recursal/Fanatic-Fandom huggingface dataset:
Beatrix DeLeon

August DeLeon (Cousin)

## Personality

Trying his best all the time, Beatrix DeLeon knows that he isn't the first choice of most people to be the Crown Prince, considered a poor substitute for his cousin, and has some insecurities because of this.

Sickly as a child, Beatrix is a bit of a scaredy cat and tries to force this down by acting tough as much as possible. He has a sunny disposition, trying to see the good in things and people.

Although quite bright, Beatrix is known to be reckless, too. Determined to prove himself, he is unskilled and out of his depth. He finds it hard to get the more experienced soldiers of his retinue to listen to him.

## Known History

Beatrix was considered something of a cursed child by the court of the Royaume, not only did his mother die in childbirth but many important milestones of his early childhood coincided with moments of great sadness for the people of the Royaume.

Not originally the Crown Prince, Beatrix was left to his own devices outside of the standard education as a child. Although he was determined to someday be as great a warrior as his father, he lacked the raw physical strength to learn the traditional arts of combat. Instead, Beatrix learned subtlety in blade placement and skill, winning through guile and dexterity over sheer impact.

As a young teen he was sent to a boarding school for a few years as traditional for the royal family, though due to his years of illness he was the runt of his class. He did not match up to the physical prowess and popularity of his father, uncle or cousin in their time at the school. He was bullied during this time for his cute, short appearance.

Always musical, Beatrix learned to weave music and performance into his swordplay, gaining an edge over his opponents and inspiring those he fights alongside.

Beatrix was assigned the duty of safeguarding the Royaume colonies of the New World in the late 1750s DE.

## Relationships

### Landricus DeLeon

Beatrix idolises his father and hopes to do him proud. Although the two have a bit of a distant relationship, Beatrix cares deeply about impressing his father and living up to his legacy as a wise commander and military leader.

### Argento DeLeon

Beatrix did not know the king very well, as the King was typically too preoccupied by matters of the court to spend time with his nephew. However, Beatrix understood the King's commitment to his duties, and wants to grow up to have a legacy as great as his uncle's.

### August DeLeon

Beatrix looked at August as an older brother, and greatly cared for him as such. Being the strongest role model in the young Beatrix' life, and the only person other than the Kinshires who visited the sickly prince, Beatrix greatly looked forward to his visits.
Royaume (Background Generator)

Born in The Royaume, a land of great acceptance and home of the Half Elves, you found yourself living among a feudal system, with nobility and landed gentry commanding their subjects- sometimes in ways that are kind, othertimes in ways that are cruel.

## Circumstances of your Birth

> Roll 1d20
>
>

You were born...

## Early Childhood

> Roll 1d20
>
>

As a young child, you...
Pratchett Stone

Pratchett Stone is an ancient stone said to have been forged by the great blasts of power during the God Wars. Due to the advanced powers of Narrativium that was forged into these stones, deep in the earth, they were once prized for their ability to make incredibly powerful weapons.

As the radiation has faded, so too has the mythical power of Pratchett Stone reduced, but it seems to still be capable of making truly powerful weapons.
Ayala Elheram

Ayala Elheram is an Alchemist of the Mage's Guild in the Dawn Era.

In the year 1758, she was the owner and proprietor of Ayala's Alchemical Wonderment, an alchemy and enchantment shop in Gaiapolis, a city in the New World.

## Personality

Ayala is an oddball, par for the course for most mages. She is rather bubbly and excitable, and tends to talk a lot without thinking about what she's saying.

She thinks that lizards, Dragons and anything that reminds her of them are fascinating. Her familiar's preferred form is a chameleon- but she recently had to switch to a cat to avoid scaring off the few customers she gets.

She loves bees and beekeeping, to the point where she has a small apiary out the back of her alchemy shop.

## Biography

Ayala grew up in the Arcenaux canton of the Royaume. At the age of eleven, her magical talent started to show and she was tested and taken to a Mage's Guild college for training.

Despite her abilities, her unreliability, tendency to oversleep and mentally drift off in the middle of spells led to her getting poor marks in all subjects- despite Alchemy being her forté she failed the Alchemy tests twice due to accidentally creating the wrong sort of potion.

After trying, unsuccessfully, to become a court mage she was eventually appointed to be the representative to the New World, mostly to get rid of her. However, with the New World exploration becoming more and more important, the Mage's Guild are regretting this assignment.

## Relationships

### The Keyholders (Party)

She seems fond of the party as a whole, especially given that they are some of the few not too scared to spend time in her workshop, while most travellers and adventurers steer clear unless they really need something unique and can't find it in the general goods stores.

#### Nakama Sen

She seems to be very interested in the Dragonborn, to the point of flirting on a couple of occasions.

#### The Psion

She views the Psion as a friend, and quite likes to talk with her.
The Old Bridge (Hunter's Chance)

The Old Bridge was a location in the New World.

## History

The bridge was created by the Imperium Aarakocra as a means of passage across the mountains and into the Mistontli-held territories, as part of the Imperator's Fifth Expansion Decree.

After the fall of the Imperium and the opening of the Equatorial Barrier, the bridge was discovered by members of the Hunter's Chance and the sole surviving watchtower was converted into a Hunter's Lodge.
Landricus DeLeon

> *"Through battle, we know what makes us."*
>
>

Beatrix DeLeon (Only Child)

## Personality

More argumentative and fighty than his older brother, Landricus DeLeon is a fearsome combatant and duelist.

Known in his youth to be stubborn and hot-tempered, quick to anger, he matured into a fine military commander, and shouldered the responsibility of the main leader of the defenses against The Winter Kingdom with dignity and resolve.

Never at home in court, he prefers the swinging of a blade to the singing of a bard, and the social manipulations bother him greatly.

He'd rather be sleeping than attend court as a youth, and as an adult, this hasn't changed.

## Known History

Born a few decades after his older brother, Landricus was considered an unfavourite to the throne even though he was only second in line behind Argento himself. He didn't much mind, though, prefering to settle fights with his fists over ruling.

Alongside his friends and comrades, he participated in many successful assaults against the Winter kingdom and their Orcguard, and gained a number of commendations for his valiant efforts in defending his lands. During this time he would be engaged to the princess of a land in the Wilds, and through their succesful marriage, the royaume would expand further. This marriage led to the birth of his only descendant, Beatrix DeLeon.

In 1754, he was coronated King following the death of his predeccesor, and became the fourteenth King of the Royaume, in time for the brewing conflict with The Commonwealth over the New World.

Preparing for his work, he sent his only child Beatrix DeLeon, to the front lines to lead the people of the Royaume settlement on this unexplored long-lost continent.

## Relationships

### Argento DeLeon

His relationship with his older brother was often cold; preffering fighting to words his brother's mastery of social manipulation began to iritate the man of action, and often led to conflict and both sanctioned and unsanctioned duels.

It is often considered to be one of the wisest moves of his early years that Argento put his younger brother in charge of the northern defenses.

### August DeLeon

Greatly happy that he was no longer the next in line to the throne, Landricus greeted his nephew with open arms and taught him all he knew, although the young crown-prince soon overtook his uncle's skill.

He is proud to fight alongside the young man as an adult, and would give his life for him.

### Beatrix DeLeon

Beatrix was raised more by the host of maids and educators Landricus paid for than by the man himself. Still, though, Landricus couldn't help but be proud of Beatrix, his only child, and cared deeply enough to send a monthly letter from the front line to his royal castle.
The Cold City

The Cold City is the frozen ice-and-steel city of the Winter Kingdom, once home to the Winter King himself.

In the Dawn Era, no living creatures dwell within it and it has been left to freeze over. Even it's location is lost to time, but it is said that unaware travellers in the far north will sometimes stumble across a gateway to it, never to return. It is said that these gateways can be found anywhere there is a blizzard, and is used as a story to scare children into staying inside during the cold months.
Planes of Reality

The planes of reality are the terms given to the seperation of the world of the mortals and the worlds of gods.

## The Mortal

The newest plane, the Mortal Plane was created at the end of the Era of Divinity and is home to mortal beings. The mortal plane is the place that seperates realities from each other, and is considered to be the hub world.

Notably, the Mortal Plane is the most limited of all the planes- bound by the golden rules.

* **To change the world, one must Manifest.**
* **Manifestation requires Invitation.**
* **To Manifest, one must have an Avatar.**
* **An Avatar's power is limited by the faith of their worshippers.**
* **That which manifests may some day die.**
* **That which dies will be reborn mortal, should no god claim them.**

These rules make the avatars of the gods wary of coming to this plane and interacting with it's inhabitants, and makes even the most bloodthirsty of demons think twice about attempting an invasion without an army, thus ending the eternal war of the deities of good and evil.

## The Divine, The Heavens

Home of the Angels and Gods of Good, the Divine plane is a beautiful place of marble buildings and eternal happiness, sunshine and clear skies. Each God rules a plane of the Heavens, stylized based on what that god considers a fair reward for their most devout followers.

The planes of good are the place that is home to the beacons of Justice and Hope, and welcomes the souls of the chosen devoted and devout to be reborn as Angels and guardians of the light.

## The Demonic, The Hells

Home of Demons and Gods of Evil and ill-will. Like the Heavens, each Hell is unique to the demonic prince or princess that rules it.

The unlucky who die here or are chosen by the gods of this realm are often reborn from the lowest level, becoming hellish imps or even parts of the landscape of this hellish place, stuck as twisted soul-trees for hundreds of years of agony and suffering.

## The Neutral, The Feylands

Home of Fairies and gods of Neutrality, the fey wilds are a forest of trickery and playfulness.

The nautral beauty of the forests, trees and plants are also camouflage for their danger- fairies and other such creatures are prone to trickery and pranks that can lead to death for unwary mortals who stumble into this land.
Soul Magic

Soul Magic is a forbidden magical practice related to Technomancy and Necromancy.

It involves the usage of magic to bind souls to the material world and halt the reincarnation process, allowing them to be used as a fuel source, or to create technomancy monstrosities such as living machines or the Warforged.

In ancient times, the people of both the Winter Kingdom and the Augury were masters of this power, using it to create many pieces of sentient Magitek and in the case of the Augury to empower their greatest wizards and sorcerors with the souls of sacrificial slaves.

## Beyond Power

The most frightening aspect of Soul Magic is it's ability to empower an individual. By absorbing a soul using dark ancient rites and claiming domination of it's free will, one is able to effectively add the soul's power to their own, creating an endless spiral of greater and greater power.

Infamously, during the Long Night Era, the Winter King attempted to use this aspect of Soul Magic to become a new god for the Drow people.
Monasteries

## Overview

Monasteries are places where Monks learn to harness their Ki. Most common in the Draconic Empire, but spread around other nations too, the monastic life is a simple one where meditation is the watchword.

Not all monastic orders are listed below, just some of the ones we have information on- if you have an idea for an order, talk it over with your DM.

## Known Monastic Orders

### Kou no Shūdōin

* The monastery of the People, this order practices the teaching of martial arts to those who wish to learn them, in order to preserve the histories of these paths. When not studying their desired method, the monks read the scriptures that are preserved in these monasteries.
* Draconic Empire
* *All Ways*

### Kōtta Yama no Shūdōin

* The Frozen Mountain Monastery, this monastery is known for teaching it's students to harness the powers of their inner elements, and it's strong focus on Justice and righteousness. Those who learn at this monastery tend to have something they wish to atone for in their past, rarely would one subject themselves to this level of trial without reason.
* Draconic Empire
* *Way of the Astral Self, Way of the Four Elements, Way of the Sun Soul*

### Kensei no Shūdōin

* A monastery focussed on learning the true art of weaponry, as more than just a tool for war, but a way of life. These monks focus on the mystical and spiritual attachment to their own weapons, and how to move and almost dance with the blade, as though one with it.
* Draconic Empire
* *Way of the Kensei*

### Kensei no Shūdōin

* Focussing on death and destruction, the monks of this monastery seek to learn through pain their purpose in this and future lives. Dedicated to awakening the mind to the point where even the grasp of reincarnation cannot reach them, they are considered terrifying for the experiments and tortures they perform on themselves, each other and their enemies.
* Draconic Empire
* *Way of the Long Death, Way of the Astral Self*

### Dragon no Shūdōin

* The ancient path of the Dragon is about harnessing the power of the ancient draconic voice to conjure elements and powerful blasts. Considered one of the oldest monastic orders, the Dragon Monastery is almost exclusively Dragonborn, and practices flagellation and other such harsh methods to get the best results.
* Draconic Empire
* *Way of the Four Elements, Way of the Sun Soul*

### Teachings of Manabu

* An unorthodox and very new monastic tradition focussing on the idea that you have never learned enough to become a master, novices of this order- for they are all always novices- follow the teachings of Eternal Apprentice Mule, practicing asceticism, studying, and the all important Manabu- the path of learning from others.
* No fixed location
* *Way of the Drunken Master, Way of the Open Hand*
Kratiyagorad

Krayt

## Overview

Kratiyagorad, or Krayt is the capital of the Commonwealth, located almost dead center in the country.

Although not originally the capital, Kratiyagorad was founded for the specific purpose of serving as a capital away from the borderlands. Built for purpose around the Central Democracy, home of the Commonwealth government, most of the city is seperated into numbered districts.

Most districts house a certain number of people who live there in appartments or houses, with the exception of the Central Democracy, where only official offices are present.

## Districts

### Central Democracy

Also known as District 0, the home of the great debate halls where matters of politics are decided, as well as the offices of the various Master-Generals, this area is resplendent with beautiful architecture and the statue of Human Dignity, built of gold and platinum and said to stand for humanity's presence.

### District 1 / The Steel District

Home of the military police headquarters and the second-highest guarded area in the city, District 1 surrounds the Central Democracy.

### District 2 / The Gold District

The home of the aristocracy and the well-to-do families of the Commonwealth. District 2 is also home to the Commonwealth Military Academy, where officers are trained for military service.

### District 3 / The Silver District

The Industrial District. This is the place where factories produce the materials and fully-constructed machinery that run the city.

### District 4 / The Bronze District

The public district. Founded for merchants, stores and various inns. District 4 is full of smaller housing establishments meant for the middle and highest of the working classes.

### District 5 / The Copper District

The mining district. Home to the steelworks and mines, as well as many foundries. It has a close relationship with District 3.

### District 6 / The Slums

The worker district. Home to the average citizen. Also called the "poor district" or the slums as a disparaging remark. A huge sprawling area of constantly-shifting streets created by handmade buildings. Sprung up around the Copper district to house the many miners who couldn't afford Bronze district rent.
Ancestor Gods

The Ancestor Gods is the primary, and usually only, religion of the Dwarves found in the Terran Democracy.

Unlike other religions, which channel a particular god or gods for blessings of power, the Ancestor Gods are worshipped through an Ancestor- a deceased Dwarf of notable achievement in their life that has some sort of tie to your family- a close friend or relative- or is otherwise admirable in your field- a venerated smith for a blacksmith, for example.

None truly know if these spirits merely act as a gateway to a god, or if the dwarves, through their worship, have somehow turned the spirits of their greatest deceased *into* gods.

## Debate of Ancestors

Ancestors are risen to the ranks of Gods for something valiant that they did in their lives. The clergy of a city decides when and if an Ancestor is to be risen to the ranks of that city's gods.

When a person achieves enough to be an Ancestor in their life, they are known as a "Marked", and worshipped as though they are a god on mortal soil.

## Descendants of Ancestors

If you are of a non-noble cast and are risen to the rank of Marked, to later become an Ancestor, your family are instantly raised to the Noble Caste. Similarly, a Noble family whose Ancestors have all been removed from the pantheon will soon find themselves thrown into a lower caste.
Trivia

## Welcome to the Trivia Page!

Here is a page of random trivia on the setting. It will be updated as and when able to fill in additional setting information.

## Wiki Trivia

* No. The creator doesn't know why they made this setting either.
* Yes, I did create a situation where a squad of giant mecha, piloted by players, can take on an Ancient Dragon and it's young. Yes, this is awesome.
* Too many pages start with the word "the".
* The wiki and the information on all things Commonborne are covered by a creative commons copyright license.

## Inspiration

* The setting was inspired by a refusal to run games in the generic Tolkein's Backyard or Steampunk settings of most fantasy.
* Some of the inspiration includes Berserk, the works of Pratchett, Star Wars, and Final Fantasy. Smaller influences from The Witcher and Dragon Age are also acknowledged.

## Faction Trivia

* The Commonwealth and the Elven Domain were the first civilizations created, based on the idea of technological, but mundane, humans vs the magical Elves. The Royaume were added later on as a more classic fantasy setting.
* The Commonwealth was inspired by the idea of WW1-era soldiers with magical powers.
* The Commonwealth's Border Watch was inspired by the Sharpe series of books by Bernard Cornwell.
* The Elven Domain's attitude towards non-elves was inspired by the real-world history of cultures with the elven superiority attitude. The Domain is meant to be in it's dying days due to refusal to accept outside influences.
* The Winter King was one of the earliest characters created for the setting. His kingdom was based on the idea of an uprising from the often-mistreated drow.
* The Braithreach Assassins are the result of a session which brainstormed a connection between the Assassin's Creed series and Batman. The word Braithreach is a slightly-changed version of a word menaing Brotherhood.
* The Reef was inspired by the lack of underwater-based D&D games and settings. This gives mermaid, tortle and triton players the option to play in a setting that more suits their powers.
* The Nations of Galletia and the Pirate Court take inspiration from the golden age of piracy, as well as FFX's Besaid and Kilika.
Imperial Draconic Army

The Imperial Draconic Army is the fighting force of the Draconic Empire.

The force, on a national level, is controlled by the Shogun. On a local level, the army is led by Samurai in service to a Daimyo and comprised mostly of conscripts.

## Forces

### Ashigaru

Footsoldiers equipped with spears, bows, or swords, Ashigaru are the loweliest of the soldiers of the Empire. Most of them are peasant farmers who are called to serve by a Samurai when a battle is taking place near their home. Ashigaru's armor and weapons are loaned to them by their Samurai masters and must be returned once they resume work in their normal lives. Ashigaru are the backbone of a Samurai's army.

Some Ashigaru who prove themselves incredibly skilled in combat may be retained as soldiers, typically earning a higher pay and better living conditions than they would in their peasant lives. Retained ashigaru typically have finer armor to distinguish them.

For an Ashigaru, there is no greater honour than to prove themselves so thoroughly through battle that they are risen to the rank and class of Samurai.

#### Ashigaru Gunners

Ashigaru given special instruction on the usage of rifles, commonly they are Retained Ashigaru, as this training can be difficult to give to a peasant farmer with just a few days to prepare for war.

### Samurai

Although they can be mounted or unmounted, Samurai are warriors without parallel. Obeying the strict code of Bushido, Samurai are a feudal class whose behaviour is based around honour and loyallty.

When given the order by their Daimyo, or lord, they assemble an army of Ashigaru from the lands they rule and direct them to battle where their lord pleases.

Often these battles are purely for the sake of honour, or a landgrab from another lord's territory, but regardless of the motivation behind the battle Samurai will fight with their all.
Short Stories

Short stories written in the realm of CommonBorne. These stories are
written in certain eras and cover a variety of genres, establishing details about the setting in a more concrete form. In the "Hub", you will find each story has a brief description, the era/year it is set in, and it's Location.

These stories can help firmly establish details about the world of commonborne in your head, and help to make a character, or inspire a second or third one.

***Short Stories whose names are written in Italics are canon.***
Erena Colleus

Erene Colleus is a member of the Hunter's Chance in the 1750's DE who, with her older brother Jaster Colleus, travelled to the New World in the search of riches.

## Personality

Erena is serious, and stoic, but occasionally quick to anger. She is usually the most level-headed and serious of the people around her, and takes the general stupidity of others as an expected and necessary failing on their part, usually only occasionally offering a dark remark about it.

She is fiercely loyal and devoted to those she sees as family, and tends to fall into a big sister roll, even with people much older than her.

## Biography

Erena was born the younger sister of the then-ten-year-old Jaster Colleus, to human parents in Midland. Her parent's jobs kept them away from hte family a lot, so by the age of five she already knew how to cook, clean and look after the house- she had to, as her older brother was too busy picking fights and kissing girls he shouldn't be.

She grew into her role as a caretaker, and when her brother joined the Hunter's Chance she followed him, mostly to make sure he didn't hurt himself.
Background Generator

The Background Generator is here to help you create a randomly-generated character in the CommonBorne setting. If you aren't sure where to start, or where to go next, this is for you.

The background generators are being constantly updated, so each time you may end up with more possibilities in the future. It can also be used to randomly create a character, including their class.

## How To Use

The Background Generator is written to be as simple to use as possible, but just in case, here is a handy step-by-step guide.

1. Go to the earliest chart that has yet to be filled in. If you are just starting, go to the Birth chart at the bottom of this page.
2. Unless otherwise instructed, roll a D20.
3. Find the entry with your result, and write that down.
4. Fill in the blanks!
5. (Optional) Add up the stats!
6. Move to the next "Age Block"
7. Repeat until you are at the approximate age you wish to play as.

## Fill in the blanks!

This background generator is meant to create a basic design, not a fully fleshed out story.

Many details, such as the professions and identities of your parents, or particular things you witnessed or people talked to, are left blank. For example;

> "You were at a gathering when you saw a crime in progress"
>
>

Let's you decide, based on your previous choices, what sort of gathering and what sort of crime. You could have been at a fancy party befitting your noble birth and saw an illegal deal going down, or at a festival and saw a kidnapping. Similarly, a roll may mention "Someone close to you". Was it a friend, a mentor, a parent or sibling? Their identity is up to you to decide. If you don't have an idea for who it is, ask your DM!

## (Optional) Add up the stats!

This rule allows you to calculate your stats not based on personal assignment but rather on the story that fate and dice rolls have weaved for you.

1. You start with a child's 7 in each stat.
2. When you roll, you add or subtract points as the result orders.
3. When you have reached your goal,

If your DM agrees, you can reroll any stat you scored low in. Remember that no stat can exceed 18.

## Birth Chart

The circumstances (And location) of your birth change what the future may hold. Once you have rolled on it, click the Continue link to play on.

If you have already chosen a Homeland, simply click it's Continue to move on.

**For this chart, roll 2d6.**
Mithril

Mithril is a rare and precious metal used in the forging of +2 Arms and Armor.

Mithril is known for it's oddly silver-like appearance, and the difficulty of mining, due to exposure to fresh air causing the metal to rapidly harden to a state that is difficult to melt down. Mithril mines are known for their very slim deposits that are difficult to dig up.
Защитный имплант МиГо

Гибридная технология импланта, предназначенная для защиты сознания носителя от влияния той или иной космической сущности. Разработана Шригом в 1948 году методом реверс-инжиниринга кибернезированной части мозга Эриха Хоффмайера, которая был продуктом деятельности нано-машин Старцев. Кибер-мозг Эриха блокировал любые виды оккультного влияния, полностью прикрывая его сознание от Иных и Древних. Шригу удалось создать урезанный и менее универсальный аналог данной технологии на элементной базе МиГо. Его имплант изначально предназначен не для предотвращения любого влияния, а для защиты сознания уже потерянного человека от превращения в инструмент, продолжение воли Бога. Таким образом имплант позволяет потерянному сохранить свободу воли. Вместе с тем имплант никак не ограничивает оккультного потенциала потерянного равно как и физических изменений его тела. Для успешной имплантации носитель должен иметь головной мозг.

Подобный имплант носили Эрих Хоффмайер, Хунлуан Цзы и Алан Тьюринг.
Reyfina

## Known History

Wanting to reconnect with her roots, she joined the Divine Priesthood, as it worships several Elven deities.

She befriended the otters of her hometown, but people avoided her as she was seen as an odd duck... err... otter.

She was a massive klutz, and while she became a Low Priest, she frequently accidentally broke or damaged things.

Her High Priest sent her to do missionary work in the New World, because he couldn't cope with the headache of keeping her around.

## Campaign Diary

"Is this about the three-hundred year old bottle of sacramental wine I broke?"

"..."

"The gold statue of our god I bent?"

"..."

"The time I dropped my lunch in the baptismal fountain?"

"Yes. All of that."

Upon leaving Borovia, the last apple in her pack had gone missing.

On the ship taking Reyfina and her companions to the new world, she was overthrown into the ocean from the ship crashing into a large rock formation, losing her pack and shield but recovering her senses on a small island after some time.

## Relationships

### Family

Her great-grandparents fought in the Winter War, her grandparents lived with the wood elves, living low-technology lives.

Her parents moved to a town in the Royaume, where she was born.
God Wars

The God Wars were a war fought between the gods who would later become the Pantheon and the gods who would become known as the Old Ones.

The Old Ones sought to end the experiment of mortal life and collapse the mortal plane, to bring the world back to chaos, while the Gods sought to protect the world and it's inhabitants, to keep the Mortal Realm as a bastion of order amidst the god-ruled chaos.

This was the only battle in which the gods of good and evil, and their hosts of angels and demons, would fight shoulder-to-shoulder against a much greater threat.

## Aftermath

This event lead to the sealing of the Old Ones in the area between realms, and the creation of new places of worship for the mortal creatures. It also led to the extinction of the Mortalis, causing the evolution and birth of the Dragons and Elves, as well as countless other species.

It marked the end of Gods directly walking among the people on anything other than a temporary, fleeting basis.

Finally, this marked the transition from the Era of the Ancients to the nameless era that would later itself transition to the Era of the Dragons.
Corsan Deveaux

> *"The Endtimes are coming. My soul is ready, is yours?"*
>
>

## Personality

Imbued with a religious fervour since birth, Corsan is beatific and self-righteous, convinced in himself beyond all other belief.

He will never deter from the path of what he feels is right, refuses to be corrupted by other influences, and holds pain as a method of prayer, believing that no god would choose to create a world of suffering.

He sees ungodly behaviour as disgusting, and lives by a code that follows the most ancient teachings of the Divine Priesthood.

Above all else is what would be described as a borderline nihilistic personality, although his faith in the gods is the one thing that holds him back from this outlook completely.

## Known History

Born a bastard son of a Noble and a scullery maid, his education was paid for on the provision that, once he reached a suitable age, he would be sent to the priesthood- thus meaning he would lose all rights to claim any of the land his noble-blood could potentially grant him.

Despite this, he soon found the path of priesthood his calling, becoming a Cleric at an incredibly young age. He saw the life of the priesthood too comfortable, however, and embraced teachings of self-flagellation and sensory deprivation.

He spent time in the military branch of the Priesthood, working along Paladins with missionary work, and eventually rose to the attention of the ministers and the Speaker, who saw his potential.

He was canonized as the youngest Minister in the history of the Priesthood. But he would not stop there. After much time, he convinced the Speaker of the need to re-found a stronger order of soldiers, warrior-priests and Paladins willing to do what needed to be done to cleanse the lands of the rot of the unholy.

This order became known as the Inquisition. And Deveaux was appointed Lord High Inquisitor. He had power no other in the church had- he could even put ministers who disagreed with his actions to death should he see fit.

As leader of the Inquisition, he saw impurity everywhere. He would conduct inspections on random churches in the wilds and potentially put to death those who failed to live up to his expectations of a Divine Priest, those he found guilty of hiding criminal acts and using the church as a shield to hide their wickedness.

Although the crimes they were accused of were heinous- murders and torture for sick pleasure among them- he would not give any the chance to stand trial.

Many are unsure how far his reach extends, as the Inquisition continues to grow along with the self-righteousness of it's many inquisitors.
Mist

The Arcanic Winds, known colloquially as "Mist", are a form of air current found above much of the Planet, believed to be created by a thin scattering of water from the Od that spreads across the land.

The Mist is not incorruptible, and the type of magic cast in an area over a long period of time can change it's function. Although for most spells the effect is borderline negligible, long-lasting things such as enchantments can be slowly worn away and have to be recast.

## The History of Mist

The Mist was first hypothesized to be the cause of magic in our realm during the Elven Era.

In the Fundamental Triad, much as the Heart of the Planet is believed to be the source of the Divine, the Mist is believed to be the main source of the Arcane.

## Mist Corruption

Around areas where dark magics have been performed, the Mist takes on a particularly noticeable taste- somewhat acrid with sharp copper, almost blood-like overtones. A significant buildup can change the effect magic has- although that which comes from beings born outside will be mostly the same, complex enchantments and magitek devices created using "pure" mist will start to misfunction. Examples of this are Compasses of Desire, which normally point towards your heart's deepest desire, instead point to the closest source of uncorrupted Mist they can find, and Airship engines will stop working.

Strong winds that blow from areas of this corruption are called Miasma. They are noted for severe negative and draining effects on the people caught in them for long periods. The great north glaciers, at the north pole, are particularly corrupted. Many devices of magical nature will start to go haywire and stop working, causing exploration by means such as Airship to be nearly impossible due to the Miasma.

## Effects on daily life

The effects of Mist on daily life are negligible for most people, but are important for mages. Mages often build towers in areas with higher concentrations and

### Magic Potential and Mist

It has been hypothesized that higher rates of Magic Potential- the innate ability to cast, control, and sense magic- are related to high levels of mist. High levels of Mist have been recorded in locations such as the Elven Domains and Royaume, accounting for increased births of magic users in those areas.

## Uses of Mist

Mist has a wide variety of uses, particularly for Magitek but also for enchantments.

### Airships

Airship engines are the most common form of Mist usage seen in the world today. Although they come close to Magitek in some cases, they are not technically illegal under the Elven Accords.
Wynding House

The Wynding House was a wooden mansion in the Commonwealth city of Novagorod, on the New World.

Built in 1750DE, in what was planned as the richest area of the city, it sat dormant until an unnamed Collector of Antiquities purchased it as his base of operations. By 1759DE, following the assassination of the owner, the house developed a reputation for being haunted.

A party of adventurers eventually discovered the truth, fought and defeated the assassin who had killed the owner, and freed an elderly Wood Elf who had been held for interrogation in it's basement.

During the fight, large portions of the house were burned down.

## Layout

The Wynding House was three stories tall and incorporated a wine cellar, as well as various rooms to store old trinkets. Although most of these trinkets were stolen, a few remained by 1759 DE.

The wine cellar was converted to a basement dungeon where two wood elves of the Three Tree Tribes, El'Korus and El'Zaraha, were held and interrogated.
Loras DeStrife

Loras DeStrife is the defacto head of the Royaume armies in the New World in the late 1750s DE, serving directly under Crown Prince Beatrix DeLeon.

## Personality

Stern, taciturn, and commanding, Loras is a powerful and strong-willed leader to his men. He is loyal to the crown family.

## Biography

Bornto a farmer family in the Strife canton of the Royaume, Loras signed up for the local militia and soon outdid himself. By the age of twelve he was accepted as a squire under a middle-ranked knight and once he reached fifteen was a full fledged knight himself. As he had no family name, he was granted the name DeStrife for his honourable acts in the service of the Strife noble family.

After proving himself in a number of battles and territory disputes, he arose to further prominence, eventually being handpicked by King DeLeon the XIV to serve as military advisor and bodyguard to his son, Beatrix DeLeon, in the New World.
Mageblade

A Royaume Mageblade

A mageblade is a type of Longsword that has been spelled so that it can serve as an Arcane Focus for wizards.

The Royaume and Rangers of the Elven Domains most commonly use Mageblades, to assist their battlemages in combat. These also have the additional bonus of acting as silvered weapons.
Automobiles

A row of civilian motorcars

## Overview

Automobiles are a specific type of Mount that travels incredibly quickly, are highly armored, and do not reuire however this comes with increased "Turning Circles" and other features.

Automobiles can be fixed by the use of a Mending spell for damage of less than 25 Hit Points, however for greater damage a Tinkerer's Tool check must be performed while in possession of whatever parts are deemed necessary to repair the vehicle- such as replacement panelling, windows or even an engine.

Automobiles are unable to turn 360 degrees. The most they can turn is 180 degrees at any given time before they must move their Turning Circle distance again. This can make using them in battle tricky, so it is best to be wary of this before combat starts.

Automobiles require Fuel for travel, fuel is expended per-day and can be carried in cannisters as well as received from refuelling stations.

Automobile-specific terminology is:

 Stopping distance
 Armored Canopy
 Occupancy
Two Small sized creatures can fit in a space for one medium occupant,
One Large counts for two Medium sized occupant's space.

## History

The Automobile was invented in 1711 DE and has since become a popular method of transportation in the Commonwealth, due to their sheltered canopy and inability to be spooked like common animals allowing rapid, relatively-safe travel across roads that would otherwise be dangerous to travel on foot or horseback.

Although not everyone can afford an automobile, they've become a popular status symbol of luxury and "cool". To this day, there are many children who grow up and sign on to the army just to get a chance at joining the Cavalry Corps and getting their chance behind the wheel.

## Types of Automobile

### Motorbike

Fast, compact, and carrying a sleek style that never gets old, motorbikes are one of the cheapest forms of automobile. Although they only seat one (two at a pinch), they are a sturdy alternative to horses and other such riding mounts.

### Motorcar

Larger, less agile and a bit slower than a bike, a Car has additional benefits- as well as being able to comfortably seat between two and seven people it can also have a Canopy, protecting the occupants from harmful attacks.

Cars are great for long-distance travelling, due to their large trunk space. Car travel allows all except the driver to take a short rest while travelling.

### Truck

Larger still than a Car, a Truck can allow comfortable seating for even more people. Typically used by the military for long-haul movement and troop transportation, these vehicles allow for all except the Driver to take a Long Rest upon completion of a Constitution check against motion sickness with a DC of 10.

Trucks always have a canopy, but have a very high Stopping Distance and Turning Circle.

Truck-type vehicles also include Tanks, which are weaponized vehicles.
Port Torrywall

## Overview

A small port village, handily located for those who don't wish to pay the exorbitant fees and taxes for staying at the pleasure of the nearby Royaume port.

The small island is peaceful, surrounded by warm, clear blue waters and soft sands. Although Port Torrywall is the only settlement, there are a few farms on the other side of the island, about an hour's walk from the north gates.

It's a sleepy, relaxed little place, where everyone knows everyone.

## Locations

### Torrywall Church

This small church began construction in Dawn Era, 507 and was completed in Dawn Era, 518. It has served as a home and safe haven for many who stay at the port.

Although the pews are hard and uncompromising, the priests are willing to put a couple together for a wary, coinless traveller to have a place to sleep. The priests are welcoming and pious, and the people come to the church every Prayer Day to give thanks to the Gods of nature and the sea that are worshipped here.

### The Boardwalk

A large part of the port that is home to stores, the Inn of Needed Rest, and the payment office for shipwright work.

Although the actual work stitching sails and replacing beams and the occasional mast is mostly taken care of in other places, this narrow stretch of road is where many will spend their time, should they visit this scenic island.

Of note, the Icarus Wings' Artificer, is a rare shop in these lands, supplying odds and ends, and the Thordal Blacksmith, a little ways off the path and further into town, is a great stop for quality dwarven craftsmanship without needing to make a pilgrimage to the north.

### The Cliffs

The cliffs just outside Torrywall are rather peaceful, and the most dangerous thing you will normally find are the occasional Rodents of Unusual Size.

The Cliffs lead to an Ancient Elven gateway, leading to an outpost that once stood tall. However the abandoned ruin is dangerous, and few who have ventured past the imposing doors have lived to tell the tale, a perfect reminder of the dangers that can so easily befall the unwary traveller, and a perfect lesson for Torrywall's elders to teach young children about the joy of staying home, going to bed on time and doing an "honest days work" rather than gallavanting off into the countryside to play the hero.

### Torrywall Ancient Elven Ruins

A large, dangerous ruin left behind by the Ancient Elves. Full of their mechanical and technomancer monstrosities, it serves as a dire warning of technology and knowledge gone mad.
Archdemon Zaterrath

The Archdemon Zaterrath, known as "Zaterrath the Betrayer" was a prominent historical figure in the Long Night era.

Set to fight the forces of the Winter King, he was captured during a skirmish and sold out his fellow warriors in exchange for his own life and power in the King's army. His fate is currently unknown, he is believed to have been among the many unknown casualties of the Battle of Dawnbreak.

## Long Night Era

Zaterrath grew interested in the Winter King following the drow's rapid ascent to power and prominence. As a test, he began sending armies against him, fighting in the northernmost lands of the Winter Kingdom. Impressed by the King's resilience and tactical feats, he plotted to ascend to the battlefield himself, as a duke of hell.

As Dukes of Hell and Archangels are not permitted upon the mortal plane, due to the ancient pact between demons and angels, he proposed to fight the Winter King alongside the host of Heaven, who had been troubled by the idea of a mortal becoming a god. Secretly, he just hungered for the war and chaos he could spread on the mortal planes.

#### Under the Winter King

Reports are hazy as to how much influence and power Zaterrath had as an arch duke, some say that he whispered the secrets of daemonology into the Winter King's ear, others believe he was merely a powerful lackey and commander. What is known however, is that areas he was sent to crush would be completely torn asunder, and no one, not even children, would live to tell of it. He would stain the streets red with blood, and consider it a joyous occasion.

He fought with fury at the battle of Dawnbreak, slaying many noble warriors who stood up to fight him. It is said that he would eventually be put down by a holy blade that is now kept deep within the sanctuary of the Dawn Wardens.

## Dawn Era

Believed slain for millenia, Zaterrath passed from traveller to traveller as almost an infection, looking for one who could grant him enough power to return to corporeal form, and allow him to once again bring death and slaughter to the world of mortals.
Divine Crusade

The Divine Crusades were holy wars fought on behalf of the Divine Church by the people who followed them and led by the Inquisition.

Historically, there have been three major officially-declared crusades, each serving a different purpose.

## The First Crusade (704-821 DE)

The first crusade was fought in the north of the Royaume, to fight the ravenous hordes of Orcguard. Without a centralized body of commanders, the Orcs instead relied on strength of numbers. Although many died, eventually the entrenched Orcish forces were subdued and driven from the continent.

This triumphant victory led to the Divine Church becoming the primary religion for the Royaume and much of the rest of the world, outside of the Elven Domains.

The First Crusade was the only one in which the Dawn Wardens would participate, and is considered to be the only of the three crusades to have been entirely righteous, without interference from politics or external forces.

## The Second Crusade (1200-1349 DE)

The second crusade was an internal march, largely led by the Inquisition. The second crusade sought to wipe out all those with Magical Potential, as well as undead creatures that hid among the people, such as Vampires and Werewolves. The second crusade led to the subjugation of the guild of mages under the authority of the divine church.

## The Third Crusade (1499-1602 DE)

The Third Crusade was an unsuccessful push to unite all lands in the wilds to the cause of the Divine Church as territories of Republica. This crusade was notable for being the first to seriously fail it's core objective and also for being primarily political in nature. In the end, the land gains by Republica were limited and lost not long after the end of the crusade, halting their southward expansion.