recursal/Fanatic-Fandom huggingface dataset:
Wrath Demon's Keep

Compass direction
 Population
 Diversity
 Languages

## Background

The Wrath Demon's Keep is a name given to the natural formation of mountain in which dwells a large outcropping of Wyverns and Draconic type mounts. This has become a natural base for the Legion of Krii to train it's own division of aerial mounted soldiers and now exists as a base of operations for the winged division of soldiers, otherwise known as the Wrath Demons. The climate here is a meeting of snow and fire as the cold is bitter, yet it is home to several of it's own forges. This gives the appearance of this keep a very interesting and yet intimidating look. The Name Wrath Demon comes from an old legend in reference to this place, as well as the name that has been given to the Aerial division that trains and stays here. Wrath Demons, as they are called is based on their armored appearance in which they look like the flying wrath demons of old. It is a perfect location as it's high altitude overlooks the lands of both Kinoll's Claim, Vashradan, and Gharnef's Fallow making it an over watch point.
Gladiator City

Compass direction
 Population
 Diversity
 Languages
 Government

## History

***LF: Civil War***

Following the destabilization of its economy, Gladiator City has fallen to gladiator rule and reverted to tribalism. It now stands largely important as a weapons black market and mercenary outpost.

## Culture

The city is not a family friendly place to take your children. It is one of the main hubs for Lionsdale's finest thieves, mercenaries, gamblers and treasure hunters to flock together to take pleasure in an array of vices. The overall population was booming before the war, though now it has significantly dwindled as most warriors and citizens have enlisted to fight the war.

### Other Information

If you are looking for information, gossip and stolen treasures, this is the place for you to make a trade or deal. Beware, not all transactions are fair or in your favor. The city is held up by a Council-Manager system. The City council oversees the general administration, makes policy and sets budget. They appoint a professional city manager to carry out day-to-day administrative operations. Often the mayor is chosen from among the council on a rotating basis that are embedded in bribes, power and wealth. Although Emperor Thadeus has spent his reign tearing down the slave system that has been one of the foundations of the empire, Gladiator City is one of the few existing societies in the empire that implements forced servitude. They continue to judicially take up resistance to the emperor's laws of breaking the slave system apart. They secretly hire mercenaries to abduct orphaned children from the war to sell as fresh slaves. The city uses its slaves for labor, pleasure and, at most times, to breed warriors. Fighting in the large arenas beneath the dome-like structures is a great way to earn money. Some individuals join competitions voluntarily for money while others, generally slaves, are forced into the ring. Businesses, gangs and companies invest in certain free or enslaved individuals, buying them the proper gear and instructors to prepare them for wins and rake in the large sums of prize money. Slaves can even earn their freedom by winning multiple championships and divisions, with the prize money going to their masters and investors, of course.
Fionelope Island

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 Population
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 Government

A maximum security prison located in the middle of the sea, almost all countries send their unwanted prisoners to this location. Religion-wise, it is said that the son of the deity of Justice reigns over this island. In the middle of the island is a tower that serves as a prison. The tower has 99 underground levels, in which the prisoners rot in depravity. The tower is 4 stories above the surface and it is here that officers and wardens dwell. The islands surrounding the main island serve as securities. Twelve chosen prisoners, perhaps the strongest, dwell in each of these 12 islands.Their job is to sink unwanted ships that pass by, including pirates, bandits, and such. For each ship they sink, the judicatures remove a year from their serving sentences. If the prisoners attempt escape, they are summarily caught and executed. Tourism is not allowed.
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Ishali-á-Omi

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliation(s)

Though not widely worshipped throughout Lionsdale, she is held up as a major deity in the Lithka isles and the merfolk, sirens, and naga peoples all worship her as their patron and primary goddess. Belief in her is popular amongst those who dwell near water on the continent, and it is traditional for sea-farers to offer her dues before embarking on their journeys and after a safe return home.

## Divine Identity/Embodiment

She is water, in all its many forms and moods. It is believed her presence is as much the pond as it is the mighty ocean, and all life found within is under her divine protection. Being the maelstrom as well as the calm sea, she is regarded highly by sailors of all walks of life, and even those who do not worship her usually leave her offerings and invoke her name and presence on their ships. However, the water goddess has another role; shepherdess of the dead. It is believed that the passageway to the land of the dead is a waterway and that Ishali-á-Omi is its sentinel and ferryman. It is she who escorts departed souls to the afterlife, guiding and protecting them on their journey, and it is even believed that she has the power to stay death's hand. Because of this she is often entreated in times of great illness, strife and war, and many pray to her on behalf of their departed loved ones that they may make a peaceful journey to the next world. The mer-folk and naga alike believe she is their creator, who crafted and breathed life into the very first of their kind, and they celebrate her as a mother-goddess. Considered to be as much a giver of life as she is a bringer of death, Ishali represents balance and duality in all things, especially so in nature and in people.

## Description

Depictions of her can vary greatly, with the most well-known image of her being Lithkan in origin; a dark-skinned woman or female siren with two fish tails instead of one, balancing a large, over-flowing jug of water on her head with one hand, and in the other carrying what may either be shown to be an oar, a spade, or a spear. She is also often depicted as a pair of two fish swimming in a continuous circle and as a giant, two-headed snake. There is said to be a spring that is sacred to the goddess, perhaps even her home, that is located somewhere on the Lithka islands. Legends have it that drinking from these waters can heal any illness, restore one's youth, and even grant immortality. Though men have searched for the spring for centuries now, no one has ever succeeded in finding it.
Order of the White Cloak

Years active
 Allegiance
 Alignment
 Headquarters
 Primary goal
 Motto

This organization serves as the Medical Unit in the Lionsdale Army.

## Members

All members hold the professional title of Medical Unit Specialist. They are often referred to colloquially as *Wings* or *White Cloaks*.

**Doven**: She is the head of the department that runs all logistics, taking orders from the Imperial General. She is in charge of assigning different healers to different missions. When in great emergencies, she will enter the battlefield herself. She selects who will move up in ranks by referrals from members in the Imperial army. She makes all executive decisions in the Order of the White Cloak.

**Upper Wing:** Upper wings are high-leveled healers. They are some of the best healer mages in the Western Region of Lionsdale. Highly respected by their peers, when assigned to a constable's troop, they are given a set amount of Middle and Lower Wing healers to assist them. On the battlefield, they heal the injured and can hold their own in battle to protect their allies. A few of the Upper Wing assist the Lower Wing in training, but this is not a requirement.

**Middle Wing**: The Middle wings are the main bulk of the Order. They are taught not to enter battle at all cost. They are to allow their Upper Wing leader to fend off enemies as they heal injured soldiers or allies. Once they show extensive progress in their healing abilities they will be promoted in rank.

**Lower Wing**: Lower wings are
new recruits that are being trained to become Middle wings. They are only given missions during times of desperation. Most of their work is healing injured soldiers within Lionsdale's infirmary. These soldiers are given hands-on work and they are responsible for their own learning and progression to the next rank.

## Entry Requirements

Citizens interested must complete at least 2 years of specializing in Abjuration and/or Alchemy at the. Avalon: School of Science and Magic. They will then be able to go through the enlisting process starting out as a Lower Wing.

## Demographics

This organization has been historically dominated by human women. This has to do with their founder's old belief that women were better healers. This culture as created a slight rift between the male and female members. This organization often serves as a place where women can take lead, and they definitely feel threatened with men entering this organization. A past Lionsdale Emperor by the name of Rowan Txarel drafted the rule that they must be open to male members in 550BCW.

## Beliefs

Religious beliefs in the healing deities are encouraged as they help the power of their organization. Although this is the case, they are open to all faiths.

They also value knowledge and the gods of wisdom.
Cannery

*Game: Anno 2205*

 The **Cannery** is a Production Building found in the Arctic region. This building produces Canned Food, and it requires Fish from the Fishing Harbor to operate.

The Canned Food is a tier 1 Need for the arctic Population. The Cannery is unlocked when the arctic population reaches 1 Protectors.

On Production Layouts you can find the most efficient placement and layouts for this building.

Like all production buildings in the Arctic:

* Heat is a by-product, which is a tier 1 Need for the arctic population.
* The further from a Transportation Center the higher the logistic costs.

## Production Matrix

 Canning Conveyer Belt
 **Max Production** | 14 Fish

## Modules

### Production

+50% maintenance

*A maximum of 6 Canning Conveyer Belts can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Drow

Home Ground
 General Alignment

This page groups together all characters that are Drow, also known as Dark Elves.

## Physical Characteristics

 Drow tend to be quite tall, usually standing a few inches above the tallest human. Their hair is often white or a dark color and their skin tends to be in shades of blue and purple. All Drow have the pointy ears typical to elves. Most Drows' eyes are an unnatural color, displaying the darkness within them.

## Culture

The Drow live off of meat alone and seem to have a harsh way of raising their offspring. They are extremely fertile, often having many children in their lifetime. In general, the Drow are considered enemies to all other elves. The history of the Drow has always been marked by intimidation and attempts to take over the wealth and territory of other elves. Of course, this is not always the case. Although, or perhaps because, they tend to tyranny and what is considered evil by nature, they are often harmed and hunted by their cousins as well. This is especially true with the current state in the Land of Orbis. At one point in time, the Drow lived in harmony with the Light elves.

## Abilities

The Drow are amazing rogues. They seem to be one of the quickest types of elf around. They also make great dark mages, being able to innately draw upon dark forces.

## Other

They have many groups all over Lionsdale, and most of this race seems to be serving the dark army. A good handful of them can be found in the land of Orbis as well.
Nexus

## Background

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In the midst of Gharnef's fallow is where the majority of the bulk of the Dark Republic's forces exist. The Nexus, is otherwise known as the Capital City Vashradan (by it's own members).Its structure is advanced in that the buildings and structures underground are forged from metal. The Dwarves, being the primary subterranean race and having extensive metalworking abilities, forged the entire city out of metal rather than stone and wood. The temperature is fairly warm, which keeps the undead at bay as their bodies rapidly decompose in the heat. The Nexus has a myriad of secret tunnels and channels that lead underground around the land for secret travel which is why the Dark Republic's forces are able to move quickly and sometimes discretely across the land. Word is that a new tunnel is being built.

Not to be confused with the Lionsdale Capital City.
Aur'un Mountain Range

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 Government

Historically, Aur'un Mountain had been inhabited by small clans of different hunting races. These clans have always focused upon their older traditions and rituals, speaking to spirits and remaining one with nature. However, the aged mountain stores vast wealth which myths say are protected by drakes and possible dragons. Due to its legends, the Dark Republic has since sent various spies and troops to attempt at claiming the mountain. Travelers stray away from Aur'un Mountain Range and some of the clans have even left due to the numerous attacks.

## Legends of Fortune Version 3 & 4: Regrowth

It is rumored that this cave holds one of the legendary crystals, the Aisu Quartz.
Blanche

Home Ground
 General Alignment

## Physical Characteristics

Due to their Aliac blessing, some members of the family have an unnatural hair color of purple. Their hair is always a dark purple or black unless mixed with another race. This means their hair his a dominant trait with any other human. They tend to be on the taller side and are naturally slender or muscular. They have sharp features, especially their eyes.

## Culture

The Blanche family are people of nobility who originated and still reside in Vanderhill. They hold many political positions and guide the "royalty" of city-state. You can also find quite a few of them within Holy Crown. The Blanche are known for their cold eyes and stand-off demeanor. They have strict training in etiquette, cavalry, and academics. Culturally, they are known to be Lawful Good. Children of the Blanche are taught to uphold the law of Vanderhill over self-interest. The Blanche have stood next to the Vanderhill royalty sense the beginning, and often avoid empire affairs unless ordered to do so. With the new threat on the line, they will have to learn how to venture out of their comfort-zone and work with Lionsdale's army. This is an army that is filled with people that are often persecuted inside the walls of Vanderhill. The Blanche are taught extensive knowledge of the world, creating a very intelligent group of people. They have extensive knowledge in geography, bestiary, and the races of Lionsdale. The Blanche make well rounded fighters and tend to have balanced stats. This family is blessed by the Holy god, Aliac. Through extensive worship and living in the light of Aliac, they were able to withhold their standing with their god from generation to generation. This means that the Blanche obtained a gift from Aliac that protects them from some forces of the world.

## Abilities

The Blanche ability gives these humans an increase of 3O% chance of surviving any fatal blow. When the Blanche ability is activated, a light glow of yellow light wraps around their body and protects them from all forces. Of course this ability doesn't work in every situation, they are still venerable like any other human. 7O% of the time, the ability is dormant and does not protect them from fatal blows. This ability also allows them a constant activated resistance to the effectiveness of dark magic / dark divine essence by 5O%.

## Other

The Blanche family has not ventured out of Vanderhill much. The likelihood of them mixing with other races is little to none.
Cerise Vein

Allegiance
 Headquarters
 Primary goal
 Motto

The symbol of Cerise Vein is a woman dancing with "death", surrounded by blood. This is an adapted image that was used by blood mages in ancient times.

## Domestic Functions

Along with providing a military force, the Cerise Vein is in charge of taxation, policing, and scouting.

## Demographics

There is a high amount of Vampires, Drow, Wraith, Irift, Skeletons and Dark Ones in this army. There is also a mix of other races of the north. in the north they enslave Snow Elves and Halflings, conscripting them as soldiers.

## Ranks

Valiene - Sanguis Leader, Warlord (General)

True Vein (Lieutenants)

Erste Blade (Captain)

Blood Walker (Food Soldier)

## Other Roles

Within the army, one may have a special duty. These special duties are divided by branches which are listed below. One's rank in the army also determines their rank in the respective branch.

#### **Children of the Red Moon**

An organization within the Cerise Vein. It is composed of children of dark elven with various ranks within Cerise Vein. Their main duties consist of protecting the warlord of Cerise Vein. They also are being trained into becoming blood mages.

They also have the duty to collect blood for the Warlord.

* Suggested Face Claims

##### ***Abilities of the Red Moon***

Some young Drow have a special mutation that enables them to constantly produce blood. They also have the ability to summon a large goblet. This spell was developed by the Cerise Vein warlord. The Drow must bite their thumb and press it on a surface, conjuring this six foot tall cup. This ancient object absorbs blood in the atmosphere around it before disappearing and returning to the Cerise Vein headquarters.

#### **Hato Branch**

The Scouts of the army. They can be spies as well but this is not required. Their duties consist of traveling to potential territories and scouting it, making tactical plans to capture the location. They also prepare runes and the environment for large spells that will be casted by the Arcanus Corpus.

#### **Nodo Branch**

Act as the Tax collectors. The members of the Nodo branch have the responsibility of collecting taxes from all of the Republic's territories. This includes carque and items such as weaponry and gems.

#### **Maindo Branch**

Duty of protecting the Warlord and the children of the moon. Act as bodyguards of sorts.

#### **Kuraun Branch**

They patrol the Republic and making sure to keep race leaders, kingdoms and captured territories under the Republics control.
Dwarves

Home Ground

## History

They appear to have migrated into Visgird at an unknown time in the distant past. It is believed they crossed a strait that once existed far north.

## Geography

Dwarves are a subterranean race that creates elaborate cities below earth's surface. They access their homes through canal networks and cavern systems. While cosmopolitan and adaptable, the largest of their settlements is found in Hgroddarath.

## Demographics

For birthrates, males outnumber females at a ratio of 2:1, however, females typically outlive males.

## Physical Description

All dwarves are short (average of 4'6" for males and 4'4" for females) and stout. They have broad noses, ruddy faces and typically pale skin from living below ground. Hair colors range from black to blonde, with red particularly common. Eye color may be blue, brown, green, or natural variants of those. Males are known for sporting long facial hair. Female dwarves do not grow facial hair.

## Natural Abilities

Dwarves possess a natural resistance to extremes in temperature. Physically, they are strong, durable and have tougher skin than humans. Compared to other races, natural magic within dwarves is limited, but they are capable of learning magic. Typically, they demonstrate an inclination toward red mana. Dwarves are among the best blacksmiths in Visgird. Their metalworking is unmatched.

## Culture

### Language

Spoken: Khuzdul

Written: Dwarvish Rune

### Politics

Dwarven societies are patriarchal and monarchic. A king is appointed by a tribunal of elders and it is with these elders that he consults on matters of governance.
Talivaro

Compass direction
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 Government

The city of Talivaro is an ocean-side village that serves as a port for exporting goods and travelers incoming to the continent. Its economy is well faring and the city enjoys a rather large boon of protection from Lionsdale as an important economic hub. It is most well known for its sprawling market culture in which miles of vendors set up along the cascading cliffs. Just about anything can be bought here.
Halflings

Home Ground
 General Alignment

## Physical Characteristics

Halflings grow to only 4 feet tall. Some men develop hair on the tops of their feet, and large feet are often a common characteristic. Some halflings have pointed ears, and large eyes are common among this race. Their hair comes in all natural tones, blonde, Red, Brown and Black etc.

## Culture

The Halflings are meat eaters, it makes up majority of their diets. They seem to live in mountainous regions, especially in the north. They are divided by clans, and some clans are nomadic. Young Halflings are encouraged to travel the world in their adolescence years as a right of passage. Rokar seems to have the most Halflings, and they have lived among the humans in harmony for some time now. Most of the halfling practice the Norsinic type of religion. The head of each Halfling family are given a polar bear. This polar bear is used for the protection of the family, as well as used for hunting purposes.

## Abilities

The Halflings seem to practice magic that deals with the earth. They make great healers and many halflings become Druids. It is rare that a Halfling is able to harness another kind of magic, and they are usually sent to join the Circle of Druids if a child seems to have a great affinity to magic. Halflings have the ability to speak to animals, and are extremely in tune with nature. Their reflexes are better than the average human, and they are nimble creatures that posses versatility in their weapon use.

## Other

The Halflings are usually looked over by most races. Too small to be a threat, and too humble to cause any major problems is how others see it. Even the Underworlders tend to look over them. How could such small beings be such a threat? The Halflings themselves do not resent the other races for this, often times they use it too their advantages. Hobbits can gain access to places you wouldn't believe simply by the fact that no one feels threatened by them. Humble indeed, but not a threat? Many should think twice before they assume such things of a Halfling.
Pantheon of Wisdom

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliation(s)

The Pantheon of Wisdom is only sparsely worshipped, and mostly known and revered by people with much knowledge around them, such as librarians and scribes. It is also quite popular among older elves.

## Divine Identity/Embodiment

Knowledge, Learning and Wisdom. While the Pantheon of Wisdom incorporates several smaller gods with more specialized identities, they wisely figured that since each minor deity of knowledge only had a small amount of followers, all had something to gain by uniting into the Pantheon. Together, they form a spectrum of knowledge deities for almost every purpose imaginable.

## Description

The Pantheon of Wisdom together show as a group of often wizened, elderly gods. However, each god is capable of showing themselves separately to their specific followers. Collectively, they are symbolized by the image of an open book or the Old Elven rune φ. Among the Pantheon's more notable members are Sága (second left), Xeinv (second right), Maarei (left) and Aïdevra (right).
The Underlands

Compass direction
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 Government

Despite the reach of the Legion of Krii not spreading this far, it might as well, as the underlands are a lawless and wild crop of land, laid claim to by savages and barbarians. Raiding tribes of different races often fight their own war for land and ordinance here thanks to the lack of presence of Lionsdale's military due to the war. There are sometimes peaceful villages in the mix here, but even they have to take a violent stance on outsiders due to the perpetual turbulence of the land. Many of the races that dwell here have taken to a carnivorous diet due to the odd lack of edible flora here. If at all possible, the only safe way to pass this land up to the north is to either take the Gorge on the west, the mountains on the east, or try to cross the highway if you're not enslaved by the Legion first. But then again, why would you want to head North anyways?
Vampires

Home Ground
 General Alignment

## History

Vampirism is an infectious bloodborne disease for which there is no known cure. The first recorded patient was a farmer.

## Physical Characteristics

Noticeably pasty/pale skin and two sharp canine teeth ("fangs" ). When it comes to distinguishing features, besides the two already mentioned, there aren't any, as vampires function like many other races when it comes to reproduction. The child's looks generally depend on the parents'. One thing worth noting, however, would be that male vampires generally don't bulk up, as their strength comes from their being, many of them don't see a reason to strain their body any more than is necessary.

## Natural Abilities

Vampirism is seen by many as a disease. It infects the body, enabling it to greatly surpass the limits originally set to them by the brain. Everything from speed and reflexes, to thought and intuition, is increased in vampires, making them formidable foes. Some older vampires can somewhat hide their "fangs", even when smiling, through practice. While they are weak to the sun, and most magical incarnations of it (fire, etc) it's not as fantasy tales might lead you to believe. They are not a fan of it, and extended periods of exposure will weaken them considerably. Normal methods of killing them will work, though they are far more sturdy than the average human.

### Weaknesses

Sunlight and Mythril are their greatest. Decapitation or starvation is lethal as well.

## Culture

The most known part of vampire culture is their "feeding". It is true that they do drink the blood of other species, it often varies for each person. Some give in to the temptation and do it willingly and often, preferring the "right here and right now" of life, risking being found and killed, while others do it begrudgingly and all the while cursing their fate, leading them to lead longer lives and take fewer risks. Often very narcissistic and vain, many vampires view themselves as far more beautiful and better than others (sometimes even Elves), and are prone to making mistakes from it, but can commonly be found living wealthy and in extravagant homes. Due to their sustenance, they tend to live alone, or in very small groups, preferring to hunt on their own as opposed to sharing what they find. They'll often claim a portion of the land they live on as their "grounds", marking that they are the ones who feed there, and any others will be considered trespassers and killed. The worship of deities is like an unwritten forbidden rule in vampire culture, as it's commonly understood that no god would make such a horrid species. Their hatred goes so far as to openly scorn those who do believe in gods.

## Other

One interesting thing to note is that people who were "turned" will not visibly age, while children born from vampiric families will.
Krytan Gorges

Compass direction
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 Government

This free land is home to the largest cluster of sequestered orcs known so far. The rocky terrains of this land as well as deep gorges allow for adequate and untainted water to flow through, making it an excellent settlement for villages in which the Orcs have set up. Outsiders aren't taken kindly to, though the orcs here are unaligned in the conflict. The cliffs and cavernous faces of this land have VERY rich ore and metals, exotic and firm, which leads foolhardy merchants and metalworkers to venture here. Still, successful trips to and from the gorges often nets the traveler extremely strong and rare metals for armor and weapons as well as jewelry.
Bahumat

Realm
 Religious Affiliation

## Religious Affiliation(s)

While Bahumat is no longer widely worshipped among the members of Lionsdale, he is still much a part of their culture and heritage. While Tiamat is the embodiment of Chaos, Bahumat is the patron of Order and Justice. Oftentimes knights and soldiers bear the emblem of a platinum dragon in silent homage to this god.

## Divine Identity/Embodiment

Order and Justice. Bahumat is said to be the brother and counter to Tiamat, god of Chaos. Their eternal struggle with one another being what shaped the begining of civilization. Bahumat is seen as the light of all civilization, and a symbol of order and law. Although he is the symbol of Justice what that means has been blurred over the ages. Whether or not he condones the old saying 'an eye for an eye' is not truly known. He simply is the one who gave birth to rules and the need to follow them.

## Description

Because Bahumat is the brother to Tiamat he is also often shown as a dragon. His body being the brightest platinum and the most majestic being to behold. While in human form he is sometimes shown as a senile old wizard, who is said to tell travelers stories if they will listen.
Duke Ferridian's Keep

Compass direction
 Population
 Diversity
 Languages
 Government

A fortress formerly owned by Duke Ferridian, a fixture in Lionsdale's past and powerful ally to the royal family during its conception. The fortress was an important strategic location in fending off advances of the Dark Lord during the beginnings of the cursed wars. Now the fortress, entrusted to the royal family after Duke Ferridian's passing, serves as a training location for some of the most elite soldiers as well as a buffer zone for overseas assaults.
Rawl'Kha

Compass direction
 Population
 Diversity
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 Government

## History

Rawl'Kha having always been a poor town has had little influence on history as it's residents are usually too busy with staying alive or getting out of the town itself.

### Culture

Rawl'Kha is filled with those too poor to afford a way out and those who feel that the only way they can survive is to steal whatever they can from those struggling around them. There is very little cheer here and aside from kids playing whatever they can think up it is filled with hard working people and thieves.

* Politics: Rawl'Kha follows Gladiator City's Government and laws. They have very little influence on political leanings there and absolutely none outside of Gladiator City.
* Economy: Low economic status, high poverty
* Arts & Science: Very little sway in the arts and science. Town is almost entirely devoted to farming and hunting.
* Religion: Low religious diversity, some small shrines to Yggdrasil.

### Demographics

Rawl'Kha is populated chiefly by catkin. In regards to fecundity, female births outnumber male births but males are more represented among geriatric populations.

## Terrain

Besides the dirt pathways and crammed houses most of the area around Rawl'Kha is farmland. Some small amount of Grassland on the outskirts and near wells. (Small blurb about the terrain/geology of this place goes here.)

### *Wildlife*

Low diversity of creatures. Mostly farm animals and urban creatures. A decent rat population as well as other vermin. Almost any land without a shack on it has been converted to farmland with varying amounts of success. Only grassy area is on the outskirts and by the wells throughout the town.

## Notable Citizens

Qa'Rajia, a professional assassin of fairly high skill calls this place his home though he rarely stays there long.

## Other Info

Almost lawless and a good place to go if you want to have your coin purse stolen. Located just north of Gladiator City. Rawl'Kha follows the rules of Gladiator city due to close proximity.
The Capital

Compass direction
 Population
 Diversity
 Languages

The capital is made up of various races, ages, genders, cultures etc. It is one of the most diverse hubs in the empire.

## Magic

The use of certain magics are prohibited within the capital city.

## Notable Places

### Capital Temple

The old and new gods are worshipped at this temple. Devoted worshippers climb the 1000+ steps to reach the top of the mountain just to enter the marble temple filled with holy statues and artifacts.

### Capital Palace

It is also known as the Royal Castle, depends on who you ask.

LIONDALE CAPITAL MAP
Max

### Appearance

Slender, fair skin, orange hair, black square glasses, brown hat, dark yellow suit with white shirt underneath, red bowtie, brown pants, black shoes

### Friends

Laszlo, Marvin, Eddy Largo, Fast-Talking Jack, Stripes, Elizabeth the Emotional Pig, Diamonds, Film Crew, Lyman Slime, The Slime Clowns

### Dislikes

People turning down his cereal commercials

**Max** is a just as talkative as Fast-Talking Jack and says Marvin's name wrong every time.

In future productions, he finally gets Marvin's name right.
Residence

**Tier 3**: 3 , 1  2

*Game: Anno 2205*

*See also Population*

The Residence is the first available Residential Building available to the player, and it can only be constructed in the temperate region and is the foundation for a city. There is a larger version, the Residential Complex, unlocked at 50 Workers.

The tax income for a Residential Complex is slightly higher than a Residence. The tier 1 residential complex generates a maximum 59 credits, whereas 4 residence taking up the same space only generate 56 credits.

## Population Tiers

The residence will start out as a building for workers, it can be upgraded to house Operators, Executives and Investors.

### **Workers**

Max Inhabitants: 5

Max workforce provided: 5

Max revenue: 14 credits/min

### **Operators**

Max Inhabitants: 25

Max workforce provided: 17

Max revenue: 44 credits/min

### **Executives**

Max Inhabitants: 125

Max workforce provided: 43

Max revenue: 223 credits/min

### **Investors**

Max Inhabitants: 625

Max workforce provided: 109

Max revenue: 933 credits/min
Dragoon Fortress

Compass direction
 Population
 Diversity
 Languages
 Government

The Fortress sits on the waterfall overlooking the Capital, the dragoons inside ever watchful of the skies above their kingdom. It is tradition for the Royal family heirs to train here because of the grueling training meant for the dragoons.
LANGUAGES

This page will describe the various languages of Visgird as accurately as possible and serve as a guide for which language you can expect to find where on the continent.

## Liis'rah

A protolanguage of an ancient clan that once inhabited the region, Liis'rah fell out of use sometime before the founding of the Lionsdale Empire. Beyond academic study, by way of scribes, it is extinct.

## Elder Huthrik

An almost forgotten language from the icey shores of the Haelvrigen Isles. It is the native dialect of the Ulfhedinn but it has fallen out of use. Outside of the northern Hulfirdum territories it is rare to find someone who knows this language. The real-world equivelent of it would be Icelandic. In its written form Elder Huthrik uses a runic alphabet similar to Elder Futhark.

## Khuzdul

A language spoken only by dwarves. It sounds phonetically similar to German.

## Orcanian

A language created by the Orcs. It is also spoken among the giants, trolls, ogres and creatures alike.

## Pretium

This is the most common language in Lionsdale. It seems to have formed around 3,000BCW. The language sounds similar to our real-world language: Japanese. Over the past 500 BCW, it has become the land's most spoken language.

## Zlevhenan

One of the oldest languages in existence, it is an Elvish language that originates from the Land of Orbis. There are many dialects of this language. Other than elves, it seems known only by scholars of great age.

### Saeru'il

A dialect of Zlevhenan formulated by High-Elves.

## Fey

The language of Faefolk.There are many dialects of this tongue, and they are wholly dependent on the type of fae or geographical locations. It is a strange language that sounds different to those that do not know the tongue. Some claim to hear a chiming of bells, others, a babbling brook, but many hear intricate, garbled gibberish spoken so fast, one could not decipher syllables or sentence structure (this also changes with the faerie's size, it is easier to somewhat hear syllables and whatnot if the fae is humanoid size versus pixie size).

There is magic within the language, and should one be blessed to learn it, will realize they are unable to lie or openly deceive in the language, giving some proof that fae themselves are unable to be obviously dishonest. It is worth mentioning that, despite this odd language, many fae understand and speak the native, non-fae languages of the land, but only regionally (so for example, fae living in or near Orbis would speak or understand Zlevhenan).

## Languages by Region

### The North

* Pretium
* Mastralic
* Orcanian
* Elder Huthrik
Nymphs

Home Ground
 General Alignment

## Physical Characteristics

Features of nymphs are very unique based upon their associated location/ landform and sub-category. There is a variety of sub-categories for nymphs: fresh-water nymphs, tree nymphs, meadow nymphs, sky nymphs, sea nymphs etc. They have a higher female birth rate and will have an increased chance of having male offspring if mated with another specie. They have slim figures and are generally not overly strong in physical strength compared to their magic.

## Culture

Nymphs are generally depicted as divine spirtes who animate nature, and are depicted throughout Lionsdale legends and books as beautiful, young nubile maidens who love to dance and sing. They are beloved by many and sacred to some. Nymphs can dwell in mountainous regions and multiple land-forms ranging from forests, to lakes and streams etc. Nymphs tend to frequent areas distant from large societies and cities but could be encountered by lone travelers outside the village, where their music might be heard, and the traveler could spy on their dancing or bathing in a stream or pool, either during the noon heat or in the middle of the night. They might even appear in a whirlwind if they have an affinity to wind and sky. Nymphs are more trusting towards woodland elves who help them protect natural landmarks. They have ability called 'fading' - to which they can fade into nature either to completely camouflage, hidden from all senses, or move from one part of the element to the other (for instance, fading into one end of the lake and reappearing on the other end of the lake etc). Nymphs are very fond of one another and respect each other as they consider themselves a minor deity. They dwell together in large numbers and are rarely found alone. They are divided into different clans depending on region and communicate through nature or ancient tongue. With the tide of the changing season they come out to perform quarterly 'nature dances' together.

## Abilities

They have an innate ability to enhance health and growth of plants, flowers and trees. They are skilled healers mainly towards wild or domesticated animals. Encounters with nymphs can be dangerous, as their singing can be manipulated to besot infatuation or madness to the unfortunate being that crosses them.

## Weaknesses

Nymphs are typically beholden to a specific area of interest; a place where they were 'born' of nature's magic. As such, they do not travel far from their home ranges, less they risk illness or death. Physically, nymphs are frail and underrepresented among physical fighters.

## Other

Empress Eira Txarel is the second known nymph in Lionsdale history to be actively part of society or government.
CALENDAR & ASTROLOGY

## Calendar

**Note:** 24 Days in each month. Each month in order:

AUGSTUS, TSUKI, SEPTEM, TRIBUS, TOTIN, SENARI, NOVET, FACTUM, INITIUM, LITAR, YULIF, FIBAN, MEDINI, ZARTD, QOI

## Seasons

\*Unless otherwise specified, this is the season of the place corresponding to their compass directional location.

**North -**
*Summer*: SEPTEM
*Autumn*: TRIBUS, TOTIN
*Winter*: SENARI, NOVET, FACTUM, INITIUM, LITAR, YULIF, FIBAN, MEDINI, ZARTD, QOI
*Spring*: AUGSTUS, TSUKI

**South**
*Summer*: ZARTD, QOI, AUGSTUS, TSUKI, SEPTEM, TRIBUS, TOTIN, SENARI, NOVET, FACTUM, *Autumn*&*Winter (Rain Season)*: INITIUM, LITAR *Spring*: , ZARTD, QOI, YULIF, FIBAN, MEDINI,

**West** - *Summer:*QOI, AUGSTUS, TSUKI, *Autumn:*SEPTEM, TRIBUS,TOTIN, SENARI, NOVET,  *Winter*: FACTUM, INITIUM, LITAR, YULIF, *Spring*: FIBAN, MEDINI, ZARTD

**East -** *Summer:*QOI, AUGSTUS, TSUKI, SEPTEM, TRIBUS, *Autumn: '*TOTIN, SENARI**,**NOVET**,***Winter***: FACTUM, INITIUM, LITAR,**YULIF**,***Spring***: FIBAN, MEDINI, ZARTD**

**Central -** *Summer*: SEPTEM *Autumn*: TRIBUS, TOTIN *Rain Season*: SENARI, NOVET, FACTUM, INITIUM, LITAR, YULIF, FIBAN, MEDINI, ZARTD, QOI *Spring*: AUGSTUS, TSUKI

## Astrology

Zodiacs signs have also been associated with destiny rather than personality attributes. It is said that the most powerful and influential beings of the land were born into the astrological sign associated with their abilities and destiny. Races with a natural affinity for a certain kind of magic often praise those born into the corresponding magic type. These astrological signs are widely accepted but are still debatable and rejected by some scholars. They have an ancient history and was passed down from the first people of Visgird.

### **RED** Born during the opening of the Chaotic Realm

Chaotic - A life of chaotic power (AUGSTUS)

Chaotania - A life of chaotic self-fulfillment (TSUKI)

Chatoz - A life of chaotic revenge and/or justice (SEPTEM)

### **GREEN** Born into the closing of all of the other Realms

Mortanic - A life of steadfast growth (TRIBUS)

Mortalia - A life of steadfast fortune (TOTIN)

Mortaz - A life of steadfast legacy (SENARI)

### **BLACK** Born during the shift of the Nixilus Realm

Nixilic - A troubled life of revenge and/or justice (NOVET)

Nixilia - A troubled life of fortune (FACTUM)

Nixilaz - A troubled life of legacy (INITIUM)

### **WHITE** Born during the rotation of Oranos Realm

Oranoric - An eventful life of power (LITAR)

Oranonia - An eventful life of fortune (YULIF)

Oranoz - An eventful life of knowledge (FIBAN)

### **BLUE** Born during the eclipse of the of Pythagoras Realm

Pythagoric - A life of importance and legacy (MEDINI)

Pythagorania - A life of importance and wisdom (ZARTD)

Pythagorz - A life of importance and fortune (QOI)
Tiamat

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliation(s)

There are no 'official' religious followings for Tiamat. Her worship is often considered taboo by even members of The Dark Republic. Her name alone entails disaster to most of the worlds beliefs. On rare occasion you might come across Dragon Cultists though. These cultists believe her to be the harbinger of the apocalypse, and that her coming shall usher in the rebirth of the world.

## Divine Identity/Embodiment

Chaos and Destruction. Tiamat is the astral embodiment of a past celestial beings Id and wants nothing more then to turn the mortal realm into a burning wasteland ruled by mortals instinct and desires. She is the patron of ambition, power, tyranny, and greed.

## Description

Although a Celestial beings true image is nearly impossible to describe, most describe her as a powerful sorceress when in a human form. Others have said that she can take on the form of an enormous five headed dragon. Each head being the color of one of the chromatic species of dragon kind.
League of Rot

Years active
 Allegiance
 Headquarters
 Primary goal
 Motto

The League of Rot is symbolized by a horde of undead. It promotes fear, despair, and hopelessness.

## Domestic Functions

The League of Rot is responsible for waste management, medical services, and agriculture.

## Demographics

Most soldiers are undead. While the living (of any race) are accepted, they are poorly represented among the rank & file.

## Ranks

**Rotking**, Warlord (General)

* The leader of the militia. This role currently belongs to Geralt Brisbane, the founder of the army.

**Animators** (Lieutenants)

* Living or undead necromancers who have pledged allegiance to Geralt.

**Field Drivers** (Captains)

* Undead who possess small degrees of autonomy. They retain some of the skills they had in life (magic, weaponry, carpentry, etc.).

**The Unliving** (Foot soldiers)

* Mindless fodder, they make the largest number of soldiers in the League of Rot as well as the entire army of the Dark Republic. The Unliving bend to the will of Geralt and Animators. What they lack in intelligence and strength, they make up for in tenacity and sheer volume.

## Other Roles

Within the army, you may have a special duty. These special duties are divided by branches which are listed below. Your rank in the army also determines your rank in the respective branch.

#### **Unliving Commandos**

A specialized group of soldiers tasked with infiltration, sabotage, and protection.

#### **Glean Crawlers**

   Skittering monstrosities that serve as sanitation workers, they prowl the Republic to keep it free of debris. They manage sewage and refuse as well.

#### **Field Harvesters/Body Snatchers**

Soldiers tasked with collecting bodies after battles or killing and abducting those of personal interest to Geralt.

#### **Rot Shepherds**

Healers of the dead, they are necromancers who reanimate or amalgamate corpses. Typically, they do this beyond the scope of battle.

#### **Crypt Creepers**

Soldiers tasked with stealing bodies from crypts. They are sent into territories beyond the Dark Republic's purview to collect the deceased and bring them back for conscription.
Crimson Shipblade

Allegiance
 Headquarters
 Motto

## ***LF: Civil War***

The organization is completely dismantled due to lack of resources and the fall of the Katari family.

## Leadership

* *GRAND ROSE MARSHAL*: the head of Crimson Shipblade.
* *GRAND ROSE REAR MARSHAL*: second in charge of Crimson Shipblade.
* *MARSHAL ADVISORS*: advisors and assistants of marshals.
* *BLOOD PLATTED COMMANDER*: in charge of war tactics.
* *BLOOD PLATTED LIEUTENANT*: second in charge of war tactics.
* *RED RECRUITERS*: in charge of recruiting people into the guild.
* *SCARLET COUNCIL MEMBERS*: no special duties, but help lead.

## Demographics

The leaders of the fraction are the Katari family. The leaders are chosen through a voting process within the Katari family. Anyone from any race can join the Shipblade forces at any time though. It is a simple process and those who work for the shipblade are often rewarded. Those who prove loyalty receives large amount of wealth, and prestige.

## Beliefs

The Katari are the proper rulers of the land, and shall take over "Lionsdale" then the world.

## Other

The Crimson Shipblade is a relatively new force that has just surfaced. The Katari are now a threat to Lionsdale. They don't exactly side with orcs or the demons, but they will use them for their forces. They are ultimately against the Dark Republic, but are willing to work along side them until they get to their goals.