recursal/Fanatic-Fandom huggingface dataset:
Magister

**Magisters** are members of the Magisterium, the upper house of the Adamantine Senate. These coveted seats are split among the Institute of Magic, the Ministry, and the major families, who are currently all mages. Their edicts rule the Adamantium. Young mages often aspire to become a magister's apprentice because it offers them the best chance of ascending to the rank of magister. Foreign mages may also indenture themselves to a magister in order to eventually become adamantine citizens.

## Background

When human tribes were ruled by kings, before the founding of the Adamantine Imperium, a magister was a top representative of a local society of mages, the Institute of Magic, in a state council of the most powerful mages. The magisters would convene in the City of Adamantium and held dominion over all magic in the land.

The Magisterium known today was established by Archon Carinius. When Carinius seized the Stirian throne in **-1195D**, the Court of the Magisters became the royal court, and "magister" was the only title of nobility recognized in Stiria.

It is technically not required to be a mage to become a magister. Indeed, after the Transfiguration that saw the Deceivers abandoned and Sibyllism embraced, most magisters were non-mages. Since the schism between the Adamantine Ministry and the Maudesian Ministry in the Third Age, however, non-mages in the Magisterium have slowly been weeded out. After his election in **7A34**, Archon Hanthius lifted the old rules prohibiting mages from taking part in politics. Within a century, mages were openly ruling the country.

The Magisterium makes the Adamantium's laws and chooses a new Archon if there is no approved heir. A true magister is a figure of real power in the Adamantium. All other mages serve at their pleasure, and any mage not of proper lineage has no influence outside of that which personal wealth and talent provide. One can become part of the Magisterium in various ways:

* A magister is chosen from each of the seven Institutes of Magic in the Adamantium, usually from the ranks of Senior Arcanists. However, First Arcanists are ineligible for becoming magisters.
* Every Grand Cleric of the Adamantine Ministry has a seat, as does the Patron.
* Seats can be inherited by the magisters' heirs.
* The Archon reserves the right to appoint new magisters of his choosing at any time.

The Archon used to be elected from the ranks of the Magisterium but this practice has been banned since the Fourth Age.

After the Third Scourge, the Maudesian Ministry promoted the story that a group of magisters who managed to physically enter the Dreaming and the Golden City of the Watcher were responsible for the corruption of the city and led to the creation of the first fiends. The Ministry refers to this as the "Second Sin."
Neon Millennium (Story)

> "We live in an age of gods and men living in the bare neon glow of our own hands. Let's keep living on."
>
>

**Neon Millennium** is the first written story in the *Millennium Age* series written by Kit2ne9. It stars Jewel Mikoto as it's main protagonist as well as several other characters in a fantasy adventure setting on the world of Arth alongside other universes which they visit, solving various issues along the way as the nature of others is challenged with selfish and selfless actions and desires.

## Characters

### Main Characters

* Jewel Mikoto- The protagonist, a 23 year old woman from the far off land of Anachoria who travels to Ertho to fulfill her seemingly endless job of eradicating evil, as well as her own personal goal of acquiring her lost trinket. Along the way, she joins the guild of Azar Crest and becomes close with several others, and unintentionally she forms some of the strongest bonds in her life.
Greyhold

**Greyhold** is the headquarters of the Grey Order. It is located on the edge of a desert jagged butte called the Broken Tooth in northern Netheren.

## Background

It was here that the Grey Order was founded, and the fortress built in **-305D** (890 AE) during the First Scourge. The region was chosen as a base as it was not as hard hit by the fiendish hordes as other locations, but still strategically close to the Adamantium. Greyhold was also besieged by the fiendish hordes during the Second Scourge.

Greyhold features a mausoleum built to honor the slayers of the Archfiends and houses the Grey Order treasury. During the height of the Order's power, the stone compound accommodated thousands of Rangers, and a thriving stable of wyverns. Now it is a barren place, with a garrison of only a few hundred, the wyverns are long extinct, and the reigning First Ranger is rarely present, said to be more interested in politicking, and lining his pockets.

The interior of the fortress is decorated with tapestries commemorating the Grey Order's battles, and weapons taken from the fiendish hordes as trophies. Even a case of ogre horns is on display. Segments of the walls are carved with depictions of wyverns, various coats of arms, and ornamental plants. The fortress is also home to an extensive library, which contains a glass sarcophagus, decorated with the horns of Xurteus, containing the armor and weapons of Erenod, among other things. Greyhold also houses a practice field for combat training and a small temple.
Maevith

**Maevith**, also known as the **Witch of the Wilds**, **Mother of Vengeance** among the Welserine, and **Asha'daneth** ("woman of many years" in Elder Speech) is a character of an age-old legend, described variously as extremely powerful, and long-lived, or even immortal, and having many daughters, all of whom are witches like their mother.

## Background

Legend says, ages ago, Thane Conar Ethelstan took a beautiful young woman who harbored a secret talent for magic, Maevith of Seaworth, as his wife. And for a time they lived happily, until the arrival of a young poet, Oswen, who captured the lady's heart with his verse.

They turned to the Welserine tribes for help and hid from Conar's wrath in the Wilds, until word came to them that Conar lay dying: His last wish was to see Maevith's face one final time.

The lovers returned, but it was a trap. Conar killed Oswen, and imprisoned Maevith in the highest tower of the castle. In grief and rage, Maevith worked a spell to summon a spirit beyond the Veil to wreak vengeance upon her husband. Vengeance, she received, but not as she planned. The spirit took possession of her, turning Maevith into an abomination. A twisted, maddened creature, she slaughtered Conar and all his men, and fled back into the Wilds.

For a hundred years, Maevith plotted, stealing men from the Welserine to sire monstrous daughters: Horrific things that could kill a man with fear. These Welserine witches led an army of Wilders from the Wilds to strike at the Drahanim tribes. They were defeated by the hero Kodlak, and all the witches burned, so they say, but even now the Wilders whisper that Maevith lives on in the marsh, and she and her daughters steal those men who come too near.
Vigil's Fort

**Vigil's Fort**, informally known as **the Vigil**, is an ancient fortress in the Barony of Coltherstone, in southwest Nordain.

## Background

Vigil's Fort is one of the oldest settlements in Nordain; being even older than Dersoden and Dhunne. It was built by Drahanim Cleves to stop the Adamantium advance from the south. In their time it was known as the **Fort of Many Vigils**. It was built over caves leading to the Underways, believed to be carved as a gift from Andaar, a Cleve god of mountains.

The Cleves residing in the fortress lived peacefully with the dwarves, which was unusual as the dwarves were allied with their enemy, the Adamantines. As the Cleve culture declined, the ownership of the fortress changed.

Vigil's Fort was the first fortress to fall during the Second Maudesian invasion in Nordain, and the last to be liberated during the Nordish Rebellion.
Team Endanta

**Team Endanta** is a team formed and led by Jewel Mikoto. It consists of seven members, all of whom are either female or fem-presenting. Each member of Team Endanta is also a Pillar, and incredibly skilled in various fields.

## Members

* Jewel Mikoto- The founder and leader. An ace of Azar Crest, she is also the Pillar of Magic.
* Mikki Gioiello-
Village of Crestwood

The **Village of Crestwood** is located south of Lake Lontan, lying between Ducailles and Dersoden. The village's primary income stems from trade between Nordain and Maudet.

## Background

King Bersnal erected Caer Edanach in **8A26**, intending the fort as a stopover garrison for Nordish soldiers fighting Maudesian invaders. The village of Crestwood takes its name from the fort's first captain Ser Joren Crestwood, who held Caer Edanach longer than anyone thought possible against a vanguard of the Maudesian army. Impressed by Ser Crestwood's tenacity, and endurance, the remaining officers left the small village around the fort untouched as the Maudesians made for the capital, sparing hundreds of innocent lives.

Crestwood is a small village of no real consequence to the lords and ladies who ride through on their way to Ducailles or Dersoden. The people are glad for visitors; residents tend livestock and grow what crops they can, but their chief income comes from trade.
Mage's Bane

*1st level enchantment*
**Casting Time:** 1 action
**Range:** 30 feet
**Target:** Up to three creatures of your choice that you can see within range
**Components:** V S M (A drop of blood)
**Duration:** Up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes a spell attack roll or a spell saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Renley Kaulden

King **Renley Kaulden** is the son of the late King Baylor Kaulden and the late Queen Rowan Kaulden.

After the sudden disappearance, and death, of his father in **9A25**, Renley ascended to the throne of Nordain. He has ruled for the last five years, alongside his wife Queen Rhealla Kaulden, daughter of Jarl, and national hero, Ornand Dhunne.

## Background

Renley was born in **9A05**. His mother showed great interest in books, and Renley inherited this. He loved hearing heroic tales as a child, particularly those describing his father's rise to power. His mother, Rowan, died when he was still a boy in **9A08**, leaving the young prince to live a lonely childhood.

Renley was not raised by his father alone, however, as Ornand helped when he could. It was also Ornand who organized Renley's marriage to Rhealla, since they grew up together. In his youth, Reneley was described as always following her lead, and being thoroughly under her thumb. While Rhealla eventually grew fond of Renley's charms, he is not above committing a few indiscretions with other women. Additionally, Renley has never found himself heavily involved in Nordain's politics, and seems satisfied that Rhealla deals with the administrative aspects of government since, in his mind, a true king's duty is to unite his people against a common enemy.

While some people think of Renley as a childish fool playing at being a king, Renley is also seen as a moral and idealistic ruler, always working towards the betterment of Nordain.
Elote

The **elote** are a species of horned stag. Some of them are herded by the Sylvan elves, who use them to pull their "renwyls", large mobile homes. Their milk is also made into cheese and butter. The Sylvan do not consider them beasts of burden but noble companions. To get them to accompany a clan, the Sylvan elves ask rather than force them to. It is said that the Sylvan carve their antlers for decorative purposes, and that the antlers sell for a fortune, being particularly prized in the Adamantium.

## Background

No creature is more revered by the Sylvan than the elote, as they believe that the first elote, and mother of them all, was the goddess Miel'thyra; a huntress of the People. Elote are larger than ordinary deer, and the Sylvan elote-keepers carve their antlers as they grow, making them curve into intricate designs. In ancient times, these stags bore elven knights into combat, but since the fall of the Sylvandale, they are used less as mounts and more to pull renwyls.

The elote are not treated as servants or pets, but instead as brothers and sisters by the Sylvan. It's common knowledge among the Sylvan that an elote cannot be forced to do something against their will. And there are tales of humans who came across herds, and attempted to capture the elote; most end with the humans dying impaled on horns as a result. The Sylvan claim that since elote once bore their knights into battle, the fierce blood of a warrior still runs through their veins, and they would sooner fight to the death than be demeaned. Like the Sylvan, the elote are proud. An elote knows who they are, and will not tolerate being told that they are less.
Sudern

**Sudern** is the homeland of the Orcimar. It is a tropical island chain, which is covered mostly by rainforests and jungles, and located far south of Ghallen, in the Delsuren Ocean. Its largest city, and capital, is Orcandar, on the southern coast.

## Background

Some scholars believe that the first humans in Morgaea came from the rainforests of Sudern thousands of years ago, migrating north from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders.

The Adamantium held loose control over Sudern. However, this changed in **6A30** when the Orcimar landed and quickly conquered it. Because of their isolation, there was little attempt to rescue the inhabitants of Sudern after the invasion. The native humans have since willingly converted to the Orc, and live peacefully on the island. Almost immediately after conquering Sudern, the Orcimar went to war with the rest of Morgaea.

The only known inhabitants of Sudern are the Orcimar, and the converts who have assimilated completely into Orcimar culture. Very few outsiders are ever permitted to visit its shores.

## Culture and Society

According to the Seer of Kurzog, one of the few outsiders ever permitted to visit Sudern, it is one of the only places where it is possible to understand Orcimar society in its entirety. The Orcimar view their society as a single creature, a living entity whose health and well-being is the responsibility of all. Most of the Orcimar outside of Sudern belong to the army, the physical body. The mind and soul dwell in the cities of Sudern.

After generations under Orcimar rule, the distinct culture of the island's native population has largely been forgotten.

### Architecture

The ancient inhabitants of the island built impressive pyramids. Yet the Orcimar have made their own mark as well. In Orcandar, the capital and only city of any note, the Orcimar have constructed great domes and aqueducts. The size of this city is said to rival Morgaea's largest cities, like Umberland, Ducailles, and the City of Adamantium.

Of the pyramids, and the civilization that built them, very little is known. The pyramids themselves are known to have nearly-perfect proportions, and their locations on Sudern have been theorized to closely correspond with a specific constellation. The purpose served by the pyramids is lost to history; although they are known to contain well-preserved remains; the pyramids do not appear to be designed as tombs.

The pyramids and other ruins of Sudern's ancient civilization also feature murals of the natives interacting in a subservient manner with horned beings. It is believed that the Orcimar conquered Sudern so easily because the natives associated the Orcimar with the horned beings they venerated, and therefore most natives chose to submit to the invaders' rule.
Human

*The dominant race on Morgaea’s surface, humans comprise the majority of the population, and human organizaitons have unquestioned power. The Ministry is the greatest uniting force between the nations of humanity, with most diplomacy and political intrigue occurring under its watchful eye. Humans enjoy great versatility in a society of their own making, giving them slight advantages in whatever lifepaths they so choose.*

### Features

* **Ability Score Increase.** Two different ability scores of your choice increase by 1.
* **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** All humans are fluent in Common, the trade-language developed by the dwarves.
* **Skills.** You gain proficiency in one skill of your choice.
* **Feat.** You gain one Feat of your choice.
Sylvan Elf

*For more information, see Sylvan.*

*After 500 years of slavery, many elves won their freedom as part of the rebellion that broke the power of the Adamantium. While humans took over former lands of the Adamantium, the human leader Thetsoll gifted the elves a region of northern Maudet as a reward for their role in the rebellion. Here they established the Sylvandale, a new elven homeland to replace the long-destroyed kingdom of Elveshaal. Despite centuries of slavery having destroyed much of their culture, the elves aimed to restore their heritage, leading to a cultural rebirth. As part of this, they began to worship the elven gods again; this ultimately caused their downfall. The Ministry would not stand for such heresy, and declared a Crusade against the Sylvandale. A second elven homeland was destroyed, and most of the survivors went to live in human lands, becoming the city elves.*

*The remaining leadership of the Sylvandale would not bend a knee to the humans, however, and instead chose a life of exile. Sylvan elves are descended from some of the Sylvandale's oldest families, and they retain a strong sense of duty to their people. They have taken it upon themselves to preserve elven culture and lore, so that when the day comes that the elves once again have a homeland, they can teach the ancient ways to their city elf brethren. Until that time, the Sylvan elves lead nomadic lives in small clans, wandering throughout the most remote corners of Morgaea seeking to recover, inherit, and preserve the knowledge and sacred treasures of their two fallen kingdoms.*

* **Skill Proficiencies:** Nature, Survival
* **Tool Proficiencies:** One type of musical instrument native to your culture.
* **Languages:** Elder Speech
* **Equipment:** A sylvan dagger, a set of soft hide clothing done in an intricate Sylvan style, and a pouch containing 25sp worth of ironbark

### Nomad

You have an excellent memory for geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Dizzy

A **dizzy** creature has difficulty with orientation, spacial awareness and balance.

* The creature has disadvantage on Dexterity ability checks, attack rolls, and saving throws.
* The creature’s speed is halved. Attempting to move at full speed calls for an additional Dexterity saving throw. On a failure, the creature falls prone.
* Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
Terund Argander

**Terund Argander** was the Baron of Erencliffe during the Maudesian occupation of Nordain. He was also one of the leading figures of the Nordish Rebellion, which rose up against King Alain and Maudesian rule.

He was married to Baroness Mara, and had three children: Rowan, Ramund and Brice.

## Involvement

At some point, Terund managed to capture Naranna the Rebel Queen. What he didn't know at the time was that Naranna had allowed herself be captured in order to get close to him. She knew that he wasn't the sort of man who'd turn her over to the Maudesians and she proved to be right, winning him over.

After Terund threw his support behind Naranna, he and his wife Mara decided that Nordain was too unsafe for their sons. They decided that she would take the boys to Ontmery, where the three of them would stay with her sister Thalia Esterstin, the Margravine of Ontmery, until the war ended. Meanwhile, their daughter Rowan, who was betrothed to marry Naranna's son Baylor Kaulden when they came of age, would remain with him. Mara took the children to Dersoden, where they boarded a ship headed for the Freemarks. Mara died of a fever shortly after reaching her sister's estate so, from then on, the boys were raised by Thalia and her husband.

A coronation for the Rebel Queen was held at Erencliffe. Terund then went forth from Erencliffe to join the rebellion, and the Baron became one of the queen's generals. After Naranna was slain by traitors, Baron Terund took command of the rebellion. He was killed during the disastrous Battle of South Hill, along with most of the rebel army in **8A99**.
Elf

*Long ago, the elves were the dominant race of Morgaea, and their advanced civilization was based on nature, the Dreaming and magic. After the fall of their great city of Hathalas and kingdom of Elveshaal, as well as the subsequent generations of slavery to the Adamantium, the elves lost most of their cultural heritage and identity. They attempted to rebuild their society in the Sylvandale but, after three centuries, it too fell to one of the Ministry's Crusades.*

*Since then, the elves have separated into two distinct groups: the Sylvan, who choose to lead nomadic lives and strive to keep elven culture alive rather than submit, and the city elves, who live alongside humans, usually as impoverished outcasts, and have adopted many human customs.*

## Features

* **Ability Score Increase.** Your Intelligence score increases by 1, and your Wisdom score increases by 2.
* **Age.** The elves believe that, in the days of Hathalas, they were immortal, something they lost after interacting with humanity; they called it the quickening. Now, like humans, elves reach adulthood in their late teens and live less than a century.
* **Size.** Elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
* **Speed.** Your base walking speed is 35 feet.
* **Darkvision.** Descending from those once accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Keen Senses.** You have proficiency in the Perception skill.
* **Languages.** All elves speak some degree of Common, with knowledge of Elder Speech being dependent on background.

### City Elf

* **Skill Versatility.** You gain proficiency in additional two skills of your choice.

### Sylvan Elf

* **Sylvan Accuracy.** Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fort Terund

**Fort Terund** is a fortress found in the Hinterlands.

## Background

Fort Terund was constructed by a young Baron Ramund after the Maudesians were driven from Nordain. It was named in honor of Ramund's father, who died at the battle of South Hill. Ramund was determined for Erencliffe to stand as a shining example of Nordish strength. He constructed Fort Terund to watch the King's Highway and protect the Hinterlands against all enemies.
Holy Urn

The **Holy Urn** is a legendary relic which is said to contain the ashes of the prophet Sibylla.

According to the Holy Tome, the ashes of Sibylla were gathered and carried to the White Spine from the Adamantium by a disciple named Marcolt, who saw no other place fit for her burial place. The Chronicle of Apotheosis claims the ashes possess incredible healing qualities unsurpassed by even the most powerful spells, as they had healed him from near death upon touch.

Eventually, rumors began to emerge about a relic said to contain her ashes known as the Holy Urn. After centuries of fruitless search, however, Ministry scholars declared that the Holy Urn was nothing more than a myth.
High-Born Dwarf

*At the top of dwarven society is the noble caste, the most privileged, and elite caste. It encompasses numerous noble houses, as well as the royal house, that were initially founded by an Exemplar. Some, however, were founded by upper caste dwarves not originally of noble stock, typically of the Warrior caste or Smith caste. The noble houses used to rule hewnholds all across Morgaea, which were their ancestral homes, and typically beared their name. Almost all of them have since been lost to the fiends, however.*

*Since high-born dwarves have privileged positions in Ondrathum, it is rare for them to leave for the surface world. Some are exiled for committing crimes or being on the wrong side of a dispute between houses. Others may be sent on missions to the human lands, though this an unusual occurence. Whatever the case may be, you should talk to your DM about the circumstances of your departure and whether this will lead to the loss of your caste and your ability to return home.*

* **Skill Proficiencies:** Insight, Persuasion
* **Tool Proficiencies:** None
* **Languages:** Two of your choice
* **Equipment:** A set of fine clothes, a signet ring, and a pouch containing 5gp

### Feature: Noble Knowledge

Being from a noble house lets you gain access to the records and inner workings of the Assembly. You know who the movers and shakers of Ondrathum are, whom to go to for the favors you seek, and what the current intrigues of interest in the Noble caste are.

### Suggested Characteristics

Use the tables for the Human Noble background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.
Erencliffe Village

**Erencliffe** is a village sitting on the eastern shore of Lake Lontan in Nordain. A path leads up into the hills, and across a bridge, to an island where the ancient Castle Erencliffe has stood far longer than the village itself.

## Background

Erencliffe is located in the eastern hills of Nordain. The village below the castle, and others under Erencliffe's authority, grew until the barony was as powerful a settlement as any jarldom. Erencliffe Castle is the first and last line of defense for the sole land route into Nordain and the country has never fallen to any assault that did not first take Erencliffe.

Erencliffe is one of the largest and most prosperous towns in Nordain, due to its position between Ondrathum and Maudet. As such it is a center of foreign trade. Such favorable conditions caused the domain to be named a barony in spite of its small size. The citizens of Erencliffe are primarily fishermen or merchants engaged in shipping dwarven goods from Maudet.

In late autumn, villagers smoke the fish they have caught, to the dismay of visiting merchants.
Arnedrin Kaulden

King **Arnedrin Kaulden** was a king of Nordain who reigned during the Eighth Age. He was the father of King Bersnal Kaulden.

## Background

During his reign in **8A24** the Maudesian Empire, under the rule of Emperor Guillaunt, invaded Nordain. Arnedrin was slain In the Battle of Rissing. As a member of the Kaulden family, he was a descendant of Lontan the Great, the first King of Nordain.
Night Elves

The **Night Elves** were a guerrilla squad of elven archers led by Ornand Dhunne during the Nordish Rebellion.

## Involvement

This squad was formed following a tense battle in the Hinterlands between the Nordish rebels and Nordish royalist forces. To continue to harass the Maudesian King Alain, Ornand began to lead small groups of elven archers out after dark, making use of their superior night vision and eyesight.

These fleet, lightly-armored, recruits were drawn from the few city elves who followed the rebels as messengers or camp followers, and quickly distinguished themselves by defeating many Nordish royalists as well as chevaliers. Fear grew among the enemy of the "night elves" that prowled their camps unseen, and Ornand proudly took the name for his unit. The Night Elves were ultimately commissioned by Baron Terund Argander as a genuine company in the rebel army.

More than once during the rebellion did the Night Elves arguably turn the tide of major battles or conflicts, often in spite of heavy personal losses, and frequently assaulting much more heavily armored foes with success and heroism. During events such as a major ambush leading to a return of Dhunne to rebel control, they arguably preserved the lives of not only Ornand, but also the rebel Prince Baylor Kaulden and his bethrothed Rowan.

During the rebels' passage through the Umbradal Forest throughout the occupation, the Night Elves gained further recognition as "brutal killers", causing many in the occupying forces to refuse night watch for fear of "a silent arrow in the throat". They played a valuable role on the rebels' behalf during the poignant battle of South Hill, as well.

Following the rebellion, the contributions of the Night Elves appear to be largely lost to history and their fate unknown.
Fort Volantus

**Fort Volantus** is an ancient fortress that predates the city of Dersoden and is both the oldest and the tallest structure in the city.

## Background

The location of Fort Volantus was originally an outpost of the Adamantium, who's mages built a tower rising out of a mountain to symbolize its power. The city of Dersoden was built around the tower, and after the Adamantium lost control of the region, it passed through the control of different jarls who ruled the area. The city's population could retreat into the fort if it was threatened. Eventually Fort Volantus settled under the command of the Baron of Dersoden. It is now used as a garrison for Dersoden's city guard, as well as a prison. Its current name comes from Emperor Volantus, First Emperor of Maudet.

## Involvement

The Maudesian usurper King Alain, and his supporters, barricaded themselves within Fort Volantus at the climax of the Nordish Rebellion in **9A02**, after Dersoden fell to the rebels. Alain held out for six days within the Fort before Baylor Kaulden challenged him to a duel. Baylor and Alain dueled on the rooftop, where Baylor won and decapitated Alain, placing his head on a pike outside the Royal Palace, like the latter did to Naranna Kaulden; Baylor's mother.
Barrault

**Barrault** was the mage advisor of Maudesian King Alain during the his rule of Nordain. He essentially served as the commander of the Maudesian forces in Nordain during the occupation.

## Background

Though Barrault was born in Ghallen, he was a part of an Maudesian Institute of Magic. When Alain put out the call for a mage advisor, as was his right, Barrault volunteered for the job. It is heavily implied that he took the job mainly as a way of discreetly gaining power, so he would no longer have to practice his magic under the watchful eyes of the Templars. Working for Alain, he quickly became the king's closest advisor, as well as the *de facto* ruler of Nordain, managing the everyday business of the palace while Alain pursued his own pleasures. The nobility, the commanders of the Maudesian military forces, and even the servants, came to Barrault for their orders; without him, Alain was incapable of finding his smallclothes.

## Involvement

Barrault was tasked by Alain with putting an end to the rebellion in Nordain. To that end, he was made the supreme commander of the loyalist forces. Barrault believed that once he had defeated the rebellion, Alain would be allowed to return to Maudet, leaving him as governor. In his pursuit Barrault, hired an Maudesian bard, Amarille, to trick the rebels and lure their army into a trap at South Hill, where Prince Baylor would be captured. However, when the plan was changed to include Baylor's death, Amarille considered her deal with Barrault to be over, and went to Baylor's aid. Much of the rebel army was lost, including its commander, Baron Terund Argander.

Baylor survived the battle, however, and was able to link up with the remnants of his army. As a result of his miraculous survival, open revolt against Maudesian rule quickly spread throughout Nordain. A short time later, Amarille decided to confront Barrault to cancel the contract that was binding her to him until she completed her task. Barrault argued that a contract with a bard could not be voided until the task was completed; she retorted that when he changed the terms; killing Baylor instead of capturing him, the contract was *de facto* voided. She could have killed Barrault on the spot, but her honor prevented her from doing so. She instead crippled him with poison to cover her escape, and advised Barrault to leave Nordain before his association with Alain got him killed.

During the Battle of Tolamir River, Prince Baylor went to Dersoden instead of participating in the battle. He found and confronted Barrault, who was in his tent at the time, and killed him in single combat by using instructions left to him by Amarille. This resulted in Alain being deprived of his most able servant.
Voshu

**Voshu** are the precursors of the Orcimar before the foundation of the Orc, though the term itself has since become outdated. It may refer to the actual name of the race or the name of the civilization from which the current-day Orcimar hail. It is also unknown if the term refers to the one specific race or a group of races, as little is known about the voshu. Most of the voshu converted to the teachings of the Orc sometime before **6A30** and are since then known as Orcimar. Prior to that, they prayed to animist gods, however, when Orc became law, the temples that voshu built to honor their gods were destroyed and the priests were reeducated or driven into exile.

## History

At **-410D** a group of voshu landed in the northern Welserine Wilds and established a colony. This group is believed to have been captured by fiends during the First Scourge; the fiendish horde then turned some of the females into breeders, and those in turn gave rise to the first appearance of ogres in Morgaea.

A millennium after this contact, the Orcimar landed on Sudern in **6A30**, arriving from the south. It is said the Orcimar came from an western land across the Delsuren Ocean, which was likely the land of voshu as well.

## Usage of the term

The term is an antiquated technical name and it is not known anywhere around Morgaea or even amongst the Orcimar. It is only known within scholarly circles, and a few members of the avhoukes, however they do not teach it to other Orcimar. The leadership of the Orcimar does not recognize even the concept of voshu and few if any rank and file Orcimar are aware of the word. To almost everyone in Morgaea, the tusked race is just "Orcimar" or "Avrue-Graa", respectively.
Caer Edanach

**Caer Edanach** is a Nordish military outpost located in Crestwood.

## Background

King Bersnal erected Caer Edanach in **8A26**, intending the fort as a stopover garrison for Nordish soldiers fighting Maudesian invaders. When the fort's defeat seemed inevitable, Ser Joren Crestwood opened the gates, holding a flag of truce, and challenged every chevalier in the Imperial army to a duel.

Amused, one Maudesian officer accepted the offer; Ser Crestwood swiftly cut him down. Eight more followed, as honor forced the soldiers to watch and fight Ser Crestwood one on one. The tenth challenger finally managed a fatal blow, only because Ser Crestwood had slowed due to blood loss from previous injuries. Impressed by Ser Crestwood's tenacity and endurance, the remaining officers left the small village around the fort untouched as the Maudesians made for the capital, sparing hundreds of innocent lives.
City of Adamantium

The **City of Amadantium**, often referred to simply as **Adamantium**, is the capital of the Adamantine Imperium and the largest city in Morgaea.

It is built on a rocky island not far from the shore, accessible only by a single bridge that can be destroyed if needed. The island features massive ports and shipyards and a vast series of underground catacombs capable of holding enough food to feed the city for a year.

## Background

The City of Adamantium is one of the oldest human settlements in Morgaea. Before the founding of the Adamantine Imperium, a magister was a top representative of a local society of mages, the Institute of Magic, in a state council of the most powerful mages. The magisters would convene in the City of Adamantium, where they held dominion over all magic in the land. During the golden age of the Adamantium, the City of Adamantium was the capital of the known world. Ruled by the powerful Imperial Senate and dynasties of mighty Archons, the city was, for nearly a thousand years, the greatest and wealthiest city in the world. Guarded by high walls and two powerful golems called Juggernauts, as well as powerful blood mages, the city is a lasting symbol of Adamantine glory, with structures built with jet rock from the Blackwall area.

Throughout its history, many different armies attempted to lay siege to the city, but none of them managed to capture it.

* The prophetess Sibylla followed by her barbarian army, achieved big and stunning victories against the Adamantium before failing to capture the city after being betrayed by her husband in **-170D**.
* During the Second Scourge, in the First Age, the fiendish hordes led by Patemis also failed.
* Massive armies were assembled when the Maudesian Ministry declared the Red Crusades against the Adamantium. However, they all failed their goal of capturing the city.
* During the Sixth Age, the Orcimar led a campaign which conquered almost the entirety of southern Morgaea. However, even their cannons weren't sufficient enough to capture the Adamantium's capital.

By the Ninth Age, the city is full of refugees fleeing from the never-ending war against the Orcimar. Centuries of decadence have let the once great city fall more and more into decay with each passing year. The remnants of its former glory can still be seen, but are buried under the filth of ages of decay and apathy. Many old buildings are falling apart, held upright by powerful magic. The high towers of the Institute of Magic rise above the small homes of peasants, however, and clearly demonstrate who is in charge.
Gauren Kaulden

**Gauren Kaulden** was a king of Nordain who reigned in the beginning of the Seventh Age.

## Background

Prior to his coronation in **7A05**, there was no clear successor to the throne. Both Gauren, and his cousin Jarless Aelaide Drysdale, had a strong claim to the crown. It was not long before Gauren showed himself to be an immoral and ruthless leader. He imprisoned Aelaide for contesting his succession to the throne initially, but after facing pressure from her supporters, spared her life on the condition that she join the Grey Order.

Eventually, a number of Thanes approached Aelaide for help against Gauren's tyranny. When Gauren learned that Aelaide was using the Grey Order as an army to oppose him, and that there was a rebellion against him, he forbade all tithing to the Rangers and declared them to be outlaws. His army besieged the Rangers at Ranger's Peak for months. The siege was lifted upon Aelaide's death, and the rebellion ended.

Gauren also executed the Soreldens, including the children, for plotting against him, and allying with Aelaide, as a lesson to other dissenters who had forgotten their place.

Little is known of what followed Gauren's rule, as a civil war for the throne occurred soon after his death. The war lasted a decade and wiped away most records of his reign.
Мальчик

## Описание

В реальности ему более 18,а в кошмаре он выглядит как ребёнок,именно он заставил смерть перестать забирать людей.

## Появления

Глава 3:Можно увидеть его взрослое тело и голову,вместо его головы на теле находиться голова медведя.

Глава 5:Масочник спрашивает у мишки о том что он делал на кладбище.И тот говорит то что присматривал за родителями своего коллеги.После этого масочник отправляет игрока искать мальчика,который может быть и виновным в бессмертие всех людей.

Глава 6: Игрок пробирается в квартиру мальчика,но там нет света,игрок находит настольную игру мальчика,который делал их чтобы зарабатывать деньги и играет.Вдруг под конец игры приходит мальчик и тот говорит то что он хотел выбросить игру и спрашивает у игрока о том: <<понравилась ли ему игра?>>. Если игрок испортил игру мальчик говорит что наверное нет.После этого он говорит игроку о старом доме и игрок направляется туда.

Глава 7:На рисунках в доме можно увидеть изображения мальчика.

Глава 8:Мальчик встречает игрока на кладбище,после этого он говорит о том что он на самом деле <<Взрослый мужик который представляет себя ребёнком>>.И уходит

Концовка циклопа:Мальчик готовя фотоаппарат просит у игрока плёнку.После того как игрок отдаст плёнку то мальчик сделает фотоаппарат и отправит игрока делать фотографии.После того как игрок сделает фотографии то мальчик отправиться их проявлять. После этого на больницу нападёт циклоп,и если игрок победит то мальчик удивлённый победой отдаёт фотографии.А если игрок проиграет то мальчик больше не появится.

Концовка мясника:После того как мальчик отправится проявлять фотографии в больницу придёт мясник,и начнёт убивать всех кого увидит.Когда он на балконе доходит до мальчика тот прячется в кабинете доктора,и мясник переключает внимания на игрока.Если игрок проиграет то мальчик больше не появиться,а если игрок победит то мальчик удивлённый победой над мясником отдаёт фотографии.

Секретная концовка:(В будущем)
Corren's Villa

**Corren's Villa** is a fortress located in the northeast of the Hinterlands.

## Background

The villa was built during the Seventh Age by the contemporary Baron of Erencliffe, Jacen Argander. Despite being married to a woman, Jacen was ostensibly either gay or bisexual, and in a relationship with a Bard and swordman by the name of Ser Corren. Jacen's wife knew about the extra marital relationship of her husband, but insisted that Ser Corren would not stay with them at Erencliffe Castle. And thus the Baron built the fortress known simply as Corren's Villa, to house his lover. Baroness Marguerite allowed Ser Corren to stay in the villa even after the Baron's death, and Ser Corren lived there until his peaceful death at the age of ninety. He was burned in Baron Jacen's hunting cloak as ordered by the late Baroness.

The villa has been used for storage, and as a summer house, by the Arganders ever since.
Arnnolf

Thane **Arnnolf** was a Nordish noble who orchestrated the betrayal, and assassination, of Naranna Kaulden, the Rebel Queen.

## Involvement

Arnnolf and a number of other thanes, under the orders of the Maudesian usurper King Alain, lured Queen Naranna to a meeting to discuss an alliance, then murdered her. Naranna's head was sent to Alain, who had it mounted above the gates of Fort Volantus. Unfortunately for them, Arnnolf and his fellows failed to also kill Naranna's son, Prince Baylor.

Many years later, when the war against the occupation was turning in favor of the Nordish rebels, Baylor contacted the murderers, inviting them to meet at a designated temple and receive amnesty in exchange for their support. The thanes went, but Baylor had no intention of forming an alliance with his mother's killers; the meeting was arranged solely to avenge her death. Arnnolf and his confederates had doubted that Baylor would commit the sacrilege of murder in a temple, especially since they'd informed other thanes where they were going, but they underestimated Baylor's desire for vengeance and were slaughtered.

Baylor spared Arnnolf until last; the traitor desperately begged for his life, offering Baylor anything. Baylor coldly replied that the thane couldn't give him back his mother, then executed Arnnolf for his treason. Baylor also warned the children of his mother's killers that if they did not denounce the treachery of their parents, he would destroy them all, and give their lands to those who understood the consequences of betrayal. Arnnolf's son, and namesake, was one who accepted this offer and retained his father's title.
Sixth Age

< Fifth Age | Seventh Age >

**6A15**: Dragons are hunted nearly to extinction thanks to methods pioneered by the Pardasian family of Anderlay. The Pardasians become known across the continent as legendary dragon hunters.

**6A18**: Fionne Kaulden becomes the new Queen of Nordain.

**6A30**: The Orcimar land in Sudern, then loosely controlled by the Adamantium, and conquer it quickly, unbeknownst to the rest of the continent.

**6A32**: Word of the Orcimar invasion finally reaches the continent when Orcimar ships begin to land en masse on the coasts of Verullus and southern Ghallen. The Orcimar Crusades begin and last for the remainder of the century, and most of the next one.

**6A35**: The Lysadoren city of Trevain is conquered by the Orcimar.

**6A42**: The Orcimar's initial advances are great: they have conquered much of the Adamantium, Ghallen, and Lysadore and begin to assault the Freemarks, forcing all that they conquered to convert to the Orc. Only the City of Adamantium itself remains besieged but unconquered in the south.

**6A50**: The Cleve organize forces under the great warlord Berek and sweep into the heart of the Nordish Valley in massive numbers. The Thaneholds are put to the torch.

**6A52**: The Cleve are pushed out of Nordain proper. The period results in one of the worst famines in Nordish history. Memories of Cleve savagery sour relations between the barbarians and Nordish kings for ages.

**6A55**: Aldrych Keep is built in the Mire.

**6A85**: The humans have organized themselves and pushed back hard enough that massive rebellions manage to free the Adamantium, and the Orcimar lines begin to crumble.

**6A99**: The Orcimar besiege the city of Selen. The appearance of a dragon ends their effort and forces them to retreat.

< Fifth Age | Seventh Age >
Eorlard

**Eorlard** was a powerful chieftain of the Drahanim and the father of the prophet Sibylla.

## Background

Eorlard was chief of the southernmost tribes of the Drahanim. He held vast stretches of territory with loosely defined boundaries, sparking conflict along the northern border of the Adamantium. Additionally, Eorlard cultivated good relations with a number of small and wealthy tribes in the Fertile Crescent (what would eventually become central Maudet) and married Juna of the Lyriane to secure their alliance. Their daughter, Sibylla, was born around **-203D** in what would become the city of Dersoden, though both the date and place of her birth are hotly contested.

Eorlard also fathered another daughter, Meralara, with his advisor on matters of alchemy. Sibylla would later suggest that her father's consort whispered of the Deceivers. While the circumstances of Meralara's birth were frowned upon, they were not uncommon; Meralara was welcomed into the family line, though not the family home. Her mother's fate remains uncertain, though she was likely killed or exiled by Juna.

In **-187D**, Eorlard married his daughter Sibylla to Thetsoll, a chieftain of the Cleve with significant holdings in what would become western Nordain, to create a unified Drahanim border stretching from the Anamene (present-day Anderlay and the Freemarks), the Fertile Crescent, and the Thaneholds. It was the largest alliance that the barbarians of the North had ever attempted up to that point, though they were not all unified against the Adamantium yet.

Eorlard was killed shortly after Sibylla's wedding to Thetsoll in an Adamantine raid on his settlement. Sibylla was kidnapped and forced into slavery, while the settlement was razed to the ground. Eorlard's death put Thetsoll in command of all southern Drahanim territory, the largest power outside the Adamantium, though most primarily held allegiance to Eorlard's daughter Sibylla and would only follow Thetsoll after he successfully negotiated for her freedom with the Adamantine slavers who had taken her captive.