death trap.

It is known colloquially as both "The City of Secrets" and "The City of Loose Lips", for one does not preclude the other.
Kor'untar (Gold Dwarf)

The kor'untar are dwarves that inhabit warm mountain ranges, badlands, and deserts. They are also not afraid to dig deep into the underground like their duergar kin. Still, most of their cities are above the surface, save in barren wastelands. Their skin is dark and their hair is thick, and either black or blonde. It greys with age, as does the beard.
The Primals

## The Primals are the component forces that underlie reality in the Mythos and allow for the existence of all things.

The Primals existed before anything else that can currently be imagined. Some theorize they are the shattered remnants of some form of elder divinity or even a previous cosmos, but at the moment this is not substantiated. The Primals are not gods or elements. They are the energetic framework on which all reality lies, and the basic energies from which everything arises. They correspond as well to basic emotions and aspects of sentience, making it possible for beings to become sentient and sapient. The Precursor itself emerged from the combined energy of all fourteen Primals, and created the Planar Cosmos from them. Gods and other Spirits are made up of more or less pure Primal energies, and can wield them in specific ways suitable to their basic natures.

### The Fourteen Primals

There are fourteen Primals. No individual one is more important than the others, and by default they remain balanced against one another in the universe. The Primals are: Altruism, Courage, Doom, Fear, Fury, Greed, Grief, Hope, Ignorance, Joy, Patience, Pride, Shame, and Wisdom. They are generally grouped into opposed pairs such as Altruism and Greed, Hope and Doom, Patience and Fury, etc. Most scholars further divide them into two lists corresponding to "positive" and "negative" traits:

Positive -

Hope, Joy, Pride, Courage, Wisdom, Altruism, and Patience

Negative -

Doom, Grief, Shame, Fear, Ignorance, Greed, and Fury

While the equal and opposite pairs do to define how the Primals interact, their "positive" and "negative" status is an artificial distinction. Each one is equally necessary. Example: Hope is generally considered the positive end of the spectrum, but it can lead to as much damage as Doom (also known in academic circles as "Pessimism") when unbalanced. Hope without balance leads to laconic behavior, unrealistic expectations, and aggressively empowers Ignorance and Courage beyond their usual limits. Ignorance because the overly hopeful do not bother to look think things through, and Courage because they are then too Ignorant to be frightened when it is reasonable to be so.

#### Wielding the Primals

Primality, the concentration of Primal energies and the ability to wield them, is the province of spirits and gifted mortals. The ability to channel one or more Primals allows abilities similar in effect to, but distinct from, magic. Mortal Primalists are rarer than Magic-users on most worlds, but the ability has existed on almost all worlds in some form or another. Annarion was notably deficient in "traditional" Primalists, but the re-born Vahlan and LeShay on that world were Primalists of a sort; they channeled and embodied the Primal essence of the their respective spiritual ancestors. Dorhaun had a comparative abundance of Primalists, until the Celosene Purges began. These conflicts, taking place between the late Age of Rebirth and Middle Age of Sistona, made Primal abilities virtually unknown except among Aberrant beings until the Imperial Incident unexpectedly triggered a resurgence on the surface.
Kumo Tetsubo

Kumo visiting Sistona in his old age. No one was brave enough to charge him with heresy for wearing the robes.

### Aliases

Tetsubo Kumo (proper name order), Spiderhand, That Crazy Priest Who Won't Leave (nickname in several places), Sensei Broken Horse

## Physical description

### Eye color

Brown

Kumo "Spider-Hand" Tetsubo was a "Wujen"/Elemental Wizard from Kodamai obsessed with the effects of Tattoo Magic. He is best known for having been loosely involved with the War of Deific Magic, for founding the Four Broken Horses School, and for being completely and utterly insane. A fervent worshipper of Dommah Rae, he refused to cast spells using Arcanic incantations even before the War of Deific magic rendered it safe not to do so, preferring to cast spells in the Sand Giant dialect used by his priests. This was not beneficial, and rendered the amplifying effects of his tattoos utterly worthless for most of his career, as all they could do was stabilize his spells so that he did not get pulled bodily (and extremely messily) through four simultaneously formed elemental gates. He also believed that in embracing insanity he gained powerful self-knowledge, and refused to curtail his own delusion-driven impulses. He once mistook a druid's squirrel companion for a deity, he insisted on wearing the traditional garb of a severe Eranos-native branch of the Faith of the Cycles at all times, and spoke with an accent that was deliberately and offensively thick despite fluency in Tellarian on par with that of a native speaker. He assisted in a minor capacity on several adventures relevant to the War of Deific Magic with various historical figures. Eventually he did experience a spiritual awakening, and gained divine power in addition to his arcane abilities.
Calendar

The Dorhaunic Calendar is the standard measurement of days and seasons in Dorhaun. Each season is comprised of three months which contain thirty or thirty-one standard days, with some holidays belonging to no month proper. Every four years comes the day known as Midnight Clear, a 24-hour cycle of complete darkness in which no stars, moons, or planets can be seen in the sky.

## Spring

Geneth (31)

Marthyll (30)

Floryn (31)

## Summer

Hyll (30)

Yatharn (31)

Xamandur (31)

## Autumn

Endomrei (30)

Samorth (31)

Tychombrei (30)

## Winter

Mantyrius (31)

Danisalyr (31)

Ragthamery (28)

Midnight Clear (1:4 years)

"Thirty days hath Endomrei, Marthyll, Hyll, and Tychombrei. All the rest have thirty-one.
Save Ragthamery, twenty-eight in year and twenty-nine on Midnight Clear." ~ a common Tellarian rhyme

## Holidays

17 Geneth – Dwarven Heritage Day

20 Geneth – Waxingtide (Start of Spring)

01 Marthyll – Jestereve

12 Marthyll – Restful Night

05 Floryn – Gnomish Heritage Day

21 Hyll – Daylight's Grace

04 Yatharn – Halfling Heritage Day

24 Xamandur – Day of Dorhaun

22 Endomrei – Waningtide (Start of Autumn)

31 Samorth – The Great Charade

26 Tychombrei – Harvest Day

19 Mantyrius – 25 Mantyrius – Week of Great Giving

```
   19 – Day of Accumulation
   20 – Day of Organization
   21 – Day of Elation - Midwinter; Tinker's Night
   22 – Day of Celebration
   23 – Day of Companionship
   24 – Day of Preparation
   25 – Day of Great Giving

```

01 Danisalyr – Day of the Dragons

11 Danisalyr – Annarrion Heritage Day (AoVL onward)

14 Ragthamery – Day of Mourning

28 Ragthamery – Elvish Heritage Day

29 Ragthamery – Midnight Clear
Olgura (Mountain Dwarf)

The olgura are what most think of when they hear the word "dwarf". These strong, stocky people love three things: Building, drinking, and fighting. They can be greedy and vindictive, but they are loyal and determined. They prefer to live on high peaks or in halls in the mountains, though many travel in the lands of others. Their great kingdoms include Diamondhall and Arvenlaad, among others. They are often rude to elves of all stripes, but they truly have no love for the duergar nor the drow.

The language of the olgura is used as the common trade language of all dwarves and includes a standardized sign language used often by craftsmen in large cities to communicate over the industrial noise of the forges.
Kasim Razi

Kasim Razi is the current Speaker of the Falls in the Temple of the Rivers. He has held this position for roughly forty years, becoming Speaker in 860 AoVL at the young age of 27. He married young, and his wife and child died in labor. He turned to the priesthood for healing, and before he knew it, he had become a renowned spiritual advisor.

He is opposed to the Baluaye and their hatred of foreign gods, believing the hate to be thinly-veiled nationalism.
Dejiana Sashanna

Lady Dejiana Sashanna was a sal'are noble and high-ranking diplomat of the city of Shutu. She had a taste for the powerful and soon married another elf noble of high standing. After a few decades of bankrupting her wife's family and enriching herself, Dejiana maneuvered her wife into divorcing her.

Having the money and notoriety she craved, her spread her influence far across the Great Desert of Phanaris and attracted the interest of the Dread Emperor Kirk Blackheart. The two of them worked together on trade deals between Shutu and Corvisburg and eventually married.

Kirk brought his young daughter Diana to live in Shutu under the eye of Dejiana. She dismissively let her servants raise the child. They were married for only a few years, but had a son, Derian, who Kirk left in Shutu with her.

She married her final partner, another sal'are noblewoman, while raising Derian.
Zamari Odabar

Zamari Odabar was a Nomzami carpenter, artisan, and merchant who was influential in trade between Zulesh and Sommerfelt Forest. Crossing the border one day, he passed by Bogdanova Ranch and met Klara Bogdanova, his future wife. They bonded over a mutual love of riding, and eventually settled at the ranch. Their son Faso attended the Nieugarten Academy.
Lake Convergence

Lake Convergence is by far the largest of the Tellarian Great Lakes, and the largest body of fresh water on the planet. It sits north of the other Great Lakes and stretches up into Central Tellaria.

All trade through Central Tellaria comes by or across the lake. Many stilt-towns dot its shores, and some have even built small docks and inns on tiny islands to make a few pennies from the company of a few fishermen or merchants.
Skulldance Clan

The Skulldance Clan is one of the oldest orc clans of Dorhaun. They were the first to come westward to Kralgtarn and establish an orcish presence in Eranos and Central Tellaria in the late third century of the Age of Veradorianis. Their chieftain at this time was Gorthaur, known as the Wanderer. In Year 295 AoV, he formed a pact with Kralg II and his name would become a title among his people. Successive chieftains would all bear that name, distinguished by an additional descriptive title unique to them. The head shaman of the clan were known as Skullkeepers.

## List of Gorthaurs

Gorthaur the Wanderer

Gorthaur the Shield

Gorthaur the Peaceful

Gorthaur the Outlaw

 Gorthaur the Tyrant

Gorthaur the Hellborn

Gorthaur the Ancient

Gorthaur the Explorer

 Gorthaur the Bastion
In Defence of the Primal of Ignorance

## The Following is an excerpt from the Journal of Ontological Studies, issue 504, published in 901 AoVL

The force called
“Ignorance” also governs things such as “instinct” and
“impulse.” Ignorance is the primal aspect of thoughtless, basic,
reactive actions such as the drive to mate regardless of consequences
and the need to fight or flee from an unknown threat. It is also,
surprisingly, one of the Primals which aid in the production of art
and performance of intense physical tasks. The Wise are constantly
monitoring, so very, very *aware* of everything outside and
within themselves. One in the full grips of “Ignorance” has
stopped seeking outside answers, stopped second-guessing, and acts
from the heart. For an animal, this means the endless cycle of
fuck-kill-eat takes over. For a sentient being, this can mean they
fall into the primal cycles of nature like a beast, or that they can
finally turn off self-doubt and outside distraction in order to
accomplish nigh impossible goals. Whether the person is making a
passionate plea to be heard by the unfeeling, performing a
mesmerizingly graceful dance, or simply jumping a chasm just ahead of
a massive gout of dragonfire, sometimes one has to turn off doubt,
stop looking for the best solution, and just let *go.*
Dragon's Skull Lake

The easternmost of the Tellarian Great Lakes, Dragon's Skull Lake is named for its vague resemblance to a profile of a dragon's head looking west. It is the second-smallest of the lakes, and the least-populated. Perhaps due to its name, it does not attract folk who linger.

This is not to say it is an empty land. Inns line every roadside, catering especially to those parched travelers from the east who have just made it through the Sands of Salvation. But there are no proper towns or cities to speak of. No nation has ever attempted to claim Dragon's Skull Lake, perpetuating the rumors of it being haunted.
Oomenaka

The Oomenaka is a magical beast native to Nomzamo. It resembles nothing more than a massive hippopotamus endowed with meter-long shoveling tusks on either side of its cavernous mouth. Its feet are webbed and clawed like that of a turtle, making it even slower on land, but even deadlier in the water.

They are omnivorous, and dwell along the riverbanks of the Great River, feasting on poisonous vilebile plants. The way they digest this with their other food gives them a resounding belch that spews corrosive stomach acid into the air. Males have been known to eat the male children of other Oomenakas.

They stand on average 6 ft at the shoulder and have a length of 15-25 ft. Though they weigh around 9,000 lbs and are tragically slow on land, they swim at 30 mph.
Shutu

### Inhabitants

Human (Tellarian, Phanaar); Sal'are (Desert Elf); Kor'untar (Gold Dwarf); halfling

Shutu is a cosmopolitan oasis city near the western edge of the Great Desert of Phanaris. Because of its relatively moist climate and rich amenities, it is a near-universal rest stop for travelers between Phanaris and the rest of Eranos.
Celestos

Born in 5006 Age of Veradorianis as Celestosorn, heir to House Sorn, Celestos was a Narean warrior, veteran of Ashauralem's War, and High Inquisitor of the Order of Iludin.

## Early Life

Celestosorn was born to Tharisorn and Laethia of House Sorn in the Year 5006 of the Age of Veradorianis. He was the eldest, having no siblings until he was forty-five. He was followed by his younger brother Sartis, who had great ambition to serve his house, but not to conquer. This perplexed Celestosorn, but he made allowances for his soft brother. He would be tempered with age.

## Ashauralem's War (The Tenth Narean War) (5128-5177 AoV)

In 5128 AoV, the final Narean War began. Ashauralem of House Lem and his carnage-loving cousin Valaxo rained flame and terror down upon House Sorn and their other enemies in Aefhwen. Celestos served under his long-time mentor Colonel Aethucraid. The war lasted for forty-five years before the dragons finally put a stop to it and banished the Nareans from Aefhwen in 5177 AoV.

## Wandering Tellaria (5177-5215 AoV)

Unfortunately, four years before the war ended, Sartis of House Sorn was killed by Valaxo. When weapons were laid down, Celestos left his people to wander the woods of their kin. He was chased from Alvestrin and knew better than to approach Veradorianis, and thus he ended up in the Black Forest of Darrog. He met a troll named Bragg of the Strongfletch Tribe. The two of them became fast friends, and Celestos was eventually embraced by the trolls.

## Order of Iludin

In 5221 AoV, Celestos joined the Order of Iludin, finding acceptance from the order (though not always from the other elves).

In 5258 AoV, Celestos was appointed High Inquisitor of the Iludin and sent to stake out his own command fortress near Helestor. Within a year, Celestos founded and built Fort Sartisorn, naming it after his fallen brother as if he were the house's heir. Celestos worked as an interim Marshal, but often left the fort to the protection of others. In 5291 AoV, Hardyn was made Lord Marshal of Fort Sartisorn, relieving Celestos of his duties.

In his final year, Celestos trained a final initiate to replace him as the High Inquisitor. The human boy Nick was selected. Nick and Celestos grew close over training without speaking much. When Nick sat around Fort Sartisorn, he reminded Celestos of his little brother. But when they fought, the look in his eyes was the same as Valaxo's had been when he cut Sartis down.

## Fall of Helestor (5308 AoV)

When the Ebon Noose attacked Helestor, Celestos and Bragg were the ones to confront the red dragon Bloodscale, who intended to consume the city's riches in a bid for immortality. Both of them were killed in the battle, as was Bloodscale.
The Outer Dark

## The Outer Dark is the non-space outside creation.

The Outer Dark, or Great Void (not to be confused with the void of space separating the planets of the Material Plane), despite being separate from the cosmos, is where all things began. It is darkness insofar as there is no light there, but there is also virtually nothing else either. Only the Primals existed there, and from them emerged the Precursor.

Possible History

It is sometimes theorized that the Primals and the Outer Dark are the remnants of a former cosmos and/or its principle deity. It is theorized thus very quietly to avoid angering any nearby priests who might be heavily armed. While the Precursor has never said anything about this to any of its children, it is possible that it would not know as such events would predate its own formation.
Shoria Blackheart

### Relatives

Reginald Blackheart (father); Ceraphine Goulden (mother); Erik Blackheart (twin brother); Nostradus Blackheart (ancestor); Kirk Blackheart (adoptive brother)

## Physical description

### Eye color

Ice blue

Shoria Blackheart was a disavowed heir to Nostradus Blackheart. She never took to spellcasting, so she was ignored by most of her family. Thus, she grew up mostly alone. She and her twin brother Erik were close, but were rarely together, as he was forced to study night and day even as a child.

She made friends with one of the family servants, Kirk, and they snuck off and fought together. Both she and Kirk drew Erik's ire whenever he would see them outside sparring while he was stuck upstairs in the manor reading. It only further complicated their increasingly distant relationship.
The Goat's Scrote

The Goat's Scrote is a dingy and greasy tavern in the town of Stonerose run by an old halfling called Goat and his human employee Terrence Owens, who is there to clean, take orders, and reach the high shelves. It is a well-known waystop for those in the know who pass through Stonerose on shady business.
Maldayum

Maldayum is a metal alloy of a certain species of petrified redwood, now extinct, once native to Corealta, and Mal, a blue metal native to the region. Maldayum, when made properly, has a natural damascus pattern that alters between a dark blue and a greyish rust-red. Maldayum, once shaped and sharpened never needs resharpening as the edge naturally microfragments. Maldayum does not tarnish but is susceptible to fungal growth if not frequently used. This is a problem because the fungal growth will separate the alloy.
Bargrim Blizzardbeard

Bargrim was a mountain dwarf born and raised in Arvenlaad. He visited Ganvord as a youngster for study in the art of cryomancy.

When Jerrick Winterbringer set the Glacial Ancients upon Ganvord in 590 AoV, he requested to join the party north to fight the wizard, though King Arven already had him selected. Along with Denorika Arrowhail and Belekor Anvilsmasher, he defeated Jerrick, being the one to slay him in combat. During the battle, Bargrim became infused with elemental energies himself, connecting him to the elements in a way that Jerrick only dreamed of.

He brought Jerrick's staff back with him and used it for the rest of his life, never learning that it was the shaft of tne forgotten Anaric weapon the Frosthammer. When the three returned and were granted surnames by King Arven, he received the moniker Blizzardbeard. From then on, the name was often heard shouted through the halls of Arvenlaad, as his renown did little to keep him out of trouble.
Order of Iludin

The Order of Iludin is an institution of law, justice, diplomacy, and faith. In all the lands its presence is known, it seeks to uphold peace and keep evil at bay.

## Creed of the Iludin

With our knees to the ground

We are humble

With our hands on our blades

We are vigilant

With our will clad in steel,

We are indomitable.

With our eyes to the sky,

We are eternal.

## Earl Marshal (Specialty)

There is only one Earl Marshal at a time. The Earl Marshal is in charge of maintaining records of noble lineages and appointments, including knighthoods, in lands protected by the Order. If someone shows up at a magistrate's door or before a vassal lord claiming descent from an obscure noble line and asking for dominion over their lands, even if said lands consist of two acres and a rundown cottage, the Earl Marshal is the one who will have to verify or dispute the claim. Agents of the Earl Marshal handle scheduling of appointments and retention/updating of records, but only a direct meeting with the current Earl Marshal can award a title that has fallen into obscurity. Those lands not adhering to a feudal system are not the Earl Marshal's responsibility.

## Notable Grandmasters

Resemera Vin'Ilidsi

Tristania Gazaan

Vishania Gazaan

Donan Warbeard

Connor Gazaan

Dimitri Sunsword
Molmutius

Born on either Vahlanost or the Plane of Fire (I dont remember, Ari pls help), he was like Meshvara's pet or some shit. He was a boss and close friend to Regnial Earthenlock. Al9ng with the expected orange flames of destruction, he could spout prismatic flame that could manipulate and mend metal, capable of making even darksteel malleable.

Article under a bunch of construction. Ca caw.
Telvimbror

Though it is surrounded by salty marshes, Telvimbror is the arcane capitol of the world. It is one of the most important trade cities, and the unofficial capital of Eranos.

It is governed by the Ten Arcans, some of Dorhaun's most learned and experienced spellcasters.

## Founding of Telvimbror (124 AoV)

Telvimbror was founded in the Year 124 of the Age of Veradorianis. It was founded as the wizarding district of Veradorianis by the first vin'are wizard, Telvos.

## Hubris (2578-2637 AoV)

Beginning with the election of Highlord Phithelian Vin'Saumyrn, a wave of possessiveness swept over Veradorianis. The elves felt a sense of ownership over arcane magic, and so decrees were passed throughout his rule that cut funding to other districts and banned other races from attending academies, culminating in the Fifth Decree of 2637, which restricted all magical education to the district of Telvimbror.

## Humility (5360 AoV)

Exhausted with the arrogance and dispassion of the elves, the Gods of Magic scooped up the district of Telvimbror from the ground and deposited it in the dirty western marshes of West Eranos, where it remains to this day. Commerce quickly sprung up around the newly-placed city, invigorating nearby kingdoms and eventually established an open door policy. Ever since, Telvimbror has been known as one of the most diverse cities on Dorhaun.

## Iludin Invasion (625 AoS)

In the early Age of Sistona, the Order of Iludin crusaded against necromancy, its practitioners, and any who enabled such foul magic. In the Year 625, Grandmaster Resemera Vin'Ilidsi led an invasion force from Sistona into Telvimbror. The battle was bloody, explosive, and left nothing but carnage and devastation in its wake. Ultimately, it was the common people, the craftsmen and laborers, who pushed out the last of the Iludin.

## Age of Telvimbror (1 AoT-2160 AoT)

The third age of the civilized world is known as the Age of Telvimbror because of the city's ubiquity in so many key events of the era.
Orguul

Orguul was a settlement on the eastmost edge of Kralgtarn. It was situated near the eastern edge of the Spindlewood. It was originally constructed by ogres, and for the first few years of its life it was called Logdunk. However, in Year 295 of the Age of Veradorianis, the Gorthari orcs arrived on their journey westward. They were welcomed by the ogres, and when Gorthaur the Wanderer met with Kralg II, they were accepted fully into the kingdom. Logdunk became the primary settlement of both peoples, and was renamed Orguul.
Heiburg

Heiburg is the capital of Heimark. It is a large castle town and port where the Heihelv River meets the sea. It is also the seat of House Maethelgar, the ruling house of Heimark.

The city is massive, the biggest and most populated in Heimark. Miles of city crawl west along the Heihelv river finally converging into a giant stone castle complex that looms over the bay.
Kralgtarn

Kralgtarn was one of the oldest civilizations on Dorhaun, contemporary with early Veradorianis and the monolith cities of the annu. It was settled and founded by the ogre warlord Kralg I in year 14 of the Age of Veradorianis. It was comprised of not only ogres, but orcs, humans, and dwarves as well. It circled the mountains of Arvenlaad, spanning from the northern border of the Spindlewood to the southern hills of Guhlkarn.

## Coming of the Skulldance (295 AoV)

In the year 295 AoV, they were joined by the orcs of the Skulldance Clan, the first to make their way westward from Kork.

## Kralgtarn Civil War (356 AoV)

One winter in 355 AoV, Kralg II fell ill with an unknown sickness. It chilled his blood and weakened his body, and he went into solitude, being seen only by his physicians. At the same time, the first okk’are had come westward, and were blamed by many for Kralg’s illness. The gnomes of Mulkister, under Fecix, thought that was insane and befriended the elves, taking them in.

Guhlkarn, a loyal city of ogres and orcs, launched an attack on Mulkister. Civil war broke out in Kralgtarn. Mulkister seceded and the gnomes and elves fought against the forces of Guhlkarn. Eventually the elves decided that they could no longer burden the gnomes with losses on their behalf. They traveled to the foothills of Arvenlaad and hid in the forest, setting up sites that would eventually become Alvestrin.

When Kralg II finally succumbed to his illness, more than one healer cited the stress of his kingdom falling apart as a barrier to his recovery. Guhlkarn was shunned by the rest of Kralgtarn and fell into ignominy and ruin.