recursal/Fanatic-Fandom huggingface dataset:
The Court of Seasons

The Court of Seasons is the legal Resil government. It remains in place in Resik caves, but is not in practice in the Kotgyre Krrt Tohrri, although legally the Kingdom of Exploration is underneath the Absent King and therefore his Court. The Court of Seasons is a holdover from Resil time on the surface before the Fripvucs, likely based off the old government of Eisuruh.

### The Court of Springs

The Court of Spring, the Chamber of Ideas, is a democratic body that gives everyone a chance to propose new ideas and policies for the year.

### The Court of Summer

The Court of Summer, the Resil Directorate, is a complete meritocracy where the civil service takes complete control to ensure that everything is running as smoothly as possible ahead of autumn.

### The Court of Autumn

The Court of Autumn is a season of complete anarchy, filled with revels and jolly trading ahead of winter.

### The Court of Winter

The Court of Winter, the Ice Court, where a absolute monarch is appointed. They ensure that harsh decisions can be taken if necessary, but that there is still compassion in the personal touch. This monarch is always the King's eldest child. This traditions is considered the most out of place, as life in the caves does not change drastically enough in the winter to merit the authoritarianism often employed by Ice Kings and Queens.
Old Atali

## Overview

Old Atali was a nation of seafaring people, prominent in the late antiquity. Situated in the centre of the Tali Sea, they were in a prime position to spread their culture to neighbouring islands. Gradually, both traders and raiders settled coastal outposts on far-flung islands and the coast of the larger continents, integrating with native people.

Then, in a flash it was gone. The island of Atali was part of a volcanic chain that exploded in an immense eruption. This eruption caused a tsunami, shattering Atali communities all around the Tali Sea. The Atali cultures that exist today are the remnants of those former outposts and colonies, but Atali diaspora can be found on any coastline through the centre of the World.

## Atali Culture Group

* Northern Atali
* Wor-Atali
* Âman-Atali
* Murosi-Atali
* Ma’atali
Eneriades

The Eneriades order is a multi-disciplinary group that has influence in a number of areas of Laetheril's organization and development: government, diplomacy, military, research, and espionage. It's the oldest organization of Laetheril, predating even the unification of the nation under Etheril rule.

# Origins

The predecessors of the Eneriades knights were the elves of the mountain Etheril tribes, particularly the few that managed to tame a wild Great Mountain Eagle: managing such a feat was considered an honor, and a sign that the elf was destined for greatness, which in turn meant that they usually became important figures in their tribes. This structure would be carried over the generations, but gradually growing and modernizing itself.

The fame of these "eagle knights" soon spread over other Etheril territories, and as more and more elves travelled to the central peaks in search of their own winged companion, the mountain tribes shifted to a more cautious stance; they became the protectors of these eagles, and deepened their bond with them. They would eventually become the nationally famous tamers, the ones in charge of breeding and caring for these majestic animals, as well as evaluating the Eneriades candidates to discover whether they're worthy of the honor.

After decades of informal collaboration, in the year 361 AS, a sizable group of these knights got together and founded the Eneriades Order: their intention was to pool together their influence in order to increase their power in Laeth. Since then, the organization has been involved in one way or another in most of the developments of Laetheril, from important political reforms to military operations: at the foundation of the nation, the Grand Warden of the Eneriades sat in the original council of leaders that drafted the first edicts for all Laethians.

# Organizational structure

## Hierarchy

The Eneriades Order follows a vertical hierarchy of power, where the successor of a role is chosen by the predecessor before its death.

 Librarian
 Custodian
 Knight

# Eneriades activity

## Research

Eneriades knights have been rutinely tasked with overseeing the activies of the Deimus Aelle, the group of arcane researchers sponsored by the Ruling Council, ever since its inception. This security measure was proved to be warranted when the arcane explosion of 553 AS took place. The Ruling Council was quickly informed of this mishap, and this event is regarded as the kick-off of an intergenerational rivalry between both organizations.
Valkadian food

## Valkadian Food production and cuisine

### Food production :

> Warm Applesauce and salted fish, that's filling any valkadian stomach for the day's work. -Common Valkadian saying
>
>

The heart of the empire being in dense sea bordering humid forest, most of the food is provided by the environment. Fruits, fish and games are the Valkadian staple food. But willing to reclaim their past, multiples villages and minor noble houses tend to pester their liege to invest in their local agricultural projects and the animal husbandry's developement.
Naftyr

## Overview

The Naftyr are a group of tribes of elves that inhabit the north-eastern half of Laeth, on the opposite side of the mountains to the Etheril. They are characterized by a general lack of centralization, and a very violent culture towards others and towards themselves.

## History

### Pre-Unification

The Naftyr tribes of Laeth are the elves that have historically laid claim to the most territory in the island, majorly due to the general lack of resources in that territory, which prevented them from reaching the population density necessary to achieve a centralized government. This lack of resources also encouraged a raiding lifestyle, where the strongest tribes regularly pillaged the surrounding ones to gather enough food. The tribes bordering Naftyr territories were victims of these attacks as well, mainly the southern Syndrion and the northern Quanti.

### Post-Unification

The nature of the Naftyr customs didn't change after their annexation to Laetheril: their territories were the last ones to join the nation, almost always through brute force, and the object of competition between the Etheril/Syndrion to the south of the mountains and the Quanti to the north.

While the territories were officially under the rule of Laetheril, raids from nomad rebel tribes were still common, and became the reason for most of the military development in the area.
Valkadian crafts

### Bronze age Architecture  :

Valkadia sits on a dense history that they are unable to replicate at the moment, the empire dotted by building's remnants and architectural wreckage that no one was able to explain during its reunification. Most of its earlier dwellings and cities were hosted inside such husks. Trying to refurbish them and their century old marble pillars into their new homes with backed clay and wood. Valkadians tend to stick to their old defaced paved road when traveling.
### Food production :

> Warm Applesauce and salted fish, that's filling any valkadian stomach for the day's work.
> -Common Valkadian saying
>
>

The heart of the empire being in dense sea bordering humid forest, most of the food is provided by the environment. Fruits, fish and games are the Valkadian staple food. But willing to reclaim their past, multiples villages and minor noble houses tend to pester their liege to invest in their local agricultural projects and the animal husbandry's developement.
### Foresting :

The Valkadian forests are their prime source of industry. Woodworker and craftsmens abond in Valkadia, their work are mostly known for two of their local tree essences. The basswood an unnaturall sort of pine with dull orange coloring full of sanitizing sap. And the stonetrees a wide trunk oak specie with fire retardant dense trunks and mineral-rich bark.

### Early craftsmanship :

Valkadian craftsmanship is a pillar of Valkadian Society, as better quality goods show a demonstration of skill and a fine path to greater social influence.They tend to build and develop new tools for better crafting whenever possible.
East Ňursumerian Languages

The **East Ňursumerian Languages** constitute one of the main three branches of the Ňursumerian Language Family (alongside West and Insular Ňursumerian). This group includes languages and dialects native to the Eghursó Tribes, spoken throughout the Hyperborean Highland and in the Red River Valley, the most influential being *Gursu* and *Old Qentsur*. Due to contact with different peoples and the influence they had on the evolution of Late East Ňursumerian, two groups are distinguished - *Southern Languages*, used mainly on the coast and the Highlands, and *Red Languages*, common among buffalo and goat herders, influenced by the *Mataisonqehu Language*.
Ingqu

## Summary

The **Ingqu** are a nation made up of bluish amphibian humanoids called Casto.

#### Fish Cheese

For millenia the main source of food for the Wa'ki has been a few species of herbivorous fishes that they learned to raise and breed in aquaculture farms. One of the preferred fishes for its tender meat and fast growth is the Kokki.

## Flora and Fauna

### Fauna

#### Domesticated species

##### Kokki

A freshwater fish that can reach over 2 meters in length and 60kg in weight. It is herbivorous and it feeds by grazing the floor of lakes, rivers and swamps. Algae are the main diet, along with small branches and water plants. Thanks to its fat percentage and external coating it can withstand water temperatures that are just above freezing, but it prefers warmer waters and will migrate during the winter in search of warm water sources. Even though it can grow to be a massive fish, the mostly flat shape of its body allows the kokki to traverse comfortably waters that are as shallow as 1 meter in height.

The most interesting characteristic of the fish though is the breeding process. When the breeding season arrives the females will look for still bodies of water where to lay the eggs. A female kokki will lay only 5 to 10 eggs about the size of a table tennis ball, then the male arrives and releases up to two thousands spheres, that are half the size of the eggs, that completely cover the eggs. **These spheres contain milk**. The kokki is the only fish that produces milk for their offspring. Once the eggs hatch in three months they will have plenty of nutrient rich food to jump start their growth. The recently born kokki will take only one year to reach maturity and grow to be 40 to 60kg in size. The milk spheres fulfill another purpose as well: they completely surround the vulnerable eggs in a substance that is indigestible to any possible predator. This way the eggs have very good chances of surviving undetected until hatching. Once the kokki becomes mature it loses the ability to digest milk (like most mammals).

Kokkis can only be found in the Island of Waak, either in the wild or in one of the aquaculture farms of the Wa’ki. When born in captivity, kokkis have a very calm temperament and are raised mostly for their milk spheres and meat. They can grow even bigger than in the wild thanks to the wide availability of food, lack of predators and controlled water temperature.
Valkadian Slavery

Valkadian practice slavery, despite their core tenets. Their justification for it being that slavery is a punishment either for breaking the law publicly and/or for weakness.

* Any Valkadian citizen has the right to enter slavery by breaking a cardinal law to stave off execution, except if the execution is ordered by the Dark-lord themselves.
* Mindless undead raising is not considered slavery at any point, their souls being out of their corpses. Semi-sentient undead raising is a tricky case and mostly happens only to outsiders anyway.
Story of the Resil

The Story of the Resil or The Poem of Life is a poem central to Resil culture. It is famously incomplete, having been passed on in different variations depending on House. Any clue to the validity of found lines or the words of new ones is immensely valuable to Resil society, and is rewarded with at least a pound of gold by the Great Houses of Loi Kotgyre Krrt Tohrri.

‘Stories started

Stories shattered

Rainbows sprung

Rainbows sundered

Poems scribed

Poems struck

All that begins ends;

As is the tapestry or theatre

Masks on as Nature demands

To provide laughter for a God Is the Resil way’
Has Hrrito

Has Hrrito - or House Knowledge - is the most minor of the three Great Houses of the Kotgyre Krrt Tohrri. It is responsible for writing the Hrrito Chronicle, which chronicles the Fripvuc Expedition, where it was founded. Has Hrrito is dedicated to collecting knowledge, largely focusing itself on collecting lost lines of the Story of the Resil.
Valkadian Undeads

### Undeads :

Valkadians have no qualm about using dead husks to do menial labor or warfare. Following this logic, a lot of Valkadia is dotted by mindless or partly half-sentient undead servants. As one of the Valkadian society pillars, necromancy tends to color lots of Valkadia daily life, this accounts for their death too. Even with their long natural lifespan most valkadian tend to seek immortality, most have a propensity to choose necromancy as the easiest way to continue their personal quests. On top of that the valkadian undying art being a perfect tool for raising manpower, crafting conveniences and fueling the war machine, it's no surprise that the valkadian total population seems widely composed by the undeparted. Valkadian necromancy consider three official types of undeads (mindless, half-sentients and sentients), each having their own rights under valkadian law

**Higher undead (sentients) :**

The powerful ususaly earn the privilege of undead sentience, and can bestow it to others, raised by the best valkadian necromancer, this elite tends to form private society to amass even more influence over their unending lives. The specific raising method may vary, the resulting undead form may change, yet they remain some of the most dangerous Valkadian assets : those undead, as opposed to their mindless and limited brethren, are still capable of growth, and learn. And their story has not ended yet.
The Web

The Web is the territory controlled by the aggressive and territorial giant spiders living in the inland basin of Argossa. They are hostile to all external nations and life, often consuming ambassadors and travellers of any kind. Thus far no successful communication has been made with them and therefore what little that is known about them comes from a single source - a religious text holy to the elusive *The Cult of the Weaver Goddesses* in their holy text *The Ever Woven Tapestry*. This is a fairly comprehensive history - but much of its veracity remains unverified.
Tarnessen

## Notable Figures

Here you should include your leader or leaders, and anyone else significant.

## Crafts

Here you can list how your people process items, what sort of items they make, how they react to new materials, etc.

## Government

Here you can list how your government and politics function

## Ideals and Philosophies

Here you can put how your people view day to day life.

## Geography

Your nation or culture's location and circumstances. Most of this can be covered by regional pages.

## Miscellaneous

Feel free to add any points after this to fully fill out your deepest desires. Add in cuisine, or how they dress, how they communicate. Whatever else you would like to add you can add here.
Valkadian lost fortresses

# Valkadian Ruins over the world

## Valkadian ruin History

### Ruins older than 10 000 years old

There are traces of ancient Valkadian advanced masonry, hints of sorcery and defaced ruins over multiples nations and continents of the world. Most of those are simple oddities, but some contain age-old treasure and knowledge troves. A sufficiently determined adventurer, or a guild of researcher, might even get some of those to speak a few secrets and stories of nights long gone and forgotten skies. What is clearly known, is that Valkadia, due to an overarching fate, or an ingrained instinct, tend to grow powerful and collapse on itself, losing millennia of painstakingly gained progress in the process.

>
> ### Theories about the Valkadian worldwide trail of Ruins
>
>
> If one were to study these rocks in detail, reading patterns and recognizing scripts, they would be astonished to discover that many of them don't really match, despite clear connections between them. Old Valkadian researchers, lore masters and cunning liches accord themselves to state that it's the result of multiples different empires sending scouts, traders and settlers in the wider world. With varying degrees of success ... Some imported things that stayed with Valkadian up to present days, others got totally forgotten, buried deep in monster dens or in the oceanic abysses.
>
>

### Historical archeology around the Ruins

Nühe - Add a map about it later (note)

United Federation of Elda'yu - Add a map about it later (note)

Amiae Domain - Add a map about it later (note)

Skarl - Add a map about it later (note)

Etharis - Add a map about it later (note)

Ekastia - Add a map about it later (note)

Tayurzu - Add a map about it later (note)

Toeqtampii- Add a map about it later (note)

Other nations possibly having ruins : Vyt, Kalar, Erkhendhal,The institute, Wersar, Resil Kotygre, Faeyref

Note : some ruins in the ocean between Idaros and Barasud
Has Srengol

Has Srengol, or the House of Disguised Lies, is a Resil - specifically Resik - monastic house, the forefront in the Cult of Nature. At the point of 0 PL, Has Srengol - like all Resik - are unaware of the happenings of the world beyond their homeland. Members of Has Srengol cannot speak the truth, instead using elaborate speech to ensure that all they say is either lies or misdirection. The King and subsequent Resil governments use Has Srengol as assassins, due to their blatant identity as spies being an effective weapon of terror. Standard Resil society views Has Srengol positively, albeit with wariness, with most seeing their calling as one of the Resil's greatest contributors to Nature's Beauty. One of the most famous Srengol is that which is unable to properly fulfil their desired role, forced into another as a punishment. This is The Fool.
The Echo Empire

```
The Echo Empire is a **Thousand crown project**'s nation with associated cultural identity and story.

```

## National Details

### Religions / Cults

Tan Bekur'i Mak'ama (The Imperial Pantheon)

## Nation Overview

WIP

The Echo Empire is a sea-bordering nation located in the western half of Klauhai, a large peninsula on the northwestern coast of Idaros.

## Religion Overview

The main religion in The Echo Empire is The Imperial Pantheon. It is a pantheon consisting of 12 gods who represent both physical things and abstract concepts in the world. Most people in the empire worship at least one of the gods, including the emperor whose decisions are often influenced by them. There are no real religious leaders other than local priests who watch over temples and shrines, they have no inherent political power. Viutis was the first of the gods, she is the goddess of order and life, she existed in the void before anything else. Shortly after Viutis, Hacrul was born from the darkness and absence of life, he is the god of chaos and death, without him nothing could be created. Together Hacrul and Viutis created the stars because there could be no life without them and no chaos without life. one of these stars was Akoya, the goddess of light. Hacrul knew that there couldn't be chaos with only light so he created many planets and moons, but they were not suitable for life. one of these moons was Lod, the god of empires, he had two daughters, Mikoris, the high moon, and Oras, the low moon. Viutis and Akoya took some of Hacrul's planets and made them habitable, the first of which was Aetora, the planet which Lod and his daughters orbited. Aetora and Mikoris created Kluir, the god of wind, to spread life across the planet. Then Aetora and Oras created Pej'i, the god of rain, to bring water across the planet. Pej'i and Viutis created Pia'loa, the goddess of the oceans and knowledge. In preparation to put life on Aetora, Viutis and Kluir created Borekai, the god of ice and the overseer of the living. Finally, Hacrul and Akoya created Iketh, the god of fire and the keeper of the dead.
Kashar-Maht River

## Geography

The longest river on Kashar-Maht. It starts in the mountains along the eastern border of the central desert and runs all the way north where it empties into the sea.

### Tributaries

Yermam Chìs is in Ril'ya territory. It was created via magic by Okhmarsbi, the Ril'ya prophet.

## Nations

The river flows through the lands of six nations. They are Adeldkulttar, Calashir, Uskari, Svaltra, Ril'ya, and I Camai.

### Calashir

The Calashi refer to the river as the Calosh. It is believed to be the body or essence of the greater spirit of water, Osh. To the Calashi, it is seen as the essence of life, flowering directly from the world of the greater spirits into the moral world. Thus it is a passage to the afterlife, which the spirits of the dead and occasionally the living use to reach the afterlife.

### Uskari

The Amallghiri refer to the river as Nyanpasu.
Species

This is a list of and basic information on all species discovered and believed to be real within the world of The Thousand Crowns. Some species may be entirely mythical and later found not to really exist. The continents have a diverse array of ecosystems, and an abundance of species.

## Origins of Life

The world has a vast multitude of species. The species of the world were created by a number of gods both in cooperation and in spite of each other, or has evolved naturally. Every culture however, have entirely different versions on the myth of the world’s creation.

## Fauna

### Subterranean

 Thunder Worm | unclear, possible nematode
The Everchains

**The Everchains** is a continent in the Thousand Crowns world. It is located in the eastern hemisphere and consists of many islands and archipelagos. The Everchains are surrounded, in clockwise direction, by Hyperborea, Solarea, Argossa, Idaros, Serpent's Run and Cy'ǧetauria. (Add any more basic information here.)

## Countries

### Elleiniam Federation

Elleiniam Federation is a federation of trade houses, lead by the Emeryter, assisted by Council consisting heads of influencial trade clans with capital in Port Aminida. It's on an island east to Idaros continent.

### Country Name

Write basic information about your country here...

### Country Name

Write basic information about your country here...

### Heif Lla Mbow

Heif Lla Mbow is a loose confederation of Allik city-states in the northeastern Everchains south of Hyperborea. A legendary chieftain of the city of Lubuu mun Tleemtsʼe inspired other chiefdoms on Heèf to form a confederation that would ensure peace and trade. The confederation was later joined by chiefdoms of Mabaw island.

### Laetheril

The nation of Laetheril is home to multiple cultures of elves in the major northern island of the island chain.

### Moldsvasca

Moldsvasca Is a True Federation of tribes and towns. They have a long tradition of Boat making and are somewhat connected to trees due to them being mushroom people.

### Tàeil Confedration

Located on the northeastern peninsula of Talivur, the Tàeil confederation is a tight-knit collective of sovereign clans. The capital is An Pourt, a meeting place built among the Ceupon (towers) of the oldest clans. Initially undergoing a migration west, in the purported steps of their ancestors, Tàeil settlers were shocked to find a finite west coast. Their genesis and purpose in doubt, they set to an age of consolidation on Talivur Tuth.

### Tenól and Vara

Located in the west parts of the island of Enladezzio, Tenól and Vara is a democratic oligarchy mostly known for its diverse cuisine. Donyi for "Field and Mountain," the culture, although contained, has created a wide variety of ideas and purpose. The capital is Narúm, which sees thousands of vendors and traders in the markets and ports.

### Vyt

Vyt is located on the Isle of Malkgarth, in the eastern region of the Everchains. Nation of the Vyti, a collection of 16 clans, governed by the Council of Una. The biggest city is Belcrar which acts the capital city.

### Country Name

Write basic information about your country here...
Tetrakheires

The **Tetrakheires** (Greek: *Τετράχειρες* "Four-Handed Ones"), or **Homines Hyperboreales** (Latin: "Hyperborean Humans"), also known as **Dokhamerhats** (Ňúrsox: *Doxāmeřáts*) are a species of sapient four-armed humanoids that live all throughout the region of Hyperborea, mostly on the mainland and the Kanyar Islands, and the eastern shores of Cy'ǧetauria. Major ethnic groups among the Tetrakheires include Ňursumerians, Kanei, Kantamians and the many peoples of the Red River Valley, collectively reffered to as the Matai. They are characterized by earthy, greyish or slightly blue skin, fair, lush hair and quite varied height - from the imposing stature of Ňursumerians at around 2 meters tall, to mere 5 feet average among their northern cousins. The most distinguishing feature of all Tetrakheires, however, is the fact that they possess a set of four, fully developed arms, which possibly helped their ancestors in traversing the difficult, mountainous terrain of their unwelcoming homeland.
Has Swen/Trentohrri

Has Swentohrri, or Trentohrri, is a Resil House that succeeded Has Tohrri as the leading Great House of the Kotygre Krrt Tohrri. It fulfils the same roles their predecessor House did. It emerged in the events before the Autumn Coup, after radical change in the focus of Has Tohrri was demanded by many of its members. The resulting fallout led to the formation of the new House. While Has Swentohrri and Has Tentohrri are the same House, with the different names simply being different pronunciations, two distinct factions have emerged in the House, taking their names from the different pronunciations of the House name.
Sand Worm

Sand worms are massive desert dwelling omnivores. The largest species can grow to around 24m in length and 5m in diameter. Most species reach maturity in around 5 years and can live as long as 80-150 years.

They subsist on a diet of flora, insects, birds and mammals which cross their paths. They can also derive nutrition directly from mineral sources, allowing them to consume sand and rock. Mineral waste is stored in specialized sacs that feed directly to the worm's respiratory system, eventually being expelled through a spiracle (blowhole). It's not uncommon to see a worm breaching the sand and releasing a tower of sand from its blowhole. These storage sacs also commonly contain pearls which can be harvested and used as jewelry.

Some species, such as the thunder worm of Calashir, possess a tough exoskeleton composed of chitin with a thin layer of nacre. Calashi tribesmen can fashion the chitin into weapons, tools, and armor, and they harvest the nacre for use in art and jewelry. This particular species is so named for the booming sound they produce while burrowing beneath the sands, thought to be cause when they expel waste from their spiracle. Another theory states that they possess the ability to produce seismic tremors which allow them burrow more easily.

Sand worms are considered unintelligent and, when properly fed, relatively tame. They have been domesticated and farmed by the Calashi, serving as the backbone of their economy. Some warriors have even learned to tame the creatures, using them as beasts of burden to aid in excavation and travel. They are occasionally used as mounts, though this is dangerous for the rider as the worms' natural tendency is to rotate their bodies and to burrow when threatened. Many a worm rider has been crushed or suffocated by their unwitting mounts.
Hyperborean Illnesses

Below are all types of illness that are found in Hyperborea. It's important to watch out for these when visiting Hyperborea!

## Infectious Disease

### Viral

* Monterrian Bog Virus (MBV) - A virus commonly found in the marshes and bogs of Monterras Island and the Addterras Isles.
* Monterrian Viral Pestilence (MVP) - A virus commonly found on Monterras Island, usually in the Pinia Boreal Forest.
* Great Monterrian Virus (GMV) - A virus commonly found on Monterras Island that causes Great Monterrian Blue Fever.

### Fungal

* Auean Foot Fungus - A fungal infection found on the feet, caused by traversing in the wetlands of Monterras Island without proper foot protection or without drying the feet properly afterwards.

### Bacterial

* Keratin-Deficiency Disease - A bacterial infection where the bacteria inject toxins that damages keratin proteins, leading to dry skin, brittle nails, stiffened joints, etc.

## Non-Infectious Disease

### Genetic

* Ankylotic Faulty KRT1 (AFK) - A genetic disease that causes little keratin production, leading to dry, aging skin, ankylosis (stiffening joints), brittle or loss of hair, nails, horns, claws, etc.

## Disorders/Conditions

### Mental Illnesses

* Meiggia - from the term Meigaigg (a feeling of loneliness and despair ). A depressive disorder cause when a ueif is separated on their own for many days. Similar to depression in a human. If surviving severe meiggia, a ueif may not be able to connect with others even after the main symptoms of meiggia have gone. Can be treated by holy herbs such as those in temples. It is thought to be due to someone cutting their soul of from others and allowing it to fester without any interaction to other souls. Through use of holy herbs they believe that they can stimulate the soul into reconnecting again and growing larger.
Magic of Tenól and Vara

**Magic in Tenól nae Vara**, which contains multiple sectors, is classifiable as follows:

Naná (or Nanese) dates back to the creation of Enladezzio and later on in the creation of the Tenolian identity. It is the official religion of Tenól and Vara, and its magic system runs deep in Tenolian culture, especially in its cuisine.

The largest group of Naná is Tenolian Naná with a population percentage of 73.34. Varan Naná accounts for 16.24 percent, Syegati Naná for 5.87 percent, and Thrugian-Nanese for 3.21 percent, and other religions for 1.34 percent.

## Notable Figures

Here you should include your leader or leaders, and anyone else significant.

## Crafts

Here you can list how your people process items, what sort of items they make, how they react to new materials, etc.

## Government

Here you can list how your government and politics function

## Ideals and Philosophies

Here you can put how your people view day to day life.

## Geography

Your nation or culture's location and circumstances. Most of this can be covered by regional pages.

## Miscellaneous

Feel free to add any points after this to fully fill out your deepest desires. Add in cuisine, or how they dress, how they communicate. Whatever else you would like to add you can add here.
T’kko

A humanoid race of four-eyed telepathic lizards, the **T'kko** (t‖kʊ) inhabit the cold deserts of western Kashar-Maht. They are slightly shorter than humans, yet bulkier, and have flexed lower limbs. Long ago, the T'kko were entirely nomadic, though they have since stabilized in large, tribe-like communities called clades, and established a few semi-permanent settlements.

WIP
Tàeil

### Inspirations

Scottish Gàelic, Pictish Architecture, Norse Mariners, European Mercantilism. YxsiriiProject & FardaProject worldbuilding

Located on the northeastern peninsula of Talivur, the Tàeil confederation is a tight-knit collective of sovereign clans. The capital is An Pourt, a meeting place built among the Ceupon (familial towers) of the oldest clans.

In the early bronze-age, the Tàeil remained hunter-gatherers and fishers with a strong community identity and an aural tradition which taught of the Book of Talav and sustained superstions surrounding mysterious spirits of the ocean. Maritime trade was established with their closest neighbours, espescially with the Vyti with whom there was some degree of population exchange. Initially maintaining a steady migration west, in the purported steps of their ancestors, Tàeil settlers were shocked to find a finite west coast. The story of their genesis and purpose in doubt, they underwent an agricultural revolution and resolved to an age of consolidation on Talivur Tuth.

Classical Tàeil saw the continued expansion of Ceupon cities within the people's charted borders. Specialisation of skills within these cities saw an early shift to urbanisation. The NanHaig clan, descendents of the famed explorer who discovered Vyt, were chief among the merchant families of Talivur.

The onset of the middle era was marked by the establishment of a Round Hall of clan lords, each representing a province. A boom of ornate stone-glass-metal architecture and urbanisation preceded an era of isolationism and stagnation. This dark era came to an end with the arrival of new Ekastian allies and the establishment of Ports-of-Way in Southern Talivur which opened new avenues for trade. The fall of Vyt and Resil sent shockwaves around the Everchains and sparked a scramble for the archipelago east of Talivur. This race for control formed deeper bonds between the native Talivurians and the Ekastia, while westerners from Idaros also established claims. In the aftermath, The True Council of Una of Malkgarth was established on the Vyti heartland (with condominium over Talikarth) under Tàeil control; Ul'Amat was also seized following the subsequent collapse of the Ma'Atali.
The Jester

## Powers and Abilities

### Powers

* **Artifically Enhanced Physiology**: TBA
	+ **Superhuman Strength**: To Be Added
	+ **Superhuman Durability**: To Be Added
	+ **Superhuman Speed**: To Be Added
	+ **Superhuman Agility**: To Be Added
	+ **Superhuman Reflexes**: To Be Added
	+ **Superhuman Stamina**: To Be Added
	+ **Regenerative Healing Factor**: TBA
	+ **Longevity**: To Be Added
	+ **Sonic Scream**: To Be Added
Swenfori

Swenfori is a Resil province of the Kotgyre Krrt Tohrri settled after the landing of the Fripvuc Expedition. It acts as the main surface holdings of the Resil. The Resil capital of Crytik and the village of Ryiki are its current major settlements, as of around 50 PL. It surrounded by unclaimed land to the north, west and south, and the Swensery to the east. The province is mostly filled with grazing fields, and closer to the cities Hyperborean agriculture Norsumerian Typha fields, divided based on house ownership. A large set of pens to Totisediki is also kept, as is an integrated cave where Kjovuc is grown. Ryiki mainly subsists on its cultivated sweet grass field and the clay fields, which give the town its name.
Battle of the Forest (363 AS)

The **Battle of the Forest** was a major conflict between the Ghever Tribe and the Nursumian Commonwealth in the year 118 OC (363 AS). The battle was provoked by Thretteriyo the Valiant, chieftain of the Eghursō, in an effort to stop the invaders' advance onto the mainland. After two days of brutal fighting, Emperor Lakabúrō II. of the Nursumian Commonwealth came out on top, securing his holdings in Ghever territory and being pledged fealty by the remaining followers of Thretteriyo, though in the end the armies of both sides were almost exterminated.
Tsom Cangaii

## Government Details

### Government Type

Mixed Oligarchic, Theocratic, Democratic Council

## Geography of Kanpeij

[south bay region]

[great southern coast]

[western coast]

[northern coast]

[eastern coast]

[northeast highlands]

[northwest valley]

## Flora & Fauna of Kanpeij

[wild land animals]

[wild birds]

[wild fish]

[other]

[domesticated animals]

## Cultural Traditions & Artefacts of the *Tsom Cangaii*

**Letterjacks** better known as travelling coats by outsiders...

aaa

## Power & Social Norms of the *Tsom Cangaii*

Ministries

Guilds

Families

Formalities & Greetings

Public and Private space

## Language(s) of the *Tsom Cangaii*

Alphabet

Sentence Structure

Working Dictionary

## Faith & Philosophy of the *Tsom Cangaii*

Gods

Cults

Worship

Sacrifice

Schools of Philosophy

## Minority Populations

Norsumerians

Dwarves
Valkadian sorcery

## Valkadian Magic :

Click here to see the global Valkadian theory of sorcery, a theory supported and shared by multiple nations around the thousand crowns.
As a perfect and natural path to power, Magic is highly respected, revered even, among Valkadian. In their early days, following the Elder's Ashes's cataclysm, magic progress was mostly kept by some old valkadian liches and survived through bunkered noble's private libraries, ensuring the major house a huge edge in the upcoming game and the minor ones a decent start.
Totisediki

Totisediki are a often Kjovuc infused type of large oval shelled crab, with four limbs that act as both pincers and legs. Through the Totikjovuc growing from the light shell of the crab, it can be given basic commands, which it will follow (most of the time). Owning a totisediki is a mark of great wealth in Resil society, as the creatures take a large deal of upkeep and approval from the priesthood to keep and use.

The one displayed is the former property of a long wealthy House, now destitute due to a bad trade. It has been bought by the rapidly expanding Has Sor, who are in the process of stripping away the domes that once occupied the totisediki’s platform and replacing them with bronze armour plating, shields and mounted weaponry.

After the Fripvuc Expedition returns to Ploiviki, this becomes the primary use of Totisediki.
Resil

The Resil are half cave - half surface dwelling traders and raiders who base their society of Houses, familial corporate political nobility-styled occasionally religious political communal entities that encompass the entire population, coming in various varieties. They worship Nature, the embodiment of the natural world, particularly the sapient creatures it produces, and the beauty it has given. Resil see it as their duty to make the world a more beautiful place, with a society obsessed with aestheticism that could even disturb Oscar Wilde. They are ruled by a constantly absent king, who delegates responsibility to the Courts of Seasons, governments changing every season, as Fripvucs send down weather reports and receive gold to give in taxes to Norsumer. The Resil instinctively seek a strong power to protect them, and have variable attitudes to other nations, ranging from hostility to mercantile.

## History

The Resil's history is unclear. After the collapse of the underground, the Resil of the surface lost all contact with their underground counterparts. The returning Fripvuc Expedition - recently landed in Norsumer - may uncover their secrets. The Resil are currently organised under the Kotgyre Krrt Tohrri.

## Beauty

Resil value beauty above anything else, obsessed with beauty to the point where they would actively do anything to produce as good a piece of art as possible, even if it resulted in the death of themselves and their family.

### Nature

Resil appreciation of Beauty stems from worship of Nature.

## Houses

The Resil organise themselves into Houses, family units that also maintain various other functions. The connections between members of Houses need not be biological, and often are not, but this depends on house.

## Resik

Resiks are those who remained in the caverns after woe befell the underground. They are limited to the underground, and often follow more traditional aspects of Resil culture compared to Fripvuc, also lacking the foreign influence their surface cousins receive.

## Fripvucs

Fripvucs are the refugees of the collapse of the underground, who fled to the surface and alter embarked on the Fripvuc Expedition to find a new place to settle, before returning to Hyperborea to found the Kotgyre Krrt Tohrri. Fripvuc tend to be more progressive and cosmopolitan than Resiks.

## Geography

The Fripvuc Expedition land of the Kotygre Krrt Tohrri - comprising all current Resil holdings above ground - are in Hyperborea, specifically Swenfori.
Heif

Topographic map of Heif.

**Heif** is the second-largest island around Hyperborea. It is shared by the Ais of Eisuruh in the north and the Allik of Heif Lla Mbow in the south. It has a humid continental climate and is covered in wetlands biome. Heif has a size of roughly 710,000 km² (275,000 mi²).

## Etymology

The name *Heif* comes from Proto-Naguna *hadip*, meaning "land of snow" (*dip* "(to) snow", *ha-* being a place affix).

## Features

### Bay of Bears

The Bay of Bears (Western Naguna: *Umi Tlashmang*) is a bay on the western shore in southern Heif. The Allik city Sowsdoosasshu is located here.
Faeyrēf

## History

After the caves on which the Faey lived collapsed they spread over the area of Faeyrēf (Region), on the southwest of Hyperborea.

Some time after, cities where established and among them was Edreynrēf, which among the others was the strongest, and noticing that they fought with the other cities for hegemony and won, with that they became the "Capital" of Faeyrēf.

## Notable Figures

Here you should include your leader or leaders, and anyone else significant.

## Crafts

Here you can list how your people process items, what sort of items they make, how they react to new materials, etc.

## Government

Here you can list how your government and politics function

## Ideals and Philosophies

Here you can put how your people view day to day life.

## Geography

Your nation or culture's location and circumstances. Most of this can be covered by regional pages.

## Miscellaneous

Feel free to add any points after this to fully fill out your deepest desires. Add in cuisine, or how they dress, how they communicate. Whatever else you would like to add you can add here.
The Fool

The Fool is a role in Has Srengol, part of Resil society. The Fool wears a crude mask mimicking that of a parrot. Their role is a punishment, where they are unable to contribute freely to the beauty of the house, instead only repeating the words of other members of the house.

They are used as an intermediary between Has Srengol and Has Sor in their joint fortress near the capital. Their mimicking allows them to pass on truths spoken ‘confidentially’ between high ranking members of Has Srengol, while still technically lying, allowing Has Sor to keep up to date on information gained by their ally, and to understand the supply needs they provide for them. The Fool serves in their role until another member of the house fails terribly enough to deserve the moniker.
Has Sor

Has Sor is the largest and most influential of the Resil Fripvuc houses on the surface, acting as the military of the Kotgyre Krrt Tohrri, among other roles. Has Sor was formed during the Fripvuc Expedition, to patrol trade routes to protect Fripvuc wealth. Since the return, Has Sor has begun to assume roles as a de-facto proto aboveground military for Resil, much to the concern of prominent Toti Peniks (Ministers) upon reconnection with the underground.

### Has Sor Haslats

The Resil have always revered gold. They see it as the pinnacle of Nature's creations, and that anything on which it is applied instantly becomes beautiful. It is this, and the Resil tradition of telling a story through art that lead to the practice of covering much of a Resil's body in golden tattoos originated. By doing so, every Resil becomes a beautiful story that they proudly display for all to see.

Has Sor is one of the most notable products of the Lost Colonies, a House of young armed patrolling Fripvucs who upon their return to the True World became the de-facto military force of the Resil. Controversial in containing both Resiks and Fripvucs who despite restrictions are known to communicate, Has Sor are the trailblazers of the Resil, always present where change is happening.

This diagram contains the tattoos of a Sorik Sil, roughly translating to a F------ Captain (Military). The title itself is slang, but it is not unusual for it to 'accidentally' turn up on official records, much to the dismay of Ko Clerks. The two bands at the neck indicate this person is a Fripvuc, while the four studded bands on the right arm indicate her amount of successful business ventures. The intricate tattoo on her back is a Carving of Passing, the crest of her Paternal and Maternal House combined, along with the Diamond of Sense to indicate retention of loyalty to her cryt. The five bold bands on the left arm are symbol of her more recent military career, indicating the number of deaths deemed appropriately artistic under her weapons. On both shoulders the sword and shield symbol of the Resil Merchant Militia is displayed and lastly the back right forearm displays a hastily drawn symbol of Has Sor, likely down as badly as possible as part of a well known light hearted contest among the House's tattooists.

- Resil Cultural Compendium, pg. 54 (edited)
Feldeus

PSA: I am still to clean up this article. -valerie

The **Feldeus** (plural: Feldeus, pronounced: *Fell*-day-oos) also known as the **Wheeled Goat**, is a hoofed mammal endemic to the south-west regions of Cygetauria along the Mons Maiseres range. A largely subalpine and alpine species, it is a proficient climber and boasts a unique horn structure, and also sees use through use of its furs and milk.

### General appearance and characteristics

The Feldeus is a sexually dimorphic species that looks similar in body shape to a mountain goat. They have a typical goat-like body structure as a subspecies, with horns approximately 5-6.5 cm diameter at the base and grow to about 82 to 103 cm (32 to 40 in) above the head. These horns curve into each other as they grow and join, forming a circular shape. Feldeus are protected by thick woolen coats which range in a variety of colours, which usually reflect whatever location they live in, assuming migration has largely not occurred (thus these colours are genetic). These colours include a dark or ocean blue, deep greens, muted yellows, dull browns and dirty whites. The fine, dense wool of their undercoats is covered by an outer layer of longer, hollow hairs. Feldeus molt in spring by rubbing against rocks and trees, with the adult billies shedding their extra wool first and the pregnant nannies shedding last.

A male Feldeus stands at about 1.4 meters (4.5 feet) at the shoulder and can weigh up to 30-35% more than the females. Male goats also have thicker and longer horns. Male goats can weigh up to 220 kg (485 lbs) though numbers such as 205 kg (451 lbs) is typical. Female goats stand at about 1.2 to 1.3 meters (3.9 to 4.2 ft) at the shoulder and weigh on average 150 kg (331 lbs). The head-and-body length is typically between 190 and 255 cm (75 and 100 in), with a tail adding 40 cm (15.7 in) on the end. This tail has a moderate-to-large tuft at the end. Feldeus hooves are well-suited for climbing steep, rocky slopes with pitches exceeding 75°, with inner pads that provide traction and cloven hooves that can spread apart. The tips of their feet have sharp dewclaws that keep them from slipping, and powerful shoulder and neck muscles help propel them up steep slope.