recursal/Fanatic-Fandom huggingface dataset:
Dragon

Dragons are a powerful kind of Witchbeasts that resemble massive winged reptiles that are able to spew fire from their mouth. Although dragons do not appear truly sapient, dragons should not be thought of as stupid, at least having the intelligence of the smartest dog, are able to learn from previous mistakes, use tools, and have been seen communicating complex information to their peers.

Drakes are a smaller and much weaker cousins of the Dragon. The two species are typically hostile to one another.

### Ecology

Dragons prefer to live in large caverns overseeing large flat areas. Because dragons primarily feed on large animals they are known to purposefully burn forests in order to maintain grasslands and savannas around their lair. Dragons only eat cooked meat, which they roast with their fiery breath.

Dragons are notable for their love of shiny objects which they can swallow and regurgitate in their lair. Dragons seem to lack an understanding of wealth or Value; a scientific experiment have seen them prefer worthless glass beads over tarnished silver.

Dragons are solitary except for dragon mothers when raising whelps. Males typically court females by a mix of dancing, parading, and offering gifts of food and shiny things. After mating, a female dragon will lay between two to six eggs, it takes about six years for a egg to hatch and the child to be big enough to leave their mother's side. Dragon mothers are excessively protective of their youngs and will not mate until her children have left the nest.

### Dragon and Humans

Although dragons are dangerous, they rarely antagonize humans without provocation and most death are accidental, or involved in dragon raiding herds for food. They are however highly territorial and will attempt to throw away any significant incursion into their territory. However small human settlement within a dragon's territory may engrace themselves to their draconic landlord by offering it meat and valuables.

Because dragons collect wealth to decorate their lairs many would-be treasure seekers have attempted to raid their lairs when absent which inevitably lead to said dragon tracking down the thief with the exceptional sense of smell. Dragons tend to dispose of silver and other valuables that tarnished, littering the entrance of their lair, some brave souls collect these.

#### The Dragon Witch

The Dragon Witch is the only person known to have tamed dragons though unknown means, this afforded her unmatched power allowing her to become witch queen in 326BA and ruling uncontested until being deposed by the White Witch in 1PA. Although many have attempted to replicate her feat, thought magic or stealing eggs, no success has been reported.

### Dragon Hide and Bones

Dragon hide and bones are particularly exceptional materials in the creation of armor and weapons, although very few people are proficient in using these materials.

* Dragonscale Mail: Armor 4, +2 vs Fire — Min Str d6
* Dragon Bone Weapon: +1 to AP and Damage
Slavery

Within the Isles, a slave is defined as a person who lacks any rights, whose freedom has been unjustly taken away. Unlike Serfs and Thralls who possess limited rights, slave have none and are sold or trade as property. Slavery is illegal within the Isles, although it happens illegally through human trafficking, raiding and warfare, especially since the fall of the empire.

The Order of the Bull, a Sveniar chivalric order, is specially dedicated to the eradication of slavery, hunting down slavers and slave traders, and freeing slaves and to bringing them back home.
Curses of the Witch Queen Wiki

**Welcome to the Curses of the Witch Queen Wiki!**

A wiki for the Savage Worlds Homebrew setting 'Curses of the Witch Queen' a dark fantasy setting.

Curses of the Witch Queen is set within the AideIlian Isles, a large archipelago lost in the middle of an ocean surrounded by impenetrable fog. In this world humans share their home with supernatural beings such as daemons, faeries and the undeads, who in turn give birth to Witchbloods, people able to wield the power of magic as their own.

Within the world lay the Isle of Dread, a powerful occult nexus where in the World Tree is located, the axis mundi of the world which empowers any witch strong enough to face the island's dangers and claim its throne to become the Witch Queen.

The Story takes place as people of the Isles launch a crusade against the witch queen Magdalena who unleashed powerful curses upon the Isles in vengeance against the treatment and abuse of the world.

## Navigation

* Timeline
* Ethnicities
* The Nations
* Monsters
* Culture
* Religion
* Technology
* Magic
* Other Worlds
* Naming Characters

## Mechanics

* Races
* Edges
* Hindrances
* Equipment
* Powers

## Categories

* Characters
* Organizations
* Locations
* Profession

## Important articles

The White WitchThe Aideilian IslesSupernatural Creatures

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* All Help articles

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Thralldom

Within Saxen society, a Thrall is a person in involuntary servitude similar to a Serf, although not quite the same. This form of pseudo-slavery still exist in a smaller fashion than it once had, almost exclusively on the saxen isles. Thralldom however is not a permanent affair and Saxen law has provision for the duration of bondage.

Thralls typically became so due to debt, being captured in battle, willingly selling their services, or if they had become indebted by someone saving their lives, thus earning a life debt. It was especially common for battle-thralls to be exchanged for other captives of war and raiding between Saxen clans and nations.

The people of Svenia is notable for its vocal opposition to any form of bondage, and has many times in the past forcibly freed any serf or thrall that has been brought to their land.

### Thrall Laws

* No thrall shall be in bondage for more than five years for captives of war, or twenty years for bearer of a life debt
* A thrall of debt shall remain in bondage until their debt is repaid one and a half time over.
* A Thrall's child shall be their own, born free.
* A master shall pay for any thrall's expense in seeking to contact those who may pay for their release.
* Thalls cannot be sold to another, but their labor may be traded to others.
* A thall cannot be unduly injured unless they refuse to work. If they do so, then ten lashes may be given and the unruly thrall refused food until they have stopped in their rebellion.
* Thalls can own property, although their owner may demand it in exchange for a reduction in service time.
* Shall a thrall have the means, its master must accept to sell it its freedom. Twenty silver crown per years of bondage owed is a fair payment.
* Shall a master make a spouse of a thrall, then that thrall shall be freed immediately.
Aideilia

Aideilia, known as the White Witch, was the longest reigning witch queen of the Isles, and the central figure of the Church of Light. Aideilia was a witchblood of undead bloodline and of uncertain ethnicity, believed to be of mixed ancestry between Lysian and Udun.

## History

Aideilia's origins are largely unknown, the queen believing her origins to be unimportant. She first appeared in borderlands between Lys and Udun lands where she preached peace and community, gathering a following of witches known as the Daughters of Aideilia, which would later go on to found the vestal order.

Aideilia took the throne in 1PA, defeating the Dragon Witch by pacifying her dragons. Her followers being mainly Lysian, Udun and Pycti these formed the first part of the Empire of Light. For over a hundred years Aideilia worked on uniting the nations of the Isles, fighting those who rejected her creed. To do so she established the Church of light, which preached her gospel to the world and fought dangerous heresies such as cults.

By 133PA, Aideilia succeeded in her goal and became the first Empress of the whole of the isles, beginning the height of the Aideilian golden age.

However on 500PA, a coven of warlocks succeeded in a devious plot to assassinate Aideilia and destroy the capital. Although Aideilia survived the battle, she was left permanently comatose as a result. Ever since the Vestal Order has taken care of their spiritual mother in a secret sanctuary hoping she will recover.

## Personality

Aideilia was a gentle soul who despised conflict and violence. She eschewed the royal pretense and accoutrement of the old nobility and lived humbly in a small palace alongside her advisors and consorts. As empress Aideilia ruled with a careful and distant hand, prefering to allow locals to govern her vassal states so long as they followed her precepts.
Battle of Sakha Pass

The Battle of Sakha pass was a military engagement during the Lys-Dolosk conflict in 558PA.

The Battle was part of a larger conflict between the kingdoms of Lys and Dolosk over the ownership of contested lands between the two nations.

The battle, waged in the eponymous pass between the forces of the two nation was a definite victory for the forces of Dolosk, who used the natural terrain of their homeland to trigger an avalanche using explosives and ambush tactics to destroy the invading forces with only minor casualties. The Battle of Sakha pass marked the end of the conflict and the disgrace of general Albert des Roses.
Republic of Verne

The Republic of Verne is a Lysian breakaway city states which adopted the Sveniar ideology of democracy and free trade. It is located in the south west of the Kingdom of Lys on a floodlands of over a hundred small islands where the city was built joined by canals where it became one of the Kingdom's most powerful port and trading city.

The Republic broke away in the chaos of fall of the capital and the death of their ruling family, it was the nineteen great merchant families that organized the city in the wake of the empire's fall, when the new Lysian regency attempted to seize control the Vernians fought steadily until the League of Svenia came to reinforce their sister-city.

Since 511PA Verne has remained a free republic with a tenuous peace with the Kingdom it once belong to, still the wealth of the city and importance in bringing foreign goods into the Kingdom have made all but the most jingoistic see that a second war would only cripple both nations economies.
Fellowship of Light

The Fellowship of Light is the primary clergical body of the Church of Light, serving as spiritual and social aides to the people of the Isles, and spreading the word of the White Witch to all corners of the Isles.

## Function

The Clerics of the Fellowship are responsible for the wellbeing of the people of the isles, tending to mental and spiritual needs through religious services, mental counsel, and physical welfare. The Fellowship is responsible for providing education to the lowborn children of the isles for free,

The Fellowship typically earns a small income with small tasks such as gardening, brewing, or scribe work outside of religious services, but receive most of their fund through donations from their community, which is typically redistributed to churches who need it when there is extra.

Clerics also organize works of charity such as food pantry, hospices, collection and distribution of clothes, toys, books, and sundries.

## Organization

The main body of the Fellowship is divided into several ranks based on the authority and responsibility of the position. Most who join the Church of light do so at the age of fifteen and become altar childs for a few years until they are ready to join a seminar.

1. **Matriarch,** head of the Fellowship
2. **Exarch,** head of a nation
3. **Archbishop,** responsible for a region
4. **Bishop,** responsible for a city
5. **High Cleric,** responsible for a large church
6. **Cleric,** in charge of a country church or wandering cleric
7. **Deacon / Deaconess,** adult apprentice cleric
8. **Altar Child,** teenaged apprentices

In addition to clerics, their superior and apprentices, the church employs a large body of custodians, teachers, secretary, and scribes.

### Monastic Orders

The Fellowship of light is also home to many monastic orders whose clerics are dedicated to certain specific tasks in exclusion of the usual duties of mainline clerics.

* Order of St. Egil is dedicated to helping those who suffer from mental health problems, especially former soldiers.
* Order of St. Aurelle is dedicated to helping the sick and infirm who otherwise cannot afford for their care.
Old Laws

The Old Laws is an ancient code of conduct associated with the Fae and those who serve them.

1. Do not knowingly tell a lie
2. Do not betray an oath given of your own free will
3. Do not take what is neither earned nor freely given
4. Never refuse hospitality to a traveller
5. Never harm or bring shame to your host
Chivalric Order

A Chivalric Order is a martial organization traditionally composed of knights who are sworn together as brothers and sisters. Knight Orders dedicate themselves to various specific goals. Traditionally Knight Orders require applicants to be of noble birth, of good family, and in proper standing with the church.

However, with dwindling resources and membership, most knight orders have lowered their standards and accept any who demonstrate the skills and can afford to outfit themselves with the order's heraldic armor and equipment. The Chivalric spirit remains particularly strong among the Lysian nobility, who are rather conservatives and nostalgic of the olden days.

Although adults may join Knight Orders if they prove themselves, most enter an order at the age of 9 as a page, or 15 as a squire, working through the ranks with age.

### Ranks and Structure

Mosy Knight Orders are structured according to the traditional Lysian ways, which follows;

* Grandmaster; Leader of the Order
* Chapter Master; Commands a fortress
* Knight-Captain; Commands a company (60 knights)
* Knight-Sergeant; Commands a lance (12 knights)
* Knight-Brother; fully-fledged member of the Order
* Squire; Apprentice to a knight and personal attendant
* Page; young child and assistant.

## Known Knight Orders

* Order of the Rose: Dedicated to defending the poor
* Order of the Bull: Dedicated to fighting the enemies of freedom such as slavers
* Order of the Lion: Dedicated to fighting the enemies of the queen of Lys
* Order of the Scales: Dedicated to fighting crimes
* Order of the Star: Dedicated to the protection of Magic and Witches
* Order of the Tome: Dedicated to the preservation of knowledge
* Order of the Sun: Dedicated to battling Warlocks
* Order of the Moon: Dedicated to fighting Lycanthropy
* Order of the Chain: Dedicated to fighting Demons
* Order of the Oak: Dedicated to fighting the Fae
* Order of the Green: Dedicated to protecting nature
* Order of the Road: Dedicated to protecting pilgrims
* Order of the Sepulchre: Dedicated to fighting the undead
Half-Dead

The Half-Dead are humans who have become stuck between life and undeath becoming both yet neither. There are a variety of half-dead subtypes although they largely behave in similar ways. Becoming a half-dead most often happens as the result of narrowly surviving the life-draining power of the undead.

## Traits

Half-Dead are human for the most part, they breathe, must eat and sleep, and can die of mundane means. However the transformation leaves a number of notable scars on the victim such as lowered body temperature, corpse-like appearance, and the smell of the grave.

The most severe of these transformation however is that it leaves the victim's body hollow of its natural life force and unable to replenish itself any longer. As such like their progenitors, the Half-Dead must feed on humans to be able to live. A Half-Dead's progenitor largely affect their feeding methods, with scions of vampires requiring blood, ghouls eating flesh, jiangshi qi, or vetala psychic energies.

### Progenitors

Not all undeads are capable of producing half-deads such as the common zombie. Most half-dead come from a few variety of needs such as;

* Vampire
* Ghoul
* Jiangshi
* Vetala
Augustin Moreau

Augustin is the Seneschal of the Crusade of Light, a witchblood who organize operations across the Kingdom of Lys.

### Background

As a young child, Augustin was born to an unmarried serf mother, then identified as a girl Augustin was given to the Vestal order a few weeks after he was born and like all Vestals began training where he was a studious child who generally disliked socializing.

However around the age of nine, Augustin began to strongly identify as male and would come to use magic to permanently alter his sex. He would later leave the Vestal order (finding himself ill-suited to them and his gender making him at odds) and find work among the Fellowship instead, primarily in clerical and archival matters.

His great organizing skill saw him being appointed as Seneschal for the Lysian branch of the Crusade of Light, a role he finds himself ill suited for as he must deal with people and try to hold an underequipped, undermanned, underfunded and underfed army together lest the darkness once again sweep over the land.
Nobility

The Nobility is a social class within the isles found in multiple nations.

The status of being a noble is defined by the possession of an inheritable title of mark, which often but not always comes with land. The Nobility is composed of various ranks whose name, privilege and duties vary greatly by nation. The Nobility is only second to Royalty in the social hierarchy of the isles.
Valerie St. Clair

Valerie St. Clair is a twelve-years old Lysian girl from the village of Stonewood, daughter of local charcoalers.

She was bitten by a Hexwolf at night while going to the outhouse, but mysteriously left otherwise unharmed. Although her curse was bound by travelling scholar Kadiatou Coulibaly the locals assembled into a mob who attempted to lynch the poor girl.
Occult Science

The Occult Sciences in the Isles refers to the study of supernatural phenomenon such as magic, rituals, alchemy, and of supernatural creatures. Occult sciences are legal through the isles although many of the common folks look to people with interest in the unnatural with suspicion.

### Sub-Sciences

* Alchemy; study of alchemy and magical forces in objects
* Theurgy; study of rituals
* Parazoology; study of witchbeasts
* Daemonology; study of daemons
* Faelogy; study of the fae
* Necrophagology: study of the undeads
* Elementology: study of elementals
* Mutalogy; study of aberrations
Other Worlds

The World of the Isles, sometimes known as the World of the Living is not the only known world within the cosmos, a few others are known. These worlds are not entirely separate but connected at their axis mundi and in special times known as conjunction.

* The Underworld, the home of the Dead and undeads
* The Primal World, home of the Faes
* The Ruined World, home of the Daemons
* The Astral World, world of pure magic where all powers emerge from.
Draft

The draft is a form of semi-randomized conscription initiated by the Crusade of Light across the Isles in order to fight the forces of the witch queen Magdalena.

All abled and healthy men and women aged sixteen to thirty-five are potential candidates for conscription. By law, all Hexwolves, Spellscarred and Half-Deads are mandatorily conscripted and not subject to the draft

## Process

The Draft is typically implemented by way of lottery where agents of the inquisition gather all conscriptable recruits, gather names into a box and then draw lots at random to meet recruitment quota.

### Notes

* Before a draft is held all volunteers are asked to step forward.
* One parent of a marriage with children may be conscripted, single parents are immune to the draft. (Marriage of more than two person may see more parents conscripted)
* A person may volunteer to put their names multiple time in place of another person.
* Individuals considered invaluable to the community may be exempt from the draft.
* Bloodline laws mean that one person of the youngest generation cannot be drafted to ensure the family will not go extinct.
* Dodging the Draft is an offense that leads one to be instead sent to a penal battalion if caught, or another family member to be drafted if they cannot be captured.
Dragon's Vale

Dragon's Vale is a barony of the kingdom of Lys located within the Ulgen-Khalatsa mountains, it is most noteworthy for being the home of a exceptionally amiable dragon known as Bright Ember, who has ruled over the Vale for centuries.

## History

In in 37PA; on order of the white witch, a group of Vestals and soldiers were sent to claim the Vale for its rich mineral resources through any means necessary, but through the actions of the leading Vestal, Lucette DelaCroix, the Vale attained its peculiar status; after speaking to Bright Embers Lucette convinced the Dragon to cooperate with settlers, by explaining concepts such as land-ownerships, tenants, and taxes.

The then relatively young dragon took well to the ideas and allowed human settlers in large numbers to come into her vale so long as they offered monthly taxes and rent in the form of treasure and food. To formalize this arrangement Bright Embers was legally declared a baron of the Kingdom of Lys, a deal which has remained in place for over five centuries.

Bright Ember also extracts a toll from passing merchants, although has never attacked people who failed to pay.

## Inhabitants

The Vale is home to several thousand humans (half Lysian, half Ryssmen), most of whom work in the mining and processing of the vale's rich iron ore, along with supporting industries like charcoaling. The rest mainly works agriculture and livestock farming, who live in the Vale's only city; Emberville.

Every year a Vestal is dispatched to the Vale to serve as ambassador (and translator) to Bright Embers, who becomes the dragon's Steward. The Dragon is known for its fondness for Vestals, whom are the only person allowed to approach its nest where it has raised a dozen brood of dragonlings.

The Vale is exceptionally safe as the dragon has kept away any bandit or monster from encroaching upon its territory with fierceness.

## Notable Locations

* Emberville; sole city, about 2000 people.
* The Roost: Home of Bright Ember
* Dragon Cairn: Large Megalith where 'taxes and rent' are brought on full moon days.
Spellscarred

Spellscarred are the lucky (or unlucky) humans who have survived a powerful and dangerous spell cast upon them by a witch, which has twisted their bodies wracking their form with a magical scar of some sort. Through poorly understood magical mechanism spellscarred people are able to channel the spell afflicting them and send it back outwards at their enemies.

A spellscarred's nature depends on what the death curse cast upon them was, such as fire, ice, or toxic spells. Spellscarred typically gain some protection from this element and can project it out.
Crusade of Light

The Crusade of Light is an organization launched by the Church in order to fight its enemies, the First crusade was launched in 501PA to track down the Sisterhood of the Black responsible for the Fall. A second crusade was launched in 563PA against Magdalena, the Witch Queen responsible for the nine curses.

## History

### First Crusade

The First Crusade was organized and launched in the months following the fall of the Capital, gathering faithful from across the land in order to seek retribution for the darkest day of the Isles history. Although the first crusade was successful in its goal, hunting down the majority of the Sisterhood of the Black, ideology prevented them from claiming the Throne of the Witches, as they saw installing someone other than Aideilia as queen blasphemous.

### Second Crusade

A second crusade was launched in the aftermath of Magdalena ascension and the proclamation of the of the nine curses. Although the empire had completely fragmented by 563PA, half a million of the still faithful answered the call and marched upon the isle of terror. However the fleet was crushed by terrible storms and the crusaders who made it faced a overwhelming army of monsters.

Following the Crusade's overwhelming defeat, the remaining crusaders had to fall back and regroup, recruiting new blood. This however allowed the forces of darkness a foothold on the mainland, which has lead to a seemingly endless battle where the crusaders have managed to merely hold the darkness at bay rather than achieve any meaningful victory, and every fallen crusader joining the ranks of the army of darkness as one of the undead.

## Membership

The Crusade's desperation has lowered any standard they might have once had, and they now accept any willing to join the fight, including promising a full pardon to any outlaw who joins the crusade. The crusade has even accepted Warlocks within its ranks, at this point willing to accept enthroning any witch if it means the survival of mankind.

### Notable Member

* Augustin Moreau, Seneschal of the Lysian branch

Other organizations participating in the crusade include;

* Templar
* Inquisition
* Vestal Order
* Sin-Bearer
* Spellbreaker Order
* Various Knight Order
Great Mist Barrier

The Isles are the only land known to the people who reside there and have been for thousands of years. For between one to two thousand miles out at sea the ocean give way to a completely opaque wall of mist that never moves no matter the winds.

Those who dared venture into this barrier, very little has ever returned. And those few unfortunate souls to have ventured past the great barrier and returned spoke only of monsters and unholy apparitions that tormented them into madness.

Krakens, Leviathans, and Sea Serpents have been known to come in and out of the Mist.
Ruined World

The Ruined World is a world tied to the one wherein the Isles dwell, it is the home of Daemons.

## Features

The Ruined world is a sad, desolate place where life and death has run its course, leaving a world covered in dust, ashes, and bare rock, with only the last faint trickle of magic seeping in from the Astral World keeping its inhabitants capable of avoiding extinction. Ruins of a once mighty empire rich in magic scour the surface, half destroyed and buried under the ashes that cover the land.

It is in these ruins that lesser daemons are born, live and frequently die in short and brutal lives dedicated to the powerful Daemon lords, who dwell in ancient palaces that have avoided the worst of the world's decline.

At the Heart of the World is the Broken Spire, a once majestic tower taller than anything ever seen in any worlds, and served as the throne of the creator before they abandoned the ruined world to its fate. It still serves as its Axis Mundi from which demons launch invasions into other worlds.

## History

In ancient times, long before the creation of humanity, the Ruined World was said to have been a paradise, full of life and wonder like the Isles, but that when the creator turned away forever from their first children, the world of the Daemon began a slow and painful crawl toward annihilation.

Ever since, the daemons have been desperate to save their world, or at least delay the end should it be inevitable. Their first attempt was in the Eternal War where Daemons invaded the Primal world to steal its lifeblood to nourish their dying home. When mortals were created, the Daemons began preying on their younger cousins, using them to fuel their war machine against the Fae.
Saint

In the Church of Light the title of saint was given to the seventy-nine companions of the White Witch in the days before her accession to the Throne of the Witches. The Saints are revered for their actions during the reign of the Dragon Witch and the early days of unification.

The Fellowship of Light has various orders based on saints, promulgating their message and ethos.

Descendants of various saints are typically known by the surname of [St. Name], indicating their lineage.

## Known Saints

1. Saint Clair, patron of Woodsmen, Lumberjacks and Carpenters
2. Saint Egil, patron of wounded soldiers and the mentally ill.
3. Saint Aurelle, patron of herbalists and wise women.
4. Saint Tristan, One of the New Saints; when the capital was assaulted during the fall Saint Tristan protected the populace in a cave for three nights and three days without rest with the sheer power of his faith and will before passing away from exhaustion when reinforcement arrived.
Outlaw

An Outlaw is a person who has committed a great crime which has resulted in them being pronounced outside of the law, such as murder, rape, or treason. Outlaws have lost all protections afforded to people under the law and thus may be killed or captured without penalty. In addition providing aid such as shelter to an outlaw is a crime, although an exception is made for doctors due to their oath.

The process of becoming an outlaw is typically reserved for people who have evaded the law and who have been tried in absentia and is not automatically the result of being accused of a crime.

Many places offer bounties for the capture of outlaws and people who make a living tracking and capturing these people are known as bounty hunters. Most outlaws are bandits or pirates rather than common criminals or thieves.
Stonewood

Stonewood is a Lysian village located in its eponymous forest. Most of its inhabitants are employed in the harvesting and processing of lumber.

## History

The Stonewood forest has long been known for its eponymous trees which are a rare breed to three known for making a dense and hardy lumber, the village has existed for well over a thousand year and it's founding history largely forgotten.

It is notable for being located in close proximity to the den of the Wolf Witch, which has laid abandoned for well over thirteen hundreds years although many remnants of her cult such as statues, wolf stones, and Old Lysian inscriptions remain. The Region is still known for its persistent problem with Hexwolves plaguing the local villages and hamlets.

For four hundred years, the Village and surrounding forests has been under the ownership and supervision of the Stonewood Company which regulates harvest and care of its trees to ensure a sustainable and long term harvest.

## Notable People

* Lady Cecile Lavigne, Local Baroness and majority shareholder of the Stonewood Company.
	+ Brigitte Lavigne, her daughter
* Alain Beaulieu, Local Alderman and Master of the Stonewood Company

## Notes

* Stonewood's official dish is wild mushroom cream pie, and wild apple cider.
* Stonewood was the home of Saint Clair and as such is populated by many of their descendants, the name St. Clair being the most common surname within the town.
Writing

Over the course of the history of the isles, various methods and medium of writing have existed.

### Medium

The Earliest surviving records were inscribed on clay tablets in the Akemi script, one of the earliest civilization of the Isles. By the start of the Aideilian era parchment and ink had become the most used medium of writing in the north, while Yuani and Vedra civilization favored paper and bamboo. During these times reading and writing were largely the domain of the wealthy who could afford such an education.

In 198PA, the invention of the printing press revolutionized writing, allowing for the mass production of books and pamphlets, which was followed by a large increase in literacy in following decades in large part with the creation of schools by the church of light. The Empire sponsored large efforts to standardize language, mathematics, and measurements across the isles now known as Imperial Standards.

Still, people in more remote area use any material they can, especially with disposable writing such as school work which might be written in bark, scraps of low-quality paper, or parchment. Certain places use erasable wax tablets and stylus instead.

### Scripts

Dozens of scripts have been used through the history of the isles, although the majority of writing is done using the Imperial Script which developed from old Lysian script and expanded.

However, Yuani ideograms and Vedra script remain in use for various reasons, often cultural and religious. Yuani Ideograms are particularly famous as a form of calligraphic art. Although rarely used for information and communication, the Sveniar Alphabet remains a popular decorative choice.

Some other methods of writing from history include;

* Pycti Marks
* Saxen runes
* Akem Pictograph
* Udun Script
Witchblood

A Witchblood is a human with some degree of non-human ancestry, typically having the blood of supernatural running through their veins. This allows witchbloods to wield magic and becomes witches if they so desire. However this comes at the cost of mutating their appearance, giving them inhuman traits called a witchmark.

Because people are often superstitious Witchbloods are typically outsiders and live on the outskirt of society, but others chose to become vestal order, or form pagan covens of Hedge Witches away from civilization. A witchblood who uses their power for evil is known as a Warlock.

### Lineage

Witchbloods come in multiple lineages such as fae, demonic, and undead. The difference largely manifests in the witchmark they bear and the spells that come to them naturally. Not all witchbloods are the result of sexual reproduction between mortal and supernatural, many received supernatural blood or magical essence in-vitro and were born such.

* Brightspawn (Fae)
* Ruinspawn (Demon)
* Deathspawn (Undead)
* Foulspawn (Abomination)
* Wildspawn (Witchbeast)

### Witchbloods and Gender

For unknown reasons all male witchbloods are born Siphons and unable to generate their own magical energies and must instead steal it from others, a capability they naturally possess. If a witchblood changes their sex through magic this does not alter their status as a Siphon or not. Because bearing a siphon is a great danger to a female witch as the fetus would harm her, a witchblood mother cannot give birth to a male offspring, and so all male witchblood are born of human women, this means Witchbloods are overwhelming born female.

## Magical Talent

Witchbloods are the only humans who can wield magical powers naturally without the need to be blessed/cursed, or make use of complex rituals as occultists do. Magic comes naturally to witchbloods, but this power is not inherently useful. Without training witchbloods, although able to manifest magical force especially in moments of great emotions, typically cannot do so in controlled or useful fashion.

A witch’s training is primarily one of mental discipline, creativity and fortitude. To cast a spell a witch must create a mental construct of what they desire the spell to do, and channel their power through this mental lense. Of course doing so without losing focus, and while doing other things is far more difficult than it sounds. If a witchblood desire so, they can attempt to lock-away their magic.

### Surge

Witchblood with insufficient training and discipline may experience a magical surge during moments of great emotion, such surges are involuntary acts of magic that typically aligns with the witchblood's experience at the time. Like a witch’s spell this typically aligns with their supernatural heritage, a witchblood with fae-ancestry might accidentally manifest flowers when happy, a daemon-witch might spark fires during anger, and an undead-witch might alter colors, darkness, or creepy manifestations.

Wild Surges are typically considered a deeply embarrassing thing for grown witchbloods, sometimes akin to wetting one's bed among witch communities.
Second Sight

**Second Sight** (千里眼, *Senrigan*) is the 54th episode of the *Digimon Ghost Game*. It aired on December 4, 2022.

## Summary

Hiro suddenly has the ability to see into the future. He is now able to detect accidents and troubles that those near him, such as Gammamon and Kotaro, may encounter. However, the side effects are very painful for Hiro…
Human

Humans are the dominant species of the isles, numbering over two hundred million spread across its various lands. Humans come in a variety of ethnicities, skin colors, heights, weights and appearance. Humans within the isles consider themselves part of the same species reguardless of ethnic origins.

A Pure Human is someone who has remained in their natural state, while Altered humans are those who have been changed by magic or sciences such as hexwolves, spellscarred, half-dead, or mongrels.

Witchbloods are typically considered humans, but also different from them.
Gorgon

Gorgons are serpent-haired women aberration whose gaze can turn people to stone. They typically live in remote areas, such as caverns and ruins. Gorgons are known be extremely vain and frequently attempt to lure people to them to end their endless solitude, which inevitably ends in their petrification. Although being turned to stone is permanent, it is possible to cure it by washing a petrified person in the blood of the gorgon that made it.

It is debated how gorgons reproduce, some say they transform beautiful women to suffer their fate, some say they rape their victims, and some say the snake upon their head may slither away and in time become a gorgon. Unsurprisingly, few scholars are eager to investigate this mystery, and none of those who were were heard from again.

## Origins

It is said that the first Gorgon was a woman of extraordinary beauty whom many courted, but she rejected them all it seemed save for a witch who had fallen in love with the woman. The witch devoted her heart and soul to the woman for years doing anything she demanded even when she knew it to be wrong.

Unfortunately one night the witch found her lover speaking with others, overhearing them she learned that the woman despised the witch and only had used her for her power to become a powerful woman. In disgust the Witch cursed her former lover to be as hideous on the outside as on the inside, and so that none may gaze upon her ever again. And so, the first of the Gorgon was created.
Jaeger

Jaegers, a Saxen word meaning Hunter, are a breed of alchemically enhanced humans created to fight monsters and warlocks. Jaegers can be recognized by their slit pupils and golden eyes, larger than average physique and their appalling social skills. About a thousand living jaegers currently exist across the Isles.

## Lore

### History of the Jaegers

Jaegers were created six decades ago by a Saxen Alchemist known as Gisela Dietrich who took in the orphans of monster or warlock attacks and under the promise of making them strong enough to avenge their loved ones performed gruesome experiments on them. Because of the nature of the experiment unless children under the age of twelve had any significant chance for the alteration to work. Although few of the children survived, those who did became formidable monster hunters.

Over the years and subsequent generations of Jaegers the procedure was perfected and now most participants survive. Gisela was arrested by the inquisition for her experiments and put on trial, but successfully argued that her work though cruel and barbaric it was necessary to protect the people of the isles. Gisela remains a prisoner of the church but continue her experiments on the volunteers brought to her.

The newly founded Jaeger Order was moved to a fortress island now called Jagdhall.

### Alteration

It takes months of work to transform a pubescent child into a jaeger which is a painful and dangerous process that involves surgery and alchemical drugs to enhance the patient's physical ability, reshape their eyes to better see in the dark, confer magical protection, and to alter the subject's psyche to be nearly fearless.

Each of these steps is fraught with risk and is deeply painful and leads to permanent disability if it fails. Even a successful Jaeger experiences side effect (Which Gisela hopes to curb in future generations) such as irritability, propensity for anger, lack of social skills, altered eyes and unnatural musculature. Jaegers require alchemical drugs to remain stable lest they begin rejecting their alteration, all Jaegers are taught the recipe for this stabilizer which is relatively easy to make or acquire from apothecaries and alchemists.

### Training

A Jaeger's training begins once the child has recovered from enhancement and lasts several years during which Jaegers learn sword fighting, archery, riding, tracking, hunting, and all other skills needed in their line of work.

The Jaeger martial tradition favors greatswords such as the Lysian flamberge, Saxen Zweihander, Pycti claymore, or the Yuani dadao.

## Game Traits

* Arcane Resistance (Stacks with the Edge)
* Low-Light Vision
* Strength +1
* Fear-Resistant (+2 vs Fear/Insanity)
* Size +1
* Dependency (Alchemical Medicine)
* Bloodthirsty (as per Hindrance)
* Mean (Minor)
Capital

The Capital, heart of the Aideilian Empire, also known as the city of eternal light, was the largest settlement ever seen in the isles, being home to a million and a half people. The city was built from the ground up in a region that became known as the capital lands, separate from its former political belongings.

## History

The construction of the Capital began shortly after unification in 133PA, united labor from all across the isles. The construction was significantly sped up with the use of magic but still took decades. The Capital was built to include all ethnic groups across the isles with a great many districts built in the traditional styles of the people.

The finished city was composed of three concentric rings around a circular area which was home to the great cathedral of the eternal light, the home of the white witch herself, center of the church of light. The Inner city ring hosted important imperial administrative districts as well as the housing and facilities for the thousands of bureaucrats needed to keep the empire running. The middle ring was home to merchant and artisan districts, while the outer ring was largely reserved for the lower-classes, travellers, and pilgrims.

The city was a marvel of engineering and featured all modern conveniences such as lit streets, paving, urban parks, indoor sewage systems in all homes, hundreds of free public baths and spas, and a system of steam-powered train lines crossing the city allowing previously unseen mobility.

### Fall and destruction

In 500PA as the city hosted the fifth centennial anniversary of the white witch's enthronement the sisterhood of darkness staged an attack using daemon invaders as foot soldiers. After three days of brutal fighting, little was left of the capital, hundreds of thousands were left dead or enslaved by daemons, but worst of all Aideilia herself was gravely wounded in battle.

The magical energies unleashed during the fall of the capital were so great that sixty years later the surrounding regions remain uninhabitable dues to erratic and dangerous magical fallout, the presence of lingering daemons and weirds. The area is now sometimes known as the Witch Wastes.
Pashir

The Pashir people (the name of which means Loyalists) are closely tied to the Sveniars, whom they were one a part of. The Pashir are descendants of the loyalists of the Sultan before the Sveniar Revolution who entered exiles and founded a new kingdom of their own deeper within the desert and away from their old enemies.

Unlike the Sveniars the Pashirs believe strongly in royalty and the importance of blood lineage. Unlike the Sveniars they are typically reclusive and deeply conservative people, although known for their dedication to the arts, sciences and literature.
Planet

Planets are luminous celestial bodies that unlike the stationary stars move across the sky. Planets are of an uncertain nature but appear to be magical in purpose as the movement of planets affect magical and natural events within the world. Planets are especially important in astrology and fortune telling.

There are seven known planets which rotate through the skies each in their own pattern

* Sanguinis, the red planet
* Naturae, the green planet
* Aurum, the gold planet
* Oceanid, the blue planet
* Umbra, the black planet
* Aucturn, the orange planet
* Regis, the purple planet
Daemon

Daemons are a collection of species of supernatural beings that inhabit the Broken World, and sometimes cross over into the world of the Isles. Daemons are cold-hearted creatures with no capacity for selfless thoughts and thus understand only violence as a way to build order which they crave.

## Origins

Within the Mythology of the Church of Light, Daemons were the Creator's first experiment at creating intelligent life, but without a heart the daemons were cold and cruel, existing only to fulfill their desires at the cost of others. Disgusted with them, the creator abandoned them on their decaying world, now known as the Ruined World.

## Interaction with Others

Daemonic incursions are almost never good things, typically resulting in death, destruction, and daemons enslaving any whom they can get their claws upon. Daemons are known to capture and enslave humans, dragging them back to their world to serve as laborers, entertainment and sometimes even food. Few such victims are ever heard from again.

Some witches, especially warlocks make pacts with daemons although these are risky as daemons are only interested in serving themselves and will often betray the warlock at the earliest convenience. Still demons are not stupid and a clever warlock may find ways to benefit both them and their daemonic ally.

### With the Fae

Deamons have a extremely vicious relationship with the Fae whom they perceive as usurpers of the Creator's love, and when the two kinds meet it almost always end in bloodshed. For their part the fae are disgusted at the Daemon's lack of a soul and inability to think beyond selfish needs.

## Types of Daemons

Various types of daemons have been identified through the years.

* Imp: small pathetic daemons who usually serve as underlings or snacks to greater daemon
* Hellhound: the ruined world's equivalent of dogs
* Daemon Warrior: Bloodthirsty Warriors of the daemonic armies
* Lasher: Taskmasters and lieutenants of daemonic forces
* Toad Demon: Massive carnivorous toad like creature
* Nightmare: Daemonic steeds
* Librarians; daemonic scholars and witches
* Deceiver daemons; masters of illusions and traps
* Plague daemon: A form of parasitic daemon that spread like a sickness infesting hosts
* Spine daemon: predatory daemon covered in sharp spikes
* Bastards: Bastards are children of daemons and humans who have mingled for many generations becoming something unlike either of their ancestors.