recursal/Fanatic-Fandom huggingface dataset:
Zéta-Canis

## Empire de Zéta-Canis

L'un des premiers empires avortiums d'Asyos. Il s'éttendit dans une large parcelle du Bras d'Orion avant de se rétracter. Au moment de la Purge Edôlon, l'Empire contrôlait un tier de l'espace connus, bénéficiant de son alliance avec l'Impérium Auroran Galactique pour le commerce et la sécurité.

## Histoire

A l'origine, les avortiums de Zéta-Canis viennent d'Allemagne. Quand les avortiums se sont rebellés contre l'humanité, ils formèrent un nouvel état, composé de l'Allemagne et de la Scandinavie, formant le bloc de la Confédération Avortium d'Europe Centrale. Jusqu'à l'éclatement de la quatrieme guerre mondiale. Quand les colons avortiums se sont rendu sur Asyos et que le chemin de retour fut coupé, ses derniers se sont répendu sur toute la partie nord d'Asyos. Ceux vivants sur Cantium, au nord ouest choisir un dirigeant pour les mener. C'est ainssi que le premier empereur, Hidus Marcus forma l'Empire de Zéta-Canis, avec sa propre culture, basé sur l'harmonie avec les éléments et la déradicalisation anti-humain. Azul Marcus, son fils, renforça la société avortium et son développement économique et culturel.

Puis suivit de la plus célèbre des impératrices de l'Empire, même aujourd'hui : Xérèl Marcus.

Bien que la rencune envers les humains plannait éternellement dans l'esprit de son peuple, l'Impératrice Xérèl Marcus se lança plus avant dans la politique de réconciliation avec l'humanité. Mais ce ne fut pas du goût de tout le monde et elle dû réprimender une tentative de coup d'état visant à la détrôner au profit d'un extrémiste pro-avortium.

Quand la guerre éclatat entre l'Eurasie et les avortiums, la nation d'Urania se rangea aux côtés des pro-humains et s'attaqua à Zéta-Canis par la mer. Mais c'était sans compter les bonnes relations de l'Impératrice avec d'autres nations humains. L'Empire Auroran se rengea du côté de Zéta-Canis et repoussa par voie terrestre les troupes de l'Urania qui n'eut d'autre choix que de se replier et au final, signer la paix.

(à suivre)
Real Kalki

```

```

## Names

Possible names and references till Final name is decided:

1. Anta (short for Antagonist)

## Summary

The actual person behind the scenes pulling the strings. Is using the Current Kalki to create fear and command ISIS. Is part of the Govt. and is secretly leaking Govt. Research to Mad Scientist to further her aims.

Believes it is her destiny or duty/dharma to end life/universe as we know it. Is attempting to cause the End Event as a precursor to the Final Event. Plans to use Mad Scientist's research to cause the End Event, and create the AI to assist her in bringing about the Final Event.

Will eventually be successful in causing the End Event, but will die in the process. Meanwhile, she is able to bring The Dude to agree to her view and teach him to ultimately accept his role as the Eventual Kalki.

By convincing The Dude, who is a stand in for the reader, she should by the end of the story, be able to convince the reader of the validity of her actions.

## Character Arc Trinity

Anta starts off as a visible bystander to the story only starting halfway through Book 1. Slowly she becomes more and more central to the story. Her motivations and morality are never really clear through the story; the big reveal that she was Current Kalki/Real Kalki all along is also intended to leave the reader without a sense of closure, keeping her Character Arc grey and constant.
Avortium

Un avortium est une espèces dérivé de l'homo-sapien aillant subit des changements d'ordre biologiques et cybernétiques suffisant pour les distinguer des humains. La grande différence est d'ordre émotionnelle. Les avortiums ont une gamme sentimentale plus restreinte. Ils connaissent l'amour mais pas la passion. L'animosité mais pas la haine. La croyances mais pas le fanatisme, de l'ambition mais pas l'entêtement. En d'autres termes, les émotions intensifient leur sont inconnus. En dehors de ça, les manipulations biologiques et synthétiques ont comblé d’anciennes lacunes, comme par exemple la peau cadavérique et la perte de pilosité, pour les rendre physiquement plus proche de l'humain.

L'autre variante de l'avortium est le dyclonius.
Générateur Helios

Comparé au réacteur Point Zéro qui tire son énergie du vide dans notre univers, le générateur Helios permet de produire de l'énergie en puisant sa source dans l'anti-univers. Cette dimension parallèle est composée d'anti-matière. Si la matière et l'anti-matière entrent en contacte, la matière est convertie à 100% en énergie pure. Diffusant une énorme quantité de rayonnement ultra-violet qui, grâce au britanium, un matériaux exotique, peut être capturer et intensifier. Il représente le point de production énergétique le plus haut comprit à ce jour.

La seule entité capable de surpasser se rendement sont les edôlons, qui aspirent directement les étoiles pour alimenter leur machinerie titanesque en un temps alarmant.
Réacteur Eden

Cette prouesse technologique n'a pas son pareil pour la production de matériaux. Un réacteur Eden est capable de créer de la matière à partir d'énergie pure condensée. Le procéssusse nécéssite une énnorme quantité d'énergie. Couplé à la technologie d'imprimerie 3D, il est possible de metre en place une chaine de production industrielle avec un rendement dépassant toute les espérences.
Imperium Galactique Auroran

## L'Imperium Galactique Auroran (3131 - déclin autour de 3500. )

Connaitre les dimensions exacte de l'IGA à son apogée serrait impossible, tant les données le concernant sont imprécises et les décalages temporels importants d'un bout à l'autre de l'espace. On ne peut au mieux que donner une idée générale de sa grandeur. A l'échelle humaine, le nombre de mondes colonisées et en même temps perdus au cours d'une même année sont trop changeantes pour avoir le nombre de mondes précis.

Certaines colonies étaient perdues au moment ou l'administration impériale centrale sur Asyos apprenait son établissement...

Les plus fanatiques diront qu'il recouvrait la galaxie entière. Les plus réactionnaires prétendront qu'il n'a guère conquis au mieux que le quart de la Voie Lactée. La vérité se trouve probablement entre les deux. Si la moitié de galaxie était sous l'emprise majoritaire de l'humanité au court du siècle précédent la fin de la Grande Guerre du Chaos entre 3104 et 3131 (soit 3587 ap jc) , il est probable que le tiers de cet espace vénérait l'Aurore, même sans unité impériale.

Il faut savoir qu'au moment de la Grande Guerre du Chaos, l'Impérium était déjà en voit déclin depuis plus d'un millénaire. Sa grandeur précédente ne serra plus jamais égalée. Si l'on se calque sur les donnés historiques de l'administration impériale et des estimations raisonnables, on peut dire qu'autour des années 3 500 du calendrier auroran ( à peut près 6 000 ap jc), soit au moment où le nombre de mondes purgés par les eidôlons dépassait celui des nouvellement colonisés ou reconquis, l'humanité (dans son ensemble, exit les avortiums) aurait conquis plus de 37.41% de la galaxie. Loin de l'époque du premier Imperium qui lui avait conquis la moitié des mondes habitables au cours de ses premiers et seconds age d'or.

La fin de l'Imperium Galactique Auroran est inconnue, étant donné que nous n'avons plus de contact avec la Voie Lactée. Peut être a-t-il disparu ou résiste t'il encore avec le reste des humains, des avortiums et des aliens ?
Kalki (character)

```

```

## Summary

The core concept of the series. Essentially refers to any agent that causes the end of a cycle of events, whether small or cosmically large. It is not a redetermined position (like some prophecy), but applied to whoever or whatever causes the cycle to end.

There are 5 different characters referred to as Kalki. They are:

1. **Kalki** - as a charcter type. Anyone who brings about the end of the world. Several have come before, several more will come. Sort of like a mantle anyone with the ability can assume.
2. Historical Kalki
3. Current Kalki
4. Real Kalki
5. Eventual Kalki / The Dude
Wikia Cosmos Domination Univers

## Bienvenue sur Cosmos Domination Univers

Cosmos Domination est un forum RPG/Géopolitique de science-fiction futuriste.

Pour faciliter votre intégration sur le forum et permettre à tous de découvrir en profondeur l'Histoire de Cosmos Domination, ce wiki vous orientera vers les sujets importants.

## Navigation

### **Histoire**

Frise chronologique

- Périodes historiques -

Age Proto-spatial : 2020 - 2118 du calendrier Chrétien.

Antiquité spatiale : 2118 - 2470 du calendrier Chrétien ancien et accepté. 1 - 352 du calendrier d'Asyos

Moyen-age spatial : 1 - 4015 calendrier de l'Impérium Galactique Auroran

Renaissance spatiale : 1 - 112 après l'I.G.A

### **Civilisations**

Age Proto-spatial

Antiquité spatiale

Moyen-age spatial

Renaissance spatiale

## **A propos**

Cosmos Domination est un forum RPG/Géopolitique qui vous offre la possibilité d'incarner un personnage et d'inventer votre propre civilisation spatiale. Il fait suite à l'ancien forum Nedghast et s'est donné pour ambition de continuer cette grande saga de Jeu de Rôles fantastique.

Pour contacter l'administration et lui poser des questions, rendez-vous directement sur le forum.
The Settling of Raxos Wikia

## About This Wiki

This wiki is the directory of all info related to the RPG Campaign "The Settling of Raxos". If you just stumbled upon this, you probably won't find anything interesting here.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.
Dyclonius

Créés par des manipulations génétiques sur des humains et des avortiums, avant même la naissance de Britannia, ils ont pour principal caractéristique physique des cheveux tirant vers des couleurs inhabituelles (rouge, vert voir pourpre ou indigo) et deux proéminences au niveau des tempes (d'où ils tirent leurs pouvoirs télékinésiques). Ils disposent également de capacités de conceptualisations et de réflexions bien supérieures aux autres races, ce qui arriva de pair avec un ego sur-dimensionné. Les Dyclonius sont certains d'être l'aboutissement ultime de l'homo-sapiens, et sont intimement convaincus d'être supérieurs à n'importe quelle espèce. Mais la rage vengeresse qui leur voulait exterminer tout ce qui n'était pas comme eu a depuis diminué, et si une race accepte de reconnaître les Dyclonius comme supérieurs, elle peut très bien s'intégrer à Britannia. C'est le cas des avortiums, majoritaires très longtemps dans la Fédération Impériale, qui ont fini par reconnaître la supériorité de ces Dyclonius (après plusieurs guerres civiles et révoltes, il faut l'avouer).

Désormais, donc, les deux espèces sont en parfaite harmonie, pour ainsi dire, malgré quelques troubles sur le Réseau, et quasiment chaque citoyen dispose de capacités télékinésiques limitées. Toutefois, ceci vient avec des inconvénients. Les Dyclonius ayant un taux de natalité extrêmement faibles (la plupart sont nés de modifications d'Avortiums dans des laboratoires), même avec le brassage éthique, on est encore loin d'atteindre les deux enfants par femmes.
Tous les moyens d'accélération des naissances disponibles sont mis à disposition de la caste des Gardiens (voir Armée), délaissant en grande partie les Citoyens qui doivent se débrouiller par eux-mêmes, n'ayant qu'une chance infime de pouvoir avoir des enfants (les rapports hommes-femmes sont donc très libérés de ce côté-là, l'absence de conséquence créant une sorte d'appel d'air conduisant à un relâchement de la morale sur ce domaine précis).
Agent Tang

## Tang

Tang is a brilliant, unscrupulous, mysterious man. No one knows anything about his background, and that's just the way he likes it. He serves Prime Minister Torrence as his spymaster and right-hand man. Torrence trusts him with everything.

The governors of Raxos Prima, Castellan Lun and Captain Geth, report to Tang.

Agent Tang is tyipcally seen accompanied by his raven Fizzy.
Captain Geth

## Geth

Captain Geth came from a poor peasant family and was orphaned at 12.  He joined the military as a private, and by the age of 22, through continued displays of courage and intelligent leadership, had risen to the rank of sergeant.  Gaining further experience and proving his worth in several of the kingdom’s wars with its neighbors, Geth was promoted to lieutenant at 26 and to captain at 30.  He was always beloved by the men who served under him, but always despised by his peers and superiors in the officer corps, except for the handful of powerful generals and colonels who saw his potential.

Two years ago (two years after becoming captain) his career was ruined by a military blunder for which he was scapegoated.  It became too politically problematic for the generals who liked him to go on defending him after that, so he was discredited and reassigned to be in charge of a barracks in Drum, the capital of one of the outer provinces.  That’s where Captain Geth met Apisney, an elf ranger who longs to return to the wilds, but has found himself working as an “underdark” consultant in the city.
Istreel

## General Information

*The Deciever.*

**Intermediate Deity**. **Symbol**: A five pointed star covered by a hand.. **Home Plane**: ----. **Alignment**: Neutral Evil. **Portfolio**: Secrets, Intrigue, Betrayal. **Cleric** **Alignments**: LE, NE, CE. **Domains**: Evil, Knowledge, Magic. **Favored Weapon**: Dagger.

## Worshippers

The Five Chosen of Istreel - In the year 584 Istreel selected these five to spread his goals in central Atha.

## Centers of Worship

Istreel has many hidden congregations across Atha.

## Relationships

As Istreel is dedicated to the destruction of all other gods he is not on good terms with any of them.

## Temples

Temples of Istreel are well hidden. Within or under a cathedral dedicated to a good aligned god is an especially favored place.

## History

Year 584 - Istreel selects five chosen.

Year 726 - The last of The Five falls.
Concepts

```

```

This page lists some fundamental concepts central to the story. Theses are the foundation stones for the story.

## Concepts

1. Kalki (character) - The core concept of the series. Essentially refers to any agent that causes the end of a cycle of events, whether small or cosmically large. It is not a redetermined position (like some prophecy), but applied to whever or whatever causes the cycle to end.
2. Character Arc Trinity (CAT) - a central storytelling motif, where three of the cenrtal character's arcs converge at the end and then diverge in opposing directions.
3. M - the sequel story to Kalki
4. Manu - the charcter template who saves the fish (Matsya, Nemo) and rears it.
5. Matsya - an advanced artificial being capable of brain plasticity. It's capacity to constantly learn more and more is the ultimate tool whch all the agents of the story are working towards.
6. Universe as an Organism - the idea that perhaps thee universe we know is but one of many. Others may exist and be as vast and vaaried as theere are forms of life on the earth and beyond. Perhapss universes must also evolve in order to survive.
7. The Book - another storytelling motif that is shown as passages from a long lost document that helps justify and set the cosmology and mythos for the story. Similar to Hollis Mason's book in The Watchmen.
Alsaphe

## L'Alsaphe

Ces cristaux bleutés de tailles et de formes variables ( allant de 50 centimètres au 10 mètres de hauteur pour les plus gros), ont été découverts pour la première fois sur Asyos. Il fut par la suite révélé qu'il en existait un peu partout dans l'univers.

Ce cristal a pour particularité d'emmagasiner de lui même de l'énergie électrique tout au long de sa cristallogenèse. Le processus causant ce phénomène extraordinaire reste encore inconnu. Ce cristal peut être comparé à une batterie naturelle, à la différence près que l'alsaphe ne perds pas d'énergie avec le temps. Il est possible de changer la forme des cristaux en augmentant ou en réduisant la quantité d'énergie à l'intérieur.

Son utilisation à des fins industrielles se révèle être complètement écologique, l'alsaphe n'émettant aucune radiations et ne produisant aucune forme de libération carbonique.

## Utilisation

L'alsaphe peu être découpé à l'aide d'un laser de très haute énergie pour faciliter son stockage et son exploitation, sans toutefois craindre de pertes de l'énergie stockée. Ce cristal a de fait de très nombreuses applications dans les domaines civils et militaire. Dans l'industrie et l'armement, les prismes d'alsaphe concentrent et amplifient la puissance des lasers, alimentant par la même occasion l'arme.

Sa capacité de stockage électrique en fait une alternative parfaite aux sources dites "fossiles"; les colons l'utilisent donc souvent comme source d'énergie primaire pour alimenter leurs machines lorsque aucune autre source de puissance équivalente n'est disponible, ou que des infrastructures disposants de générateurs puissants ( réacteurs à Plasma, par exemple ) n'ont pas encore été construites.
Prime Minister Torrence

## Torrence

Prime Minister Torrence is a man of big words and bigger actions. He doesn't take no for an answer, even, if not especially, from his king. He genuinely has the best interests of the realm at heart, but if something fattens his own coin purse a bit, then that's just the icing on the cake. He is a fan of the golden days, which were before he was born, but he is certain things used to be better. He is seen drinking wine more often than water, but never to the point of losing his mental faculties, unless it's a special occasion of course.

His right-hand man and personal spy is Agent Tang.
Background

King Kroll VI rules the Eastmounts alongside his wife Queen Ruara.  Kroll’s trusted advisor, Prime Minister Torrence, becomes convinced that the islands of the Raxos Archipelago hold mysterious riches that would be very valuable to the realm, and tries to persuade his king that establishing colonies on these islands would be worth the significant required investment.  The king remains unconvinced, however, and forbids Torrence to put forward any more proposals for this “boondoggle.”

The prime minister is frustrated, but remains determined to prove that his colonial vision would be in the kingdom’s best interest.  He secretly diverts some gold from the royal treasury to fund a small­scale version of his plan, setting up a single outpost on an island that had been identified by earlier explorers as having the largest crystal reserves.  Torrence invests all his trust and power in the matter to his right­hand­man, Agent Tang. Tang begins investigating to find trustworthy candidates to lead the venture.  Eventually he decides to approach two people: Captain Geth and Derick Lun.

Agent Tang approaches Captain Geth and recruits him, and Geth invites his friend Apisney to come with him.  On paper, Geth has been reassigned to another barracks.  No one cares enough to check the validity of the documents that Agent Tang forges.

Before departing, Geth, Apisney, and Derick Lun each go about semi­secretly recruiting settlers. Geth finds ten soldiers in the region he feels he can trust.  Two of the soldiers have wives who come with them.  One of the soldiers has a sister, who convinces her husband to join the venture as well.

Apisney goes on a quest to find the wise hermit Yulia and convince her to join them.

Derick Lun finds posts adds in a few small coastal towns offering positions in a colonial venture. That’s how the rest of the settlers, including fourteen indentured servants, who are put under the charge of a bureaucrat named Cedrick, whose brother Kendrick gets wind of it and blackmails his brother into letting him come along.
Raxos Prima

Raxos Prima is a settlement located on an island in the Raxos chain of islands, some two hundred miles from Drum. The settlement was founded on the first of Marun (the first day of spring in the calendar). It is currently being governed by Captain Geth of the Eastmounts (the military authority) and Derick Lun (the civil authority), both of whom report directly to Agent Tang. The settlement is situated at the edge of an old-growth forest, along the banks of a mid-sized river that feeds into the bay in which the settlers first landed. An expeditionary squad of 60 (consisting of 31 civilians, 10 soldiers, 14 indentured servants, Geth, Lun, and Archranger Apisney) were sent to setup an outpost to facilitate future attempts at settlement.

As of the 4th of Aprun, the settlement had 55 inhabitants.

*Currently Raxos Prima consists merely of a field camp and construction site of a stone watchtower. The soil near the settlement is decently fertile, and the wilderness is relatively tame. Reports allege that the island is rich with some type of magical crystal. The settlers have yet to make contact with the indigenous peoples of Raxos Prima.*
King Kroll VI

## Kroll VI

King Kroll VI rules the Kingdom of the Eastmounts alongside his beloved wife Queen Ruara. He came to power at age 32 after his uncle King Wynn II and first cousin Crown Prince Wynn perished in a shipwreck. Although next in the line of succession for the throne after the crown prince, he did not expect to ever rule, and did little to prepare for a life as king. While he is not the most educated or strategic ruler, he is beloved by his subjects for his humble, modest lifestyle and down to earth personality. He rejects the extravagances of being a noble and focuses on improving the conditions for his vassals and their people. He brokered peace with the neighboring Kingdom of Allanse and his lenient tax policies have allowed the peasantry to flourish and prosper.
Kindom Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Video Library.

File:Placeholder
Derick Lun

Derick Lun is currently acting as Castellan for the settlement of Raxos Prima. He is accompanied by his wife Adrianna Lun.

## History

   Derick Lun was left as a baby on the steps of a temple dedicated to Moradin. He was raised to become a monk of Moradin and was prepared to take his vows at the age of 24. The only thing that stopped him was the beautiful milk maiden that brought the weeks ration of goats milk up the jagged mountain to the monastery. He fled with her to the town below where he slept for weeks in her father’s barn until ultimately being discovered and flushed from the town.

   He wishes he could tell people that was now his wife, but instead he ended up marrying a rather plain of face woman he met in his days as a construction foreman for the King. Average in looks she may be, but Derick’s Adrianna is beautiful in thought and word. They wed in a traditional Moradin-inspired ceremony and she travelled with him as he moved around the realm managing project after project for the King.

   His faith in Moradin was rekindled after a tragedy he rarely thinks of or talks about with anyone, and he dedicated his life to Moradin, returning to the monastery of his youth to find it in disrepair. He spent years leading an effort to restore it at great personal cost, and when finished he resided there for years until Agent Tang came to pay him a visit.
Halan

## General Information

LN independent village in the Tyrium Valley.

Corruption -3; Crime -1; Economy 0; Law +1; Lore +1; Society -3

Qualities Famed Breeders, God Ruled

Danger 0; Disadvantages none

## Demographics

Population 100 (40 human, 20 gnome, tinker, 20 doppleganger, 10 dwarf, 5 mongrelman, 5 goblin)

## Geography

Settlement in the Tyrium Valley south west of Faira.

## Economy

Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 3rd

Minor Items 2d4; Medium Items 1d4; Major none
Faira

## General Information

LN Independent Large City

Corruption 2; Crime 0; Economy 3; Law 3; Lore 3; Society 5

Qualities Abundant, Academic, Deep Traditions, Religious Tolerance, Trading Post

Danger 10

## Geography

Faira lies where the Tyrium River flows into the Sea of Iron Stars.

## Government

The duchess is the titular ruler here, but in practice the city is governed by the Merchants Council. The Merchants Council is made up of powerful oligarchs primarily concerned with keeping the city a good place to do business.

## Culture

### Religion

Faira is also noteworthy for the dozens of temples, both minor and major. These temples are overseen by the Temple Council, made up of the highest-ranking clerics devoted to each of the deities the temples serve.

## Notable Inhabitants

* Eryn Ambehrt (LG female human enchanter 14). Current Duchess of Faira.
* Nahyaherrim (LN male old blue dragon). Nahyah originally entered into an agreement with the duchess's great grandfather. In exchange for a favor known only to them Nahyah pledged himself to serve the Duchy for eighty years. The original term of service expired years ago but Nahyah has since decided that he likes living in Faira (since he has accumulated quite a bit of wealth and political power from his service in the military).
Imilriel

## General Information

LG small town in the Tyrium Valley south west of Faira.

Corruption -1; Crime -4; Economy 0; Law 6; Lore 0; Society 2

Qualities Pious, Superstitious

Danger 0

## Demographics

Population 1,750 (650 human, 350 aarakocra, 300 human, 175 genie, jann, 125 lizard folk, 100 kobold, 50 others)

## Economy

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 3

Minor Items 3d4; Medium Items 1d6; Major Items None
Cestria

## General Information

Cestria is the god of the sun. He is one of the oldest gods of Osene.

**Greater Deity**. **Symbol**: ? ?. **Home Plane**: ? ?. **Alignment**: Neutral Good.**Portfolio**: Sun, Healing. **Cleric Alignments**: LG, NG, CG. **Domains**: Good, Healing, Knowledge, Sun. **Favored Weapon**: Mace.

## Centers of Worship

Cestria is worshiped throughout the continent of Atha.

## Relationships

A number of Cestria's followers have achieved deity or near-deity status.

Cestria is on good terms with most good aligned deities. His relationship with Torrent is somewhat distant, but not hostile.
Isthas

## General Information

N Large town. Independent. Tech Level 9.

Corruption -1; Crime -1; Economy -2; Law 0; Lore 3; Society 1

Qualities Sacred Animal, Romantic, Rural

Danger 0; Disadvantages none

## Geography

Isthas lies on a peninsula between the Sea of Iron Stars and the Ladalor Sea.

Dictatorship

## Economy

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 5th

Minor Items 6d4; Medium Items 2d4; Major 1d4

Isthas is very wealthy due to it's position. Most trade from the Sea of Iron Stars passes through Isthas on it's way to the rest of the Seven Seas region and the ocean.
Ensford

## General Information

LN village in the Taydale Shires.

Corruption -1; Crime -1; Economy 0; Law +1; Lore 0; Society -3

Qualities Resettled Ruins, Restrictive

Danger 0; Disadvantages none

## Demographics

Population 125; Mixed (120 halfling, 3 dwarf, 1 human, 1 hobgoblin)

## Economy

Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 3rd

Minor Items 2d4; Medium Items 1d4; Major None

## Notable Locations

* Khali's Carvings. The workshop of a female dwarf woodcarver named Khali, known for her staves and wands.
Bandolin

## General Information

NG Small city. Independent. Tech Level 6.

Corruption 2; Crime 1; Economy 3; Law 1; Lore 1; Society 0

Qualities Famed Breeders, Guilds, Pious, Rumormongering Citizens

Danger 5

## Demographics

Population 8,400 (6,600 Human, 750 Halfling, 450 Dwarf, 250 Orc, 175 Gnome, 100 Elf, 75 Others).

## Geography

Bandolin lies near the Tyrium River in western Atha.

## Government

Autocracy. While Lord Kerden Jarmaath is the official ruler of Bandolin Lady Verrasa Kaal secretly wields a lot of political power in the city.

## Economy

Base Value 4,000 gp; Purchase Limit 25,000 gp; Spellcasting 7th

Minor Items 4d4; Medium Items 3d4; Major 1d6

## Notable Locations

* The Stone Wyvern - An inn owned by a gnome named Trabalard Yab. The common room is dominated by a petrified wyvern.

* Shank's Shivs - A weapon shop owned by an ex-bandit who once spent ten years in the dungeons below Bandolin.

## Notable Inhabitants

* Eldremma Axenhaft (LN female dwarf fighter 4/rogue 3) is a merchant who hires mercenaries as caravan guards.

* Lord Kerden Jarmaath (NG male human fighter 8) is the current ruler of Bandolin
* Captain Lars Ulverth (LG male human fighter 7) is the leader of the Lion Guard.

* Rillor Paln (NE male human rogue 11) is the master of the Black Knives. He is usually allied with House Kaal.
* Thoris Dietrich (LG male human investigator 6 ) is a detective of the city guard.
* Shining Servant Tredora Goldenbrow (LG female aasimar cleric 8 of Cestria) is the most prominent cleric in the city.

* Lady Verrasa Kaal (LE female human rogue 9) is the leader of House Kaal a mercantile house.

## Notable Oraganizations

* Black Knives are a gang of highwaymen and cutthoats based in Bandolin and secretly allied with House Kaal.

* House Kaal Elite Guard - Lady Verrasa Kaal's answer to the Lions of Bandolin, these skilled retainers of proven loyalty serve as her personal bodyguards or trust emissaries. A small group, it includes one 6th level fighter and four 4th level fighters.
* The Lion Guard is Lord Jarmaath's army. They keep order in the city, garrison the keep, and patrol the lands nearby. The Lion guard includes forty 3rd level fighter, fifty 2nd level fighters and one hundred 1st level fighters.
* The Lions of Bandolin - The most skilled and experienced members of the Lion Guard are rewarded with the title "Lion of Bandolin". The Lions of Bandolin, who lead the Lion Guard when not undertaking special missions for Lord Jarmaath, currently include one 5th level fighter, four 4th level fighters, and twelve 3rd level fighters.
Aldwald

## General Information

NG Small City in Hethan.

Corruption +1; Crime +1; Economy +3; Law 0; Lore +2; Society +4

Qualities Artist's Colony, Pious, Tourist Attraction, Defiant

Danger 5

## Demographics

Population 8,600 (6,800 Human, 800 Tengu, 400 Dwarf, 250 Orc, 175 Elf, 100 Centaur, 75 Sphinx)

## Geography

Alwald lies in western Hethan on the Styn River.

## Economy

Base Value 4,800 gp; Purchase Limit 25,000 gp; Spellcasting 7th

Minor Items 4d4; Medium Items 3d4; Major 1d6

## Notable Locations

* The Welcoming Pirate. On Quarry Passage, near the town gate. It stands next to the workshop of a female human weaponsmith named Joane Nelle. The inn is a single storey timber and brick building, with a large cellar. Accomodations consist of several hammocks in the common room. A small stable behind the inn has room for a few horses. The innkeeper is an old male dwarf named Hallgi Thorkeson. He is fascinated by languages and runes.

## Notable Inhabitants

* Atell (CE female orc fighter 7). Atell is common in appearance, with braided white hair and light amber eyes. She wears studded leather and wields a military pick and dagger. Atell seeks to free herself from an ancient curse.

* Cumha (NG male elf aristocrat 7). Cumha has black hair and bright brown eyes. He wears fine raiment and jewelry. Cumha seeks to save his family from financial ruin.
Jogard Maltraven

Jogard Maltraven (409 - 451) was the fourth king of Haferth and last king of the House of Maltraven. He was the son of Wynever Maltraven (393 - 442) and Anagrin Eadley (395 - 448).

## Reign

Jogard became king upon the death of his father in 442.

## Death and Legacy

Jogard died in battle against a horde from the Wyrm Bones along with his two sons in the year 451. He was avenged and succeeded by his second cousin Eamen Wilhald (432 - 487).

## Family and Children

Jogard married Fortinta Andrah (410 - 464) in 425.

1. Son Ordley Maltraven (427 - 451)
2. Son Soferth Maltraven (429 - 451)
3. Daughter Anneja Maltraven (432 - 497)
Kothoth

## Demographics

Once a populated kingdom Kothoth is now comprised is small isolated tribes which still have not recovered from the invasion by neighboring Parshand.

## Geography

Kothoth lies along the Morcor River in the Thoth-batôn Jungle.

## Government

Kothoth has no functioning central government. Each tribe or clan has it's own government.

## History

Year 678 - Kingdom, decline / fall - Destroyed by Parshand.
Hule

Capital of Talkadira.

## General Information

NG Large City

Corruption -1; Crime 5; Economy 2; Law 2; Lore 6; Society 8

Qualities Hallowed, Population Surge, Prosperous, Sacred Animal, Well Educated

Danger 10; Disadvantages none

Government Utopian Experiment

Population 13,000

Base Value 10,400 gp; Purchase Limit 75,000 gp; Spellcasting 7th

Minor Items 4d4; Medium Items 3d4; Major 2d4
Far Moran

## General Information

LG Village in the Silverhelm Holds.

Corruption -1; Crime -1; Economy -1; Law +1; Lore -1; Society +1

Qualities Untamed, Magically Attuned

Danger 0; Disadvantages none

## Demographics

Population 100 (96 dwarf, 2 loxo, 1 human, 1 ogre)

## Geography

Far Moran is an isolated settlement in the southern Silverhelm Holds not far from the Painted Canyons.

## Government

Theocracy LG - Far Moran is ruled by Moran Forgeworn.

## Economy

Base Value 600 gp; Purchase Limit 3,000 gp; Spellcasting 5th

Minor Items 2d4; Medium Items 1d4; Major none

## Notable Inhabitants

* Moran Forgeworn (LG male dwarven cleric 8). Moran is a bit insane. He formed this settlement for his followers some years ago when he predicted that the world would end soon. The world hasn't ended yet but that doesn't stop him from making new predictions.
Hrishbol

## General Information

LE village west of the Orsteel Mountains.

Corruption -2; Crime -5; Economy -1; Law +2; Lore -1; Society -1

Qualities God Ruled, Superstitious

Danger 0; Disadvantages none

## Demographics

Population 150; Mixed (120 Goblin, 15 Gnoll, 10 Orc, 5 Grell)

## Economy

Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 1st

Minor Items 2d4; Medium Items 1d4; Major None
Boowich

## General Information

LN Hamlet in the Taydale Shires.

Corruption -4; Crime -2; Economy -2; Law -3; Lore -3; Society 2

Qualities Holy Site

Danger -5

## Demographics

Population 25 (20 halflings, 2 gnome, 1 human, 1 dwarf, 1 elf)

## Economy

Base Value 200 gp; Purchase Limit 1,000 gp; Spellcasting 4th

Minor Items 1d6; Medium Items None; Major None

## History

Year 842 - The construction of nearby Peystone Keep puts and end to the raids from Risthas.

Year 832 - First appearance of the Abeils. They begin building the nearby hive of Risthas. Ever increasing raids follow over the next ten years.
Lebury

## General Information

CE Large Town

Corruption 0; Crime +1; Economy 0; Law +3; Lore 0; Society -6

Qualities Holy Site, Long Memory, Tribal

Danger 5; Disadvantages none

## Demographics

Population 3,750 (3,600 halfling, 75 hill giant, 50 drow elf, 25 others)

## Economy

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 7th

Minor Items 3d4; Medium Items 2d4; Major 1d4
Drana

## General Information

NG Large City in Rashan.

Corruption 2; Crime 2; Economy 5; Law 2; Lore 6; Society 9

Qualities Supportive, Pious, Prosperous, Heart of the Empire, Hallowed

Danger 10; Disadvantages none

## Government

Drana is the capital of Rashan. The city is ruled by a theocracy dedicated to Cestria led by Bertio.

## Culture

### Religion

Cestria is the official religion of Drana but other good religions are allowed. The worship of Istreel is expressly forbidden.

## Notable Locations

* Anban's Woodwork: A cluttered woodcarver's workshop

* The Broken Arrow: A shabby commoner's tavern, kept by a sphinx named Sini.

* The Crossed Blades: An elegant elven inn, said to be built atop the tomb of a demon.

* Grarder's Masonry: A large stonemason's workshop, said to be guarded by living gargoyles.

* The Old Bear: A neglected dwarven tavern, built within what was once a minor temple.

## Notable Inhabitants

* Altes Rene: Male Human Cleric, Good. Altes is elegant in appearance, with thick white hair and hazel eyes. He wears splint mail and wields a hammer.

* Kathon: Female Human Guard, Neutral. Kathon has thick blonde hair and narrow amber eyes. She wears studded leather and wields a mace and light crossbow. Kathon has been hunting the cunning rogue Earurg for many years.

* Wene: Female Human Professional, Good. Wene has a long face, with brown hair and large gray eyes. She wears well-made clothing and a silver holy symbol. Wene has an animal companion, a gray rat named Bruna.
Dauntless Peaks

## Geography

The Dauntless Peaks lie between the Sea of Storms and the frozen tundra to the north.

## Notable Locations

* Gray Timbers - Goblins

* Rymfur - Gnolls

* Thadral - Elven

* Wilferth - Humans

## History

Year 859 - Intrigue / Scandal in Wilferth

Year 856 - Intrigue / Scandal in Thadral

Year 850 - Rebellion in Gray Timbers

Year 847 - Feud / Rivalry in Rymfur

Year 834 - Natural Disaster / Plague in Thadral
Bermeri Wilhald

Bermeri Wilhald (460 - 510) was the sixth king of Haferth and second king of the House of Wilhald. He was the son of Eamen Wilhald and Gardja Dunar.

## Family and Children

Bermeri married Annferd Lafste

1. Eamen Wilhald II Seventh King of Haferth(485 - 555)
2. Aethert Wilhald Duke of Faira (490 - )
3. Wilgrim Wilhald Duke of Bandolin (498 - )
Isenmax Wilhald

Isenmax Wilhald (519 - ? ?) was the eighth king of Haferth.

## Appearance

Due to being the Chosen of Yinarra Isenmax's skin and hair turned white later in life earning him the moniker "The Pale King".

## Early Years

in the year 541 Isenmax was chosen by the goddess Yinarra. This occurred when Isenmax foiled a plot by a cult trying to convert the entire population of Relleton into undead.

## Reign

Isenmax assumed the throne of Haferth in 555 upon the death of his father Eamen Wilhald II.
Egelric Maltraven

Egelric Maltraven (375 - 395) was the second king of Haferth.

## Early Years

Egelric was born to Wulforth Maltraven and his second wife Samliam Joangar in the year 375.

## Reign

Egelric ruled for only one year, dying at the age of 20.

## Family and Children

Egelric married Linethel Davenmi and had three children.

1. Son Wynever Maltraven (393 - 442) who suceeded him as king while still an infant.
2. Son Wynhal Maltraven (394 - 415)
3. Daughter Leely Maltraven (395 - 444) who married Liald Wilhald, a nephew of the Duke of Faira.
Baelthôr

## General Information

LG. Tech level 6

Black Queen

## Geography

Baelthôr lies on the road that runs between Armesh and Lamara.

## Government

Gynarchy (Republic) - An Archein is elected from among the matriarchs of the clans to serve a twenty year term.

### Relations

* Loisen

* Tasa

* Trida

## Cities and Towns

* Darsi - Large Town

* Dindril - Capital City

* Mogud - Large Town

* Umro - Large Town

## Notable Inhabitants

* Duli Kharagzar (LG female dwarven cleric 14). Current Archein and matriarch of the Stormhammer clan.
Harta

## General Information

LN Large Town in Tasa.

Corruption 2; Crime -6; Economy 0; Law 5; Lore 4; Society -1

Qualities Eldritch, Rumormongering Citizens, Superstitious

Danger 18; Disadvantages none

Population 5,000

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 3rd (5th for divination or necromancy)

Minor Items 3d4; Medium Items 2d4; Major 1d4

## Geography

Harta lies on the road that runs between Armesh and Lamara.
Dasskha

## General Information

Alignment CE. Tech level 6

Missionary Zeal

## Cities and Towns

* Drukdai

* Imiltrityas

* Kahanvil

* Lauldresh

* Thadreth

* Xusreon

* Zatian

## History

Year 646 - Rise of the Dasskha goblins from the middle underdark to the surface. Over the next few decades they begin raiding throughout the area. Cabeorn, Orduun, and Rashan are hardest hit.
Kamlin

## General Information

Small town in the Silverhelm Holds.

Corruption 0; Crime 0; Economy 1; Law 3; Lore -1; Society 0

Qualities Strategic Location, Militarized

Danger 0

## Geography

Kamlin lies on the western shore of Tyskith Bay.

## Economy

Base Value 1,100 gp; Purchase Limit 5,000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major None

Lying on the shore of Tyskith Bay Kamlin is the closest thing the Silverhelm Holds has to a port. Most trade to the Seven Seas region passes through Kamlin.

## Notable Locations

* The Clockwork. A large cube of rotating gears and ticking escapements, crafted from brass and inscribed with incoherent labyrinths. Nobody seems to know who created it, nor when, or its purpose.

## Notable Inhabitants

* Braiden Stonebeard (male dwarf ranger) fights with two hand axes, dual wielded, and a stone wolf pup named Fang.
* Rombel Darthora (male dwarf wizard) is a resident of the neighborhood near the docks. He does not live in his own house, rather he lives in an extradimensional space that is behind a magical door. This door moves around the neighborhood seemingly at random attaching itself to the exterior walls of buildings. Due to this he is not very popular with the local residents but being a powerful wizard they dare not voice their objections too loudly.
Downfall

## General Information

NG Capital of Thasil

Corruption 0; Crime 0; Economy 0; Law 0; Lore 5; Society 2

Qualities Slumbering Monster, Eldritch

Danger 13; Disadvantages none

## Economy

Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 1d6; Major None

Under Downfall lies the head of Niserie. The gnomes of Downfall have a very profitable operation mining various materials from her body.
Lebeth

## General Information

Alignment CE. Tech Level 9

Magical

## Geography

On the Crown Sea in the Seven Seas region in western Atha.

Militocracy

* Silverhelm Holds - The dwarves of the Silverhelm Holds have a long standing mistrust of the wizards of Lebeth dating back to the kingdom of Kharbar.

## Cities and Towns

* Lape

* Lenen

* Nalasth

* Nerane

* Raryion

* Risthys

* Tancur

* Thyten
Darsi

## General Information

LE Large Town

Corruption +3; Crime -4; Economy -1; Law +3; Lore +1; Society +2

Qualities Animal Polygot, Superstitious, Unholy Site

Danger 5; Disadvantages none

Government Monarchy

Population 4,700 (4,000 )

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 2d4; Major 1d4
Haferth

## General Information

Haferth was a human kingdom that dominated the Tyrium Valley. It collapsed about two hundred years ago.

## Notable Inhabitants

Wulforth Maltraven - First king. Founder of the House of Maltraven.

Ethelric Wilhald - Last king. Died under a curse and became the Ghostlord.

## History

Year 657 - Ethelric Wilhald dies under a curse and becomes the Ghostlord. Lashelm, the capital of Haferth is sacked and burned by a horde out of the Wyrm Bones.

Year 523 - The War of the Silver Bride.

Year 369 - The kingdom of Haferth controls the western end of the Tyrium Valley.

Year 365 - Wulforth Maltraven slays the dragon Riagliathun and founds the city of Lashelm on the site creating the kingdom of Haferth.
Armesh

## General Information

Human nation.

Alignment LE. Tech Level 10

Divine Inspiration

* Gulf of Aldra.

* Lilhiru Forest.

* Zalan Ridge.

* Wilan River

### Foreign Relations

During the War of the Five Armesh fought a series of wars against Rashan and Hethan.

## Cities and Towns

* Argion

* Gorcuh

* Hathae

* Lithimi

* Nafan
* Oldkirk

* Triever - Capital

* Vilchi - Dwarven

## History

Year 860 - Feud / Rivalry

Year 678 - The previously secret temple of Istreel becomes dominant in Armesh. Worship of other gods is outlawed.

Year -15 - Humans migrate through the Kayama Divide from the east and settle the city of Triever.
Lionore

## General Information

*The Defender*

**Intermediate Deity**. **Symbol**: Two crossed short swords. **Home Plane**: --. **Alignment**: Lawful Good. **Portfolio**: Defense, war, vigilance, halfling fighters, duty. **Cleric Alignments**: --. **Domains**: Good, Halfling, Protection, War. **Favored Weapon**: Short sword.

## Appearance

Lionore appears as a powerfully built halfling in the typical armor and gear of a soldier or mercenary.

## Worshippers

Popular among halflings with martial occupations. Soldiers, guards, mercenaries.

### Order of Saint Haltigan

During the re-conquest of the Taydale Shires Saint Haltigan was the leader of the halfling army. As he was an excellent tactician his followers study tactics and strategy.

### Order of Saint Carollo

During the re-conquest of the Taydale Shires Saint Carollo was the genius behind the siege of Ryheath. The followers of this order specialize in building defensive fortifications and destroying them.

### Order of Saint Esposito

Saint Esposito was an enchanter who helped Saint Haltigan and Saint Carollo during the re-conquest. He used his magic to strengthen and protect the halfling soldiers.

## Relationships

Lionore is on friendly terms with all other Halfling deities and considers himself their defender and champion.
Ferann

## General Information

NG large town in Hethan.

Corruption 0; Crime +2; Economy +3; Law 0; Lore +1; Society 0

Qualities Holy Site, Untamed, Romantic

Danger 5; Disadvantages none

## Demographics

Population 4,500 (3,500 halfling, 400 dwarf, 250 human, 150 goblin, 100 abeil, 50 catfolk, 50 others)

## Geography

Ferann lies in eastern Hethan where the road splits to lead either east into Ageir or south to Reusil.

## Economy

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 7th

Minor Items 3d4; Medium Items 2d4; Major 1d4
Kasinth

## General Information

NG large town in Hethan.

Corruption 0; Crime +1; Economy +3; Law -2; Lore -1; Society +7

Qualities Darkvision, Legendary Marketplace, Supportive

Danger 0

## Demographics

Population 3,800 (3,000 halfling, 350 Roald Human, 200 Gnome, 100 Kitsune, 75 Goblin, 50 Fey, 25 Anlau Human)

## Economy

Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 2d4; Major 1d4
Hatton

## General Information

NE Large Town in the Gravelfists.

Corruption +2; Crime +1; Economy +2; Law 0; Lore 0; Society +2

Qualities Abundant, No Questions Asked, Decadent

Danger +15; Disadvantages none

## Demographics

Population 3,600 (3,450 Spriggan Gnome, 75 Thri-kreen, 50 Rougarou, 25 Minotaur)

## Geography

The Hatton live spread out along a valley in the Gravelfists.

## Economy

Base Value 2,000 gp; Purchase Limit 12,500 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 2d4; Major 1d4
Hamor

## General Information

CG Large City. Capital of Hethan.

Corruption +4; Crime +3; Economy +6; Law +4; Lore +4; Society +2

Qualities Majestic, Good Roads, Academic, Religious Tolerance, Legendary Marketplace

Danger 10; Disadvantages none

## Demographics

Population 24,500 (19,500 Human (roald), 2,200 Orc, 1,200 Dragonborn, 700 Human (anlau), 500 Human (chell), 250 Tengu, 150 Others)

## Economy

Base Value 8,000 gp; Purchase Limit 50,000 gp; Spellcasting 9th

Minor Items 4d4; Medium Items 3d4; Major 2d4

## Notable Location

* The Spear of Fire. On Goldenbell Road, in a civic quarter of quiet streets. The inn is a large half-timbered building, with a black tile roof and a large cellar. A long red spear hangs over the hearth. Accomodations consist of several large rooms with beds and feather mattresses. The innkeeper is an old male dwarf named Thrukad. He is a retired soldier, and keeps an arsenal of weapons in a secure locker.

## Notable Inhabitants

* Caead Egartryth (CG male human fighter 16) current King of Hethan.
* Elfed Helmisen (male human wizard) Duke of Hamor.
* Thrukad (male dwarf) owner of The Spear of Fire.