recursal/Fanatic-Fandom huggingface dataset:
Breewick

A collection of blackwood trunks lashed together with vines that have been magicked to never rot or break, the small village is home to a group of lightfoot halflings who drift in a loose orbit around Zaddumunz.  No one knows where the halflings came from or why their village floats around Zaddumunz.  The placid group only joined the Empire since they were well within their territorial waters.

The group does not seem to have a formal government, but the elders of the village do speak for the group if there is a need.  They subsist on what the catch and a small magical pool of fresh water that exists.  For all the magic that the floating village appears to be made of the halflings themselves show little interest in wielding magic powers.

Anyone who is “pleasant” is welcome to visit Breewick, and possibly buy on the superior pipes they make from walrus ivory.  Occasionally a young halfling does leave the village to explore the bigger world, but most eventually find their way back.
Mayuko Inōe

Este artículo es un esbozo o se encuentra incompleto. Puede ayudar en Wikia Ushio to Tora completando la información que falte. Cualquier aportación será agradecida.
**» Expandir artículo «**

**Mayuko Inōe** (井上 真 由 子, *Inoue Mayuko*) es compañera de Ushio y la mejor amiga de Asako. Se preocupa por Ushio y Tora se la quiere comer porque cree que es la única humana que huele bien y sabe bien, le dio a probar el sabor de las hamburguesas a Tora. Ella es más dulce y femenina que Asako.

## Apariencia

Mayuko tiene el cabello rubio que le llega hasta los hombros, usa el uniforme de su escuela que consiste en una blusa blanca con un chaleco azul opaco y encima un saco azul oscuro al igual que la falda la cual llega a la altura de la rodilla y un lazo rojo en el cuello.
Usa medias cortas y blancas con zapatos de cuero de color café.
The Empire

The Empire of Aquaticus formed over 600 years ago and by and large has remained unchallenged throughout the centuries.  Scholars on the subject state that the Empire first forming by the land dwellers of the three first islands, Charpon, Seerilius, and Egorial, along with the water dwellers of the inner sea, the Neobinions.  Over the centuries other Land Dwelling and Water Dwelling communities would either request to join or be conquered.  In the current time there are 14 Land Dwelling members and 12 Water Dwelling members.  As part of the formation of empire the Emperor has always come from one of the four founding communities.  Each of the four also have a permanent seat in both the upper and lower senates.  The eighth most prosperous Land and Water communities also have seats on the upper and lower senates and all member communities have a seat on the lower senate.

Over time, the operations of the Empire have been divided up between the two senates for the majority of the things.  Regardless, the Emperor can always make a decree that supersedes the senate’s decisions if he decides to.  Whereas the senate seats are chosen by elections every six years by the citizens of the islands/communities they represent.  The Emperor is chosen for life.  The selection of a new Emperor is done by the high senate, the candidate can be a member of the high senate or a leader of one of the guilds or standing military units from one of the four original member communities.  History shows that the decision on who to select as the new Emperor has largely followed the current world needs of the Empire.  When war or forcible expansion has been the need, a military leader has been chosen.  In peaceful times a high placed merchant or senator (often someone who is both) has been chosen.

Every island and seaborne community that is a member of Empire has many members as part of their government, though not directly in charge.  They include nobles who provide governance of the Empire’s requirements and laws.  Trade officials that oversee the Empire’s requirements for fair trade and transport of each members marketable goods to the central marketplaces.  The Imperial Navy officers and men who travel with the trade ships to insure that the pirates that ply the vast waters of the world.  At rare times the same navy has been known help “influence” newly found islands or waterborne to join the empire.  This influence in all but one situation has been to blockage places until the capitulate to the trading terms of the Empire.

At the highest levels, members of the Empire serve in the upper and lower senates making decisions that decide the fate of the known world.  Most of these decisions are making choices on the quantities of goods each member will be expected to provide and the prices that each trade good will earn the seller and cost the buyers.  Overall the Empire is viewed as a progressive, beneficial, organization that helped unite the world in fair trade.
Slavery

Slavery is a sanctioned aspect of the Empire.  There are strict rules for where slaves can be obtained, what they can do, how they are to be treated and how long they can be considered slaves.

The basic information that citizens of the Empire know include:

* Slaves can only be obtained from non-Imperial locations.  There are several specialized groups that do little else but seek out slaves in the wild areas of the world.
* Slaves can be tasked with menial labor, specialized labor (most often harvesting things from the oceans and seas), and as interpreters.  There are extensive rules on the amount of work that can be required, how the slaves are to be treated and any sanctions the owners might need to use.
* In general a person can only be kept as a slave for 10 years.  After that time they are considered free and can seek status as a citizen of the Empire by filling one of the roles open to potential citizens.  If the person wishes they can stay on with their former owner as a paid employee.
Emperor Gildore Egonweg

A native of Egorial, Emperor Egonweg is a high elf who rose through the ranks of Symath’s Guild early in life and served as an Imperial battleship commander for several years before being selected to become the Emperor.  He has ruled for the past 43 years.  The Empire has pursued an active campaign to expand the Empire during his reign.

Emperor Egonweg is generally viewed as a fair ruler and strong on promoting equality in trading by all members of the Empire.  There are a small number of people whose islands and waterborne communities, that were recently forced to join the Empire, who feel he is uncaring of personal freedom.

The Emperor can trace his family origins to the Living City of Llangav’s royal family.  In an arranged marriage, with the royal family on the Principality of Brodon, he caused a minor scandal by mixing royal elf and human bloodlines.  His Empress, Enet, has proven to very adept at not only avoiding being stained by the marriage, but actually fostering an environment that see’s intermarriage of the races as a good thing.  They have three children, Prince Feanore, 23, currently a high ranking diplomat in the Imperial government, Princess Imel, 14, and Prince Gylan, 6.  Given their half-blood nature they are seen as members of both the royal families of their parents.
Lista de Profissões

## Profissões Honestas

*Revisado.*

*Falta ser revisado:* *10, 12, 13, 16, 21, 24. Luiz deve revisar esses artigos.*

* Desempregado (Profissão padrão)

* Caçador
* Pescador
* Gari
* Mecânico
* Paraquedista
* Pizza Boy
* Correios
* Paramédico
* Dnit
* Frentista
* Fotográfo
* Instrutor de Direção
* Bombeiro
* Padre
* Vendedor de Hot-Dog
* Sorveteiro
* Barman
* Jornalista

* Vendedor de Skin
* Meteorologista
* Advogado
* Bancário
* Corretor de imóveis

## Profissões de Transporte

*Luiz deve criar esses artigos.*

* Petroleiro
* Transportador
* Minerador
* Piloto
* Carregadore
* 1212
* Maquinista
* Taxista
* Moto Taxi
* Taxi Aéreo
* Motorista Particular
* Carregador de Concreto
* Motorista de Carro Forte

## Profissões do Governo

*Revisado.*

* Corregedoria
* Aposentado

## Profissões da Polícia

*Veja o artigo principal clicando aqui.*

*Revisado.*

* Polícia Militar
* Ibama
* Polícia Federal
* Delegado
* FBI
* CIA
* SWAT
* Narcóticos
* Interpol

## Profissões das Forças Armadas

*Veja o artigo principal clicando aqui.*

*Revisado.*

* Marinha
* Exército
* Aeronáutica

## Profissões da Máfia

*Veja o artigo principal clicando aqui.*

*Luiz deve revisar esses artigos.*

* Fazendeiro
* Transportador de Drogas
* Vendedor de Drogas
* Traficante de Armas
* Sequestrador
* Assaltante
* Assassino
* Petroleiro Clandestino
* Chefão da Máfia
* Terrorista
Anime

**Ushio to Tora** 「うしおととら Ushio y Tora」 es un anime producido por MAPPA & el Studio VOLN, saldrá al aire el 3 de julio de 2015.

## Trama

*Véase: **Lista de Episodios***
Ushio to Tora se centra alrededor de los viajes y las batallas de Ushio Aotsuki, que está siendo constantemente acechado y ayudado por un monstruo parecido a tigre gigante, sobrenatural y a veces invisible.

La familia de Ushio mantiene un templo en Japón, donde hace 500 años, su antepasado samurai lucho contra ese mismo monstruo, al cual paralizó y eventualmente lo atrapó contra una roca con una lanza maldita llamada la "Beast Spear", que otorga fuerza, velocidad y resistencia para el portador a cambio de su alma. Ushio accidentalmente fue atrapado por un Tora sin sellar en la cueva.

Inicialmente, Ushio se niega a retirar la Beast Spear en contra de Tora hacia abajo, pero la presencia sin sellar de Tora atrae a varios monstruos al templo. Ushio está obligado a liberar a Tora, que le gusta comer a Ushio, pero no se atreve desde que Ushio mantiene estrecha por la lanza. La serie se centra en su relación, entremezclado con batallas contra enemigos mitológicos y con intentos de Tora para lidiar con la vida moderna. Durante las batallas regulares, Ushio lentamente comienza a notar que tanto como Tora pretende ser irredimible, el demonio lleva a luchar contra el mal y defender a los inocentes con más enthusasim que quiere admitir. La historia también incluye las relaciones de Ushio con dos chicas: la marimacho Asako Nakamura y la femenina Mayuko Inōe.
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The Emperor

**Current Emperor:** Gildore Egonweg

Ruler over the entire Empire, The Emperor is in complete control over much of the known world. His power extends even over that of the various senates. Elected for life by the high senate, The Emperor is not someone you want against you.

The selection of a new Emperor is done by the high senate, the candidate can be a member of the high senate or a leader of one of the guilds or standing military units from one of the four original member communities.  History shows that the decision on who to select as the new Emperor has largely followed the current world needs of the Empire.  When war or forcible expansion has been the need, a military leader has been chosen.  In peaceful times a high placed merchant or senator (often someone who is both) has been chosen.

## Relationships with Various Lands

### **The Principality of Brodon**

The Emperor and his direct family are considered royals by those of the Principality.  As such at least one of the Emperor’s family is always married into one of the prominent families.

### **Pewic, the City of Omens**

A member of Pewic is always an advisor of the Emperor, the person is given a place of honor in the Imperial palace and he or she speaks directly to the Emperor.  What is said and what the Emperor does with the information is as much a mystery as the community itself.
Conny

This is one of the newer islands of the Empire.  It is also one of the few that was actually taken by force of arms by the Empire.  The reasons for the Empire to decision to take the island are twofold.  First the island is larger than most in the known world and is very fertile land.  There are vast forests of fruit trees that grow year-round.  The estimates are that the fruit harvest alone could yield enough food to increase stores by ¼ for the Empire.  The second reason the Empire decided to take the island by force is that the the native people, an unknown number of humans that call themselves the Shimundra, refused to even enter into negotiations with the Empire.  They are an extremely peaceful people who have strong ties to nature.  They felt that it would be defiling what the Great Spirit had provided for them to sell or trade what was freely given to them.

Of note, they also refused to just let the Empire take part of the island’s bounty and leave the Shimundra alone.  When they originally tried to do this there were countless natural tragedies that happened to the workers that came to the island on the Empire’s behalf.  Horrible illnesses, attacks by wild animals, freak storms that wrecked ships off the coast and more.

After the Empire consulted the various wise ones and religious leaders, the Emperor was told that only by having people from the Empire reconcile themselves to living on the island permanently would things change.  In the past four years since the city of Carria on the west coast have things started to become less perilous.  There are still a higher than average number of accidents and deaths by Imperial settlers than other islands but they are well paid and protected by a significant force of Imperial marines stationed on the island.

The Emperor authorized the Imperial Navy to land 3,000 marines on the island and establish a safe area that could be settled.  The marines, like earlier traders who had visited the island faced a number of natural tragedies at first.  Over the next six months they gradually got a perimeter stabilized.  Settlers came and now go into the forests and harvest the abundant fruits and other plants that they trade via the empire.

The Shimundra are often seen by the settlers but have reported no significant contact with them or any real negative encounters.
Wikia Ushio to Tora

**Ushio to Tora** es un manga escrito por Kazuhiro Fujita.
Ushio es un muchacho al que su padre le cuenta un día cómo uno de sus antepasados empaló a un demonio en el altar de un templo con una legendaria lanza. Ushio primero piensa que su padre tiene la cabeza llena de pájaros, pero cuando encuentra él mismo el monstruo en cuestión en su sótano, no tiene más remedio que replantearse las cosas.
Para poder proteger a sus amigos y su familia de una serie de espíritus, Ushio se ve forzado a liberar al demonio de su cautividad: Tora. ¿Podrá controlar a la criatura?

 **Ushio Aotsuki** (蒼月潮, *Aotsuki Ushio*) es el protagonista de la serie Ushio to Tora, es el compañero de Tora e hijo de la shaman Sumoko Hizaki.
Ushio tiene el cabello corto con mechones hacia todos lados de color negro, ojos en tono verde pantanoso, cejas poblanas, tez pálida y estatura promedio. Viste una camisa blanca de manga larga, pantalón negro, cinturón negro y zapatos grises.

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Triceratops

***Triceratops*** (del griego *tri-/τρι-* ="tres", *kéras/κέρας* ="cuerno", y *-ōps/-ωψ* ="cara";1 "cara de tres cuernos'") es ungénero de dinosaurios ceratopsianos ceratópsidos, que vivieron a finales del período Cretácico , hace aproximadamente 68 y 66 millones de años, en el Maastrichtiense, en lo que hoy es Norteamérica. Es uno de los últimos géneros en aparecer antes del gran evento de extinción masiva del Cretácico-Terciario.2 Poseía una gran gola ósea (plataforma craneal posterior) y tres cuernos; cuerpo grande sobre cuatro fornidas patas, y con semejanzas en aspecto con el moderno rinoceronte, *Triceratops* es uno de los más reconocidos de todos los dinosaurios. Aunque compartiera el territorio con el temible *Tyrannosaurus* y fuera cazado por él,3 no está claro si los dos lucharon de la manera representada a menudo en exhibiciones de museo o en imágenes populares.

Aún no se ha encontrado un esqueleto completo de *Triceratops*,4 aunque la criatura está bien documentada por numerosos restos parciales recogidos desde la introducción del género en 1887. La función de la gola y de los tres cuernos faciales distintivos ha inspirado largas discusiones. Aunque se vean tradicionalmente como armas defensivas contra depredadores, las últimas teorías proponen que es más probable que estas características fueron utilizadas durante el cortejo sexual y exhibiciones de dominancia, como la cornamenta de los modernosreno, la cabra blanca, o el escarabajo rinoceronte.5

*Triceratops* es el mejor conocido de los ceratópsidos, pero la colocación exacta del género dentro del grupo ha sido sin embargo un punto de discusión entre los paleontólogos. Dos especies, *T. horridus* y *T. prorsus*, son actualmente consideradas válidas, aunque se han descrito muchas otras. Recientes investigaciones parecen apuntar a que el conocido ceratópsido, *Torosaurus*, representa una forma completamente madura de *Triceratops*más que un género aparte.6
Swimming

## **Swimming and Holding Your Breath Rules:**

Other than dwarves, people on Aquaticus are used to being in the water for either fun or work, usually both.  As such, swimming, holding your breath and diving to the depths are easy.

#### **Swimming:**

Under normal circumstances a person can swim for a number of minutes equal to half their constitution (round-up).  After that time has passed the person will need to make a strength check starting a DC10 for an additional 5 minutes they want to swim.  As additional time passes checks are made every 5 minutes with the DC rising by 1 for each additional 5 minutes that pass.

Adjustments to swimming time- If more than 50% of weight allowed is carried (total of everything) swimming time is cut in half.  Thus a person with a 10 constitution could swim for 5 minutes without a strength check if they have more than 50% of their total carry weight on them.  This drops to 2 ½ minutes if the person has  IF YOU HAVE MORE THAN 100% of your carry weight on you you must make strength checks every round.

Amphibious people have their swimming time halved when they exceed 50% of their carry capacity.  It is halved again if they are carrying weigh up to 99% of carry capacity.  If overloaded they make checks every minute.

Aquatic people, including those who can fully breath air or water are not affected.

#### **Holding your Breath:**

A surface dweller can hold his or her breath for 30 seconds for each point of constitution.  Once that time passes if the person does not get a good breath of fresh air he or  she will take 1D6 nonlethal damage per round until fresh air is taken in.  If a person goes zero or lower hit points they begin to drown and must make death saves at disadvantage if still underwater.

Amphibious people can hold their breath for 2 minutes per point of constitution.  All other rules apply if the person does not get air in time.

Aquatic people, including those who can fully breath air or water are not affected by the amount of time underwater.
Prince Lesym Brobert

Prince Lesym Brobert, a cousin of Prince Lonat Raineus.  Considered to be one of the most secure members of the high senate whose office is based on the monetary value of Brodon to the Empire.  He has served for 7 years, taking the place of his uncle Prince Bertio Aenfund. who retired after 16 years of service.  Prince Brombert often tries to negotiate regulations that would place more Imperial services to high value members of the Empire.  This often is puts him at odds with those who want to provide more equal services to all members of the Empire.
Jamath Resby

Jamath Resby, a half-elf master crafter in fine jewelry.  He has served for only 3 years and holds one of the most threatened seats on the high senate.  Seafalls wealth is tied to the sales of the superior goods they are able to craft and sell for premium prices.  As the Empire spreads, the demand for these goods has grown, but the ability to meet those demands is becoming ever more difficult since the number of master crafters is somewhat finite compared to demand.  In his short tenure, Resby has been a vocal advocate for recognition and valuation of  crafting guilds similar to the value the Empire has traditionally placed on trade guilds.
Coeda, the Jewel of the Renarian Ocean

As waterborne communities go, Coeda is perhaps the largest and most awe inspiring of them all.  Where most other waterborne communities are a collection of ships and barges, Coeda is a single gargantuan vessel permanently moored about 100 miles off the coast of Bilnaraz.  It is said by the Lore Keepers that this is a place of great magic and that many of the world’s most learned are either here or came from here.  The community bristles with towers and keeps, many that seem to defy the laws of physics.

Coeda on the surface is beautiful and exotic place.  Those who know a bit more are aware that while the various magic users on the vessel live well and provide great services to the Empire, there is dark seedy side that most never see.  The workers that care for the vessel mainly live in the lower decks.  Most are constructs and other magical entities that care nothing of time or labors.  However, there are also a large number of people of all races who came here on the promise of being taught magical arts.  In truth, most people don’t have the raw talent to use magic.  These are the people who labor at tasks that need a functioning mind, but not necessarily an aptitude for magic itself.

Considered one of the most important and wealthy members of the Empire, a fleet of Imperial Navy vessels is always on patrol in the waters around Coeda.  Visitors are required to obtain permission from an Imperial governor or higher before coming to the vessel.  Those without such credentials are summarily turned away.  A larger than average number of magic using adventurers come from Coeda.
Imperial Commerce

The cornerstone of Aquaticus for the civilized races is commerce.  In the early years of the Empire commerce was conducted by individual arrangements, most often bartering of one good for another.  Issues of places not having ready access to certain resources communities desired, most often because they lacked a trade good the owners of the desired resource wanted, led to the formation of the beginnings of Empire.  In the year 538, the first merchant’s meeting was held on Charpon.  Over 400 representatives of various communities and private interests attended.

Over the course of two years, the the traders worked out an agreement that led to what would become the Empire.  The original agreement laid out a common currency that all members agreed to accept.  The common currency was named the Sovereign.  The value of a Sovereign was based on a ⅓ of an ounce of gold.  While precious metals had been commonly used in trading, there was not nearly enough to actually be used.  To resolve this the merchants agreed to a representative currency that was made of special glass beads that took a very specialized process to make. The actual process for creating the beads is known only by members of the currency guild.  What is known is that to make these special glass beads it takes material from both land and sea.

The Beads come in various sizes to represent a fixed amount of gold. For the general population, Sovereigns come in denominations of 10 (pp), 1 (gp), ½ (ep), 1/10 (sp), and 1/100 (cp).  The currency guild uses a process to color the beads such that most people refer to them that way.  The common names are in parentheses beside the denominations just listed.  Since weight is a constant concern, 50 beads weight only ½ an ounce.

Traders doing large transactions do so with Trade Strings.  These are a series of specially colored beads tied with a special kind of cord that denotes their value.  Common Trade Strings are 50, 100, 500, and 1000 Sovereign values.  These beads have no value if they are removed from the binding cord.     Over time the merchants developed standard prices for goods so that no matter where in the Empire a person might be the costs should be the same.  This is one of the aspects that the Empire enforces on members whether land borne or waterborne.  Currently the Empire has established “Trade Centers” at all member islands and most seaborne communities.  These Trade Centers are where quantities of goods can be bought and sold easily.  Using a portion of the tribute collected from each member community the Empire maintains a large fleet of trade ships and accompanying navy ships to see the transfer of goods throughout the Empire.
Should a person or group desire to go into the unexplored lands or visit an island or seaborne community that is not currently a member of the Empire the Sovereign is typically accepted and bartering is typically required.
Naragzan

One of the newest islands to join the Empire, Naragzan is home to wildlands unlike any other known place in Aquaticus.  There are several goblinoid races here and other exotic peoples as well.  The island has one medium sized city called Ferria, it is home to a group of olive skinned humans that call themselves the Cusa.  They have a language of their own, but most also have learned to speak the common trade tongue.  there are also a large number of lightfoot halfings native to the island.  Most live in or near Ferria.  There are reported to be a number of villages on the island but the Empire has yet to visit them or formally list them as places of residence.

The island was brought into the Empire as a place to gather rare plant and animal life that can be exported for a number of commercial purposes.  Perhaps not by chance the island is also one of the officially sanctioned places for adventuring groups who hold an Imperial Writ can go and explore in the name of the Empire.
The Gold Trade Company

The oldest and most reputable merchant guild in the Empire.  Members of the Gold Trade Company have trade houses on every known market in the realm both those in the Empire and emerging markets as soon as they appear to have trade goods that can be marketed.  The guild also sponsors a number of adventuring companies and privateer ships to search the wildlands and unexplored territories to try and be the first merchants to set them up as members of the Empire.
Uthar

The port city of Uthar is on the southern coast of Seerilius.  With a population of just over 600 residents it is hardly more than a large village.  Over ¾ of the population are transient workers who have agreed with the Empire to work on the island for a year, harvesting one or more of the island’s “treasures”.
Imperial Writs

These legal documents can be simple or extremely complex.  They are used to define contracts with everything from an individual for a one-time service to everlasting ones that lay out the terms of a new member location of the Empire.

The vast majority of these are pre-generated contracts that any Imperial official authorized to sign them can complete.  The larger contracts require one or both senates to approve them and the top tier of them are signed by the Emperor himself.
Imperial Communications

The Empire employs a large group of specialized wizards that can communicate with each other all over the world.  They are in every community, on every Imperial ship, and hundreds of other locations where communications are desired.

There are also a large number of these wizards that work for private interests and as freelancers.  A short message can be sent to any location in the Empire for around 10gp.  Longer messages or those that need visual elements can cost considerably more.

For smaller groups or individuals magic devices known as “sending stones” are available.  Basic ones can communicate with one paired to the other.  More elaborate ones can communicate with several linked stones.  The rarest of these can communicate with any known sending stone.
Caleah

This island has a long history of challenging some of the Imperial mandates set forth regarding trading primarily within the Empire.  Some say this is due to the island being home to a number of dragonborn and gensia.  These two races, at least according to popular Imperial rumors lack the discipline to be good members of the Empire.  Those who hail from the island claim that they are unfairly persecuted for their intate powers that other races envy.  The real true is likely somewhere in-between.

The majority of the island is mountainous and difficult to travel around.  Since most of the natives don’t travel exclusively by foot this is not seen as a major concern.  It is believed that a number of reptilian creatures call the island home including a few dragons.  The island has a trade port on the southwest corner of the island where there are more forested lands rather than mountains.  The trade goods produced by the island include a number of very rare and expensive goods such as dragon scale armor, some magic items made on contract, gems of various quality and rare minerals that the various gensia either craft or recover.  It is also believed that there are a number of reptilian aquatic creatures that call the waters around the island home.     There is no central government as such.  The Empire has appointed a Regent to the island to handle the native population’s requests for trade goods and transact the sales of the raw materials and crafted items that come from here.  A small army of diplomats skilled in the ways of each race on the island do the groundwork.

Adventurers sometimes visit the island to arrange for a specific magic item to be crafted or to chance plundering one of the dragon nests thought to be hidden in the hills and mountains of the island.  The latter tend to sneak onto the island as the natives are protective of the dragons that live there.
The Living City of Llangav

Thought to be one of the oldest living vessel communities of the elves, The vessels are said to number over 500.  Most are hard to distinguish from one another they have grown together over the centuries.   The community still boasts an impressive trade fleet  that is largely made up of vessels who serve Symath's Trading Guild which has it’s home offices located here.  The other major trading companies and those who have large interests in elven and halfling goods also have a presence here.

Llangov is home to a large number of high elves and lightfoot halflings.  There is also a smaller population of humans known as the Alior. They have lived with the elves for as long as the lore keepers can recall.  Of course there are also a number of half-elves.  Traditionally they live with their mother’s family be it elf or human.  Everyone on Llangov speaks high elf, halfling, and the Alior language.  Most also speak the common trade language since trade is what the city is most known for.  The city has a thriving commercial area for where Elven and halfling goods are for sale or trade.

The Alior are primarily the soldiers and guardians of the city.  Their forces are augmented by elves and half-elves who focus more on the magical arts than martial combat.  A very small number of halflings are part of the defense force.  They tend to be technical specialists rather than combatants.

The city is ruled by the high elves who have a caste system of royals at the top, merchants families next, crafters then low born.  The actual government is a monarchy, the king or queen is viewed as the ultimate ruler of the community, others both royals and non-royals (including all the native races), handle most of the day to day operations of the government via parliament.
Athol

A stationary community, Athol is set in the center of the Enkin sea.  The city plays host to a number of sailing vessels that transit the sea.  It also has trade goods they harvest from the sea itself.  The community is made up of a series of living woody plants that have over the decades grown together to form a large living platform.  A group of aquatic druids is in charge of the care of the plants.  The buildings are lightly constructed so as to not weigh down the base.

The city is home to a number of races excluding dwarves and dragonborn.  Humans have a slim majority over the others present.  The city is democratically operated with preference given to older members of the city.
Wawold

A series of islands that are inter-related.  Sailors have reported seeing strange things on the island and in the waters around them.  Some say this is a portal open to hell.  Few who know the island chain’s history are interested in going there.

The Empire is seeking people willing to go there and put to rest the obvious exaggerations of sailors.  Some claim that the island is home to pirates that are the ones perpetuating the wild stories to keep people away.
Pascal Hammonds

*“Otoro Prince”*

*“2nd Lord of Hammonds”*

**Class:** Ki Adept (Monk of the Open Hand)

**Background:** Halfling Noble

**Alignment:** Chaotic Neutral

**Homeland:** The City of Ferria in Naragzan

**Description:**

 Pascal is a halfling lord from Naragzan. He is of taller stature for a halfling and is very athletic. Pascal has dark eyes and an olive complexion. For weapons, he carries a javelin and a sickle. The javelin is primary and is made of whale bone with an obsidian point. The sickle is an item that is used frequently in his family trubecca plantation. As such, he has had one by his side for many years.

**Personality:**

Pascal is a lover of the senses. He has little inhibitions and encourages others to feel the same. That is not to say that he is uncontrolled. Rigorous mediation and training has honed both mind and body into an piercing figure.

As a nobleman, you can often find him wining and dining with the social elite; however, his eclectic lifestyle often leads him into less savory situations and establishments.

Charming and sincere, Pascal is a beloved guest in almost any circle.

**Profession:**

At the moment, Pascal is a secondary trades-manager on the spice vessel Wistful Marlin. Previously, he assisted his late brother in trade negotiations throughout the Imperial isles. He also has training in trubecca farming.

**Friends:** The Hammonds Estate, Wistful Marlin crew, various merchants and diplomats

**Enemies:** The Wavruun Family, The Spice Lords
Elior Ladaneth

Elior Ladaneth, the only amphibious member of the senate.  Elior is an aged aquatic elf, special tanks with circulating seawater are available to him so he can survive long meetings and senate sessions.  He has been a senator for 32 years, second only to Groinan Ukraz in tenure within the senate.  It comes as no surprise that he is a strong advocate for seeking to expand opportunities for aquatic races to be viewed as valued members of the Empire.
List of Lands

## List of Known Lands

The world of Aquaticus is filled with islands and waterborne communities of all types and varities. Below are lists of those places sorted by type and affiliation.

## Islands of the Empire

Caleah

Charpon, the Imperial Isle

Conny

Egorial

Gitun

Heagate

Naragzan

Nargunal

Principality of Brodon

Rangara

Seafalls

Seerilius

Thornifell

Zaddumunz

## Waterborne Communities of the Empire

Arnim City of Whales

Athol

Balcmeg

Breewick

Cawic The Floating Atol

Coeda, the Jewel of the Renarian Ocean

The Majestic City of Elhyrst

Llano, the City of Bridges

Nargila

Neobinion

Pewic, the City of Omens

Sarenal, the Floating city of the Argegioth

The Honorable City of Tafeld

## Known Non-Empire Locations

Bilnaraz

Wawold

Karne

Gropulous

Quinolus
Principality of Brodon

This member of the Empire is actually a series of smaller islands all ruled by Prince Lonat Raineus, and each island in the Principality is ruled by a member of the royal family.  The area has always been ruled using a caste system where by who you are born to matters above all else.  Males of royal birth find jobs in the operations of the Principality.  The more favor one has with the High Prince the better the job, title and lands a royal is likely to have. Royal females are considered currency to be used to try and climb the intricate ladder of influence within the principality.  The right marriage can open up all sorts of new possibilities.

Non-royal males typically follow in their father’s footsteps regarding the vocation they will follow.  The only other option that most have is to volunteer for either one of many royal houses as a soldier or join the Imperial Marines.  Non-royal women are usually married off similar to royal women, but the benefits to her and her family are much less impressive.

The population is almost exclusively human.  The tiny number of people from other races either work for the Empire or have some unique talent that one of the royals was willing to pay for.  Sometimes this can be the simple novelty of having a non-human retainer.

Trade with the Principality is different as well.  The Emperor and his direct family are considered royals by those of the Principality.  As such at least one of the Emperor’s family is always married into one of the prominent families.  All trading is sanctioned by the high prince and leading members of the trade guilds are of royal blood.
The Merchant Guilds

There are numerous guilds large and small that handle the actual gathering and marketing of goods throughout the known world.  The vast majority of them are affiliated with the Empire but there are a few that defy the Empire and make deals directly with other communities or private interests.  These “outsiders” are largely tolerated as long as they don’t close of a market significantly or earn outrageous profits.

The big five in ascending order are The Sapphire Council, Symath's Guild, Brine's Wayfarers, The Circle of Jade, and the largest, The Gold Trade Company.

**The Sapphire Council:** The youngest and smallest of the big five, “The Council” has been around for only 45 years but by focusing on small markets that are of little or no interest to the bigger guilds, the Council has been able to help these markets produce more and focus on rarer trade goods.  They’re actions have some of the old guard in the Empire questioning if their methods are still as innovative.

**Symath's Guild:** Founded by Al-hir Symath, a half-elf who grew up on the Living City of Llangav.  A waterborne community of over 500 individuals vessels that is permanently anchored in the Sleething Sea.  A favored guild of elven and halfling communities throughout the known world.  The guild prides itself on pressing the for the best prices for elven and halfling goods.  They have tight control of these markets and few other guilds even try to gain a foothold in them.

**Brine's Wayfarers:** The guild of choice for seaborne communities.  Brine’s current owner is an aquatic elf named Tar-sha Lerohir.  She grew up in the business with her two sisters Letael and Saxana.  They are loyal to the family business.  Saxana is a long term member of the high senate and vocal advocate for the Seaborne.

**The Circle of Jade:** The second largest merchant guild in the known world, members of the guild are known for striking deals that can cost them money in the short term to secure long term contracts.  They have trade houses on all of the places that have high senate seats and all places that  have populations over 25,000 citizens of the Empire.  Their emphasis is on large markets using quantity to make their profits.  The guild also spends a large amount of money in support of the Empire’s infrastructure.  It has helped ingratiate them to many of the senators and nobles throughout the Empire.

**The Gold Trade Company:** The oldest and most reputable merchant guild in the Empire.  Members of the Gold Trade Company have trade houses on every known market in the realm both those in the Empire and emerging markets as soon as they appear to have trade goods that can be marketed.  The guild also sponsors a number of adventuring companies and privateer ships to search the wildlands and unexplored territories to try and be the first merchants to set them up as members of the Empire.
The Circle of Jade

The second largest merchant guild in the known world, members of the guild are known for striking deals that can cost them money in the short term to secure long term contracts.  They have trade houses on all of the places that have high senate seats and all places that  have populations over 25,000 citizens of the Empire.  Their emphasis is on large markets using quantity to make their profits.  The guild also spends a large amount of money in support of the Empire’s infrastructure.  It has helped ingratiate them to many of the senators and nobles throughout the Empire.
Urdunnir dwarf

— The wiki's staff

 **Language(s)** | Urdunnir, Dwarvish

The **Urdunnirin** (singular: **urdunnir**) were a long-forgotten offshoot of the dwarves. Their name meant "orecutter" in the urdunnir dialect of Dwarvish.

## History

Urdunnirin were created by Dumathoin from the shield dwarves that lived in Shanatar. After their creation, the urdunnirin went into the depths of the Underdark and became creatures of legend.

## Ecology

### Appearance

Urdunnirin looked much like gold dwarves. Their skin and hair, however, were stone gray and their eyes were silver. Males groomed their gray beards carefully, while females did not have facial hair.

### Abilities

All urdunnirin had the ability to walk through solid earth and stone at will, moving through these normally solid materials as if they were air. They could move up to twice their body weight with them in this manner. They also had an innate ability to shape stone and metal as if they were wet clay, the materials remaining solid after they were done with them.

## Culture

Urdunnirin were led by alirds, or gold lords, whose power to shape metal was greater than usual for the race. Urdunnirin had a clan-based society, like most other dwarves. Known clans included Marble, Gold, and Ruby.

Urdunnirin did not eat normal foods. Instead, they fed on gems as xorn did. The god Dumathoin provided each urdunnir settlement with a self-replenishing gem supply so that his people did not starve. They guarded these sources to the death.

Urdunnirin were deadly enemies of the xorn, and killed them on sight.

### Clothing

Urdunnirin wore tight-fitting, one-piece garments composed of metal, stone, or both. They used their innate abilities to make these garments flexible. Only their leaders wore clothing completely composed of metal.

### Religion

Dwarven myth said that urdunnir were specially blessed by the god Dumathoin.
Arnim City of Whales

As the name suggests, Arnim is a seaborne community that makes it’s living off drifting around the Sirine Ocean hunting whales.  The “city” is a collection of ships and large barges that travel together.  The entire community is driven by the profits that come from the harvest of whales.

Every part of the animal is used.  The skin is made into superior leather that is waterproof and by a secret method, made to minimize noise.  The blubber is rendered down into whale oil, the most profitable product of the city.  Whale meat is smoked, salted, canned and if the timing is right sold fresh.  Bones are used for all manner of upkeep of the fleet and some is sold for medicinal and magical uses.  Various ships in the fleet are production ships which in reality are floating factories.  Others are living quarters and meeting areas for the Arnimians.  The most important ships and boats are those used in the hunting and hauling of whales.  In total there are over 90 vessels in the “city”.

The city is nomadic, but has a fairly well established travel route annually that puts them close to various types of whales each month.  The people are very close and few ever chose a life away from the community.  The group is made up of humans, orcs, and half-orcs.  The city is ruled over by the Commodore and various captains.
Zaddumunz

One of the largest islands in the Empire, the island is a mecca for fledgling adventurers.  The island is home to a large number of “nuisance” creatures that for some reason seem to reproduce faster than can be eliminated.  Over time, the Empire saw the potential to use the island as a destination piece more than a resource provider.  Today there are nine communities that host would-be hunters, heroes, or other like-minded people to see what the adventuring life is all about.  Adventurers who come of their own volition to the island must pay a toll for permission explore on the island.  Most come as tourists who booked a trip with one of the many guide services to pursue either mundane animals or sometimes even the exotic ones.  There are always contracts for people willing to hunt the numerous nuisance species such as gnolls, trolls, hobgoblins, kobolds, orcs and others that roam the lands often “ruining” the hunts or adventures of paying customers.

The island is operated democratically with each community having a mayor and representatives governing the community and an elected governor over the island with representatives from each community.  All known races in the world have a presence here.

For more seasoned adventurers, the contractors often hire groups to seek out new or specific fantastic creatures to bring to the island.  The more exotic and potentially dangerous the bigger the payout.  This is the only place in the Empire that dragons can legally be hunted.  Killing one requires payment of a substantial trophy fee.
Sarenal, the Floating City of the Argegioth

The only known location for for the bird people who call themselves the Argegioth.  Most other races refer to them as the Aarakocra.  The floating community is a stationary place off the northwest coast of Conny.

The bird people keep largely to themselves and have no known trading with other people in the Empire.  Through some sort of treaty with these creatures the Empire has two groups of them that serve as aerial scouts and warriors for the Empire.  One “Flock” is always at the Imperial palace with at least six of them in the air at all times.

The second flock travels with the Emperor’s elite Eithond troopers.  This is the Emperor’s personal army/navy that if need be will enforce his will where ever they are needed.

\*\* a player wishing to have an Aarakocra character must have DM permission.