recursal/Fanatic-Fandom huggingface dataset:
Night Reapers

Night Reapers are part of the Grim Reapers Assassins' Guild though they are not ranked assassins. They are a different race of creature and they are the bodyguards of Zarin the death lich.

They have very narrow heads and bodies and their arms end in blade like appendages. Their bodies are covered with a dark black/blue hide that is oddly ridged in places such as the joints. Their heads form into points both at the top and bottom and are completely hairless. Their mouths and eyes are elongated slits going up and down rather than out to the side. They appear to be ear less and yet their senses seemed well attuned. Their legs are oddly articulated with their knees apparently bending in all the wrong ways.

They are absolutely deadly and ruthless and speak with no one other than the death lich if indeed they speak with him.
Kolaran Mountains

A Mountain range in the Aurian Empire.

These mountains run north south along the eastern edge of the Kolaran Trading Area. The mountains are not particularly impressive compared the Barkarin Mountains in the north but they provide an excellent shelter for the Protectorates.

The many passes through the mountains house Blue Protectoran toll gates in order to levey the land tax on Aurian traders coming from the port towns.

The most significant mountain in the range is Darkspeak rumoured to be the home of a fearsome dragon and treasure so great that group after group of adventurers has gone seeking it. None who ever found the lair returned, suggesting that their not inconsiderable loot has been added to an already impressive horde.
Robe

Robe is the seneschal of Death. He appears to be an empty robe, though some claim they have seen his deathly skeletal like hands emerge at times. His powers appear to be virtually limitless within the realm of Death in the Abyss, which is where he resides.

He can certainly kill with a ‘look’ from his hood or a touch of his sleeve and has some sort of ability to inflict debilitating pain. His exact levels of power are unknown in their entirety, but Lich Lords grovel in his presence and some of the legends told of him in planar circles give us hints. For example during the Third Conflict of Strife it is told that he slew two Princes of the Night and an Arch Angel in the same battle. Such tales spoken of by such powerful beings suggest that Robe himself is as far above these beings as they are above regular demons and archons.

Assumed PR= 8
Lords of the Dawn

The Lord's of Dawn are a group of people who had a specific destiny. That prophesied destiny was a duality. They could either become the Lord of Dawn, heroes of greatness and protectors of Tal or they could become the Warlords of Nightfall. If they became the second they would be evil villains bringing about pain and a reign of horror and darkness wherever they went.
Oakhome

Oakhome is the human capital of the Oakland forest. It is also the location of the Green Protectoran central academy and High Command. It was founded on the site of Ridian'wel or the Home Glade after the place was taken by the Aurian Empire in the Oakland Fortification.

It is built almost completely of wood. At its very centre stands a mighty Oak called the Feller's Oak. This is the centre of government for Oakhome and is the home of its current leader. This individual is called either the Lord High Forester or the Lord Ranger depending on if he himself is a logger/timber or hunting/trapping man.

Oakhome as a whole is divided into those interested in growing, studying, felling and carving trees and those who are interested in breeding, slaughtering, trapping or training animals. Though the two sides do not fight there is a constant feud between them and the leader of the city is NEVER allowed to be neutral in this.

Oakhome and its trading area are constantly plagued by ongoing guerrilla warfare with the elves. Many elves refused to leave Quintox after the Aurian Empire officially laid claim to it and defeated the main elven force in the Battles of Weeping Leaves. Centered at a hidden base called Quinkorin they have never been decisively stopped. The Green Protectoran see active duty in this ongoing war daily, with no sign of imminent reprieve. This makes the inhabitants of Oakhome more xenophobic than your average Aurian. Armed elves are prohibited from entering the city, and any elf must be escorted by guards at all times - as much for his own protection as to keep him from straying.

**Key People**

Lord High Forester Garath Thorpe

High Ranger Wystran Hollowtone
Red Dragons

Red dragons are the most aggressive and powerful of the dragon types. When in combat they completely lose themselves to the savagery of a predator which can allow them to shrug off mortal wounds until after the fighting or give them the strength to rip through almost impervious hides. They are the greatest hoarders and the most arrogant of the dragon types which leads them into the most open conflict with the mortal races.
Kasuami

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The Master Monk was the son of and apprenticed to Kagami. When Kagami was killed by a group of Gold Blade assassins Kagami should have been killed too as a witness. It was due to the intervention of Massus O'Hakkendak that this was prevented and the child spared. Later on after mastering his art he tracked down and killed each of his father's killers in an act of revenge. He learned this was a folly and when he confronted the last one, Massus himself, he told him he had outgrown revenge and was ready to swear himself to a new path.

Dedicating himself to Knowledge he made a vow to preserve the world and look outward from then on rather than inward as he had in the past. Kasuami roamed the land taking on apprentices wherever he could find those worthy and capable enough. One such became his most successful apprentice, Pamela Gletson.

Kasuami had a waking vision and a dream informing him that Pam was indeed special a Sirriis and the mother of the Avenger. This caused a rift between the two for several years.
Marix

The title of the leaders of the five military Protectorans.

They have unique titles based on the Protectoran that they lead. These are the highest ranks in the Aurian Military.

They are:

* The Commander in Chief for the Yellow Protectoran
* The First Lance for the Black Protectoran
* The Grand Admiral for the Blue Protectoran
* The High Ranger for the Green Protectoran
* The Marshal of the Empire for the Red Protectoran
Northport

Just north of the Aurian border on the west coast looking out onto the Blackened Sea is Northport. Run by halflings and humans this prosperous port town is one of the key gains Auria sees in invading Saracan. It is a huge bustling port city and benefits hugely from not paying the heavy import/export duties of the Imperial ports in the south. Northport is making money hand over fist and is almost on a par with Kolaran in its value. The Empire sees it as a natural progression to add Northport ready made to its already impressive list of large west-facing ports. This was the main incentive behind the Northport War and created the necessity for the Northport Agreement.

The large halfling population are the key secret to Northport's success. A naturally sea going folk, the halfings own and man most of Northport's merchant shipping line. Driven by good business sense, and aided by the freedom and protection Saracan affords them, the halflings are making a killing – at Auria's expense.

The Anchormaster of Northport is a halfling and is probably the most influential of his race on Karandia.

Northport is also the home of the Purple Runners, a small fleet of pirate hunters who double as Saracan's navy. Northport's colours are purple and when its forces march or sail under the Seven coloured banner that is the colour they wear.
Marin

Marin Streamsky is a Veiled Seer her guardian is Larn the Heron. She originally came from Tor Armakan, but has lived at the Veiled Court for many years.

She wears a white veil. She has come to Shepperton Vale and recruited Xara. This was an action heavily resented by Nym the wise woman of the village who had been training Xara herself. Nym also resented Marin’s interest in the boys Redd, Marty and Perrix and hoped to protect them all by pursuing Marin when she left with Xara.

She is very knowledgeable even about lost lore such as the lost city of Darien Kal.

Marin gave the boys a coin each which allows her to track them perfectly. Though some of them, Marty and Redd, have become aware of this and deliberately thrown away their coins. Redd has fled his home to save them any further trouble and Marty due to his curiosity and greed became separated from her in Darian Kal along with Varian the catlord.

Marin, Larn and Perrix were left behind. Location unknown.

She has significant powers including summoning fire and channeling power into her staff to make its light painful and powerful. Marin has been shown to have great power which she wield without incantation, using inner strength like Impulse or Ki rather than magic. She wields a staff with two clear crystals, one at each end. These glow with power when she chooses.
Ravenfast

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Ravenfast is a wizard, who lives in a tower in the town of Dana on the island of Dana. He is reputed to be the most powerful human wizard on the planet and possibly one of the most powerful arcane masters of any race. He wears an amulet and wields immense power. Though he seems old he has seemed so for many many years. This has led some to believe that he is not after all human others say that with his arcane power is it any surprise he has discovered how to extend his life.

Every few years Ravenfast takes on apprentices and when they leave each of these apprentices is given a small ebony pin of a raven. Some of these apprentices have gone on to do great things including becoming arch-magi of the Sapphire Wizards' Guild and serving as Royal Wizards in the Green Circle.

Ravenfast’s past and the secrets of who his master was and how he became so powerful are not known but there is much conjecture. Some claim he was tutored by Knowledge himself, others that he went to all the major centres of arcane learning including the elves and went through each one as an apprentice, finally there are some who claim that Ravenfast owes all his immense might to artifact of power rather than to any innate ability. On one thing they all agree... he is very powerful and the biggest single reason Danaspree continues to exist as an independent country at all.
Ridge Warriors

The 56th Legion of the Blue Protectoran are known as the Ridge Warriors. They are recruited entirely of mountain specialists with the vast majority being descended from the Danoran Mountain Clans.

## Origin

445-449PE: The names origin was based on one of the individual clans. The Ridge Warriors clan was an ally of the kingdom of Tatrak and fought with them against the Aurian Empire in the Third Commerce Wars. However during the Tatrak conquest the Aurians suffered various losses to Ridge Warrior strikes and in the end responded with a deliberate and calculated thrust right into the mountains. They found the Ridge Warriors main hold and raised it to the ground slaughtering all they found there. Many of the other southern clans were also heavily weakened as the Aurians could not tell them apart from the Ridge Warriors. Many Aurians called any clansmen 'Ridge Warriors'. The clan itself was destroyed as an entity.

674-675PE: The Danoran Mountain Campaign saw all of the Danoran Mountains brought under Aurian control and the power of the native clans broken. The final push of the war was to the Hold on High Ridge. Many of the 56th Legion, including several of their Captains, were originally Ridge Warriors. These were now clanless mountain clansmen from the previously destroyed clan of the same name. This legion were especially influential in winning the fights along High Ridge which was their ancestral home before they lost it in the distant past.

The final breaking of the Sunset Rising and the Shore Watchers Clans happened in a battle later called the 'Longest Day of Blood' on High Ridge. This day was incredibly extreme and led to the 56th breaking the Sunset Rising's elite line at sunset. They slew the clan's Grand and his son swore loyalty to the Empire. It essentially ended the war. The 56th became known as mountain fighting specialists and internally some nick named them the Ridge Warriors due to the influence of the clansmen among them.

687PE: The failed Saracan Invasion formalised the Aurian northern border. Several Clansmen were involved in the invasion (Fighting as Aurian auxiliaries) and suffered defeats along with the rest of the Blue Protectoran troopers they were fighting alongside. In some cases this led to division with some clansmen seeing the Empire as weak and striking. This resulted in some mutinies and several hundred clansmen under Agen 'The Brute' disappeared into Saracan after turning on their own side. However for others, such as the 56th legion, it bound them in blood. The young clansmen fighting in the legion finally able to bury the shame of being conquered in fighting together with their previous enemies. The 56th became something of a talisman and the Grand Admiral Masterton allows the clansmen to choose to group together there rather than splitting them as had been previously suggested.

The nickname 'Ridge Warriors' is officially attached to the Legion and their recruitment practices focus on recruitment from clansmen descended families fully embracing the quirk of the legion.
Keeper of Karritan

Keeper of Karritan is a title bestowed by the elves. All members of the Druidlore are considered Keepers of Karritan but so are some others The Guardian for example and during the conflict with Errantlund Shadar Dan'r was given this title before he was stripped of it when he became a Fallen Elf.

The title denotes the person has rank in every area in Karritan and has the right to call upon other elves to assist in combat, rescue or other emergency operations.

They also have the right to speak to the Druidlore and so can command audience where others can only supplicate.
Orcs

Orcs are large green, bestial bipeds who live in savage clans and tribes in unrully Wargak. You can also find orc tribes in much of Saracan and even Danaspree in the wilderness. However in the Alkan plains there is no where for them to hide and the Empire is one of the best policed countries in the world, so few orcs live in either country.

**Game Mechanics**

Use the orc from the monster manual typically orcs will be stronger and have more constitution than this though so use the progression options.

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Redwatch

Built during the War of Thorns, Redwatch was the key to the Toran answer to Aurian expansionism.

The border forts and later the inner forts, the recruitment system and even the governing of the Council of Swords was all to prevent Torash from becoming consumed by Auria as all the other city states had been. Redwatch was the final and most visible piece of that puzzle.

Built on a natural hill Redwatch rises impressively over the Toran plain. Its huge outer wall is possibly the longest wall not surrounding a city. It is high thick and riddled with archer slits and trap points. At the very top the wall is wide enough for three men to stand comfortably in a line a breast.

It has only one main gate. A large and impressive piece of architecture it is made of stone and uses dwarvern counter-balancing designs to open and close. Also apart from opening outwards it also bolts directly from within the gate into both the sides, as well as the top and bottom of the gate arch. Ringing the stone gate is an archway edged in dwarvern steel and protected by runes making it hard to weaken even with magic.

Within the main wall are five further security walls. These are all far more common place than the great wall. Each is strong, tall and well made and they get taller the further in you go allowing those on the final wall to fire arrows over those in the wall in front.

The outer walls encompass the trading areas of Redwatch and most of the barracks areas. the first inner walls include the majority of the store houses and stables and the like. Finally the last two walls encompass the vital commodities, the central armoury, the access to the ‘egress tunnels’, wells and the keep. The Keep is the home of the Council of Swords, so it is from here that they rule Torash and oversee its armies and its defences. It is a tall and remarkable inner castle to the rest of Redwatch and contains the final defences of the fortress. Importantly access to the underground stores and egress way are here but also the ’Dragon’s might’ is present. This object, or objects, is claimed to be able to bring Redwatch down with everyone left in it in a combination of dragon-like breath weapons and physical explosions. The idea being that to take Redwatch keep you would have to slowly and relentlessly occupy all the previous walls and sections of the city costing thousands of lives then as the final defenders escaped this would be activated and the entire fortress would be destroyed preventing the usurpers from using it and destroying however many (hundreds or thousands) of the attacking force as were in the fortress at the time. Needless to say Redwatch has not actually ever fallen to date.

During the War of Thorns Redwatch endured a six year siege and so many men died defending her she became renamed Bloodwatch by her defenders.

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Merrith

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A Shrouded living among the Quinkorin elves in Quintox. Merrith believes in the Shrouded prophecies and the Avenger prophecy. He is cold and dangerous and yet at the same time prone to mockery.

He is the leader of the Shrouded in his area and the true companion of Thallowroot.
Rising of the Danns

The Rising of the Danns was an event in the Wars of Broken Gold when the old nobility of the northern lands of the Empire especially around Rak Danning recalimed their old titles.

Under the leadership of the Venthron and Firehand families the Danns decalred themselves and instead of putting them down the Yellow Protectoran legions joined them. This eventually led to the success of the Broken Gold faction in the war. As the Venthron family ended up on the throne as a result the Danns were never made to give up their priviledges again.
Moon's Reach

One of the three key cities of Rimic, Moon’s Reach is the spiritual centre of the Aquatikol nation.

The southernmost city of Rimic here the third of Rimic’s three leaders lives. The Moon Seer the spiritual leader of the Aquati is first in Moon’s Reach. Within the city’s walls even the King must accede to his wishes. Sometimes called the Moon Catcher he is seen as both a source of wisdom and prophecy. Someone to be listened to for everyday advice and utterly respected in his pronouncements concerning the fate of his people and the future of Karandia. he is in many ways the very centre of the city and everything it stands for.

Moon’s Reach is a very religious city and though it is full of trade, being the one coastal town on Rimic open to other nations’ trading ships, it always seems to exude a strange quiet calm around itself.

It is also one of the few places from which Aqual-Solus may be entered..
Linden Grove

Located within a sacred grove of linden trees, the Everwell is the true centre of elvendom on Karandia. It is the spiritual centre of Karritan and it is here where the Great Druid lives and now sleeps. It is the ‘base camp’ of all elven druids. It is here that the Druidlore the ruling body of Karritan meets and holds its power. The power of nature around this great tree permeates everything in its grove including its perfectly still, perfect silver pool.

Many ents live here. More than anywhere else in Karandia and more of them are awake than anywhere else as well. This is because of the constant flow of natural power here and the constant tending of the druids.

Currently the leader of the Druidlore, the Great Druid sleeps like the ents he communes with. He is far older than any other living elf and indeed has surpassed some of the youngest ents in age. His resting place and the linden trees especially are considered sacred but the Everwell itself, first true pool of the world is considered more than sacred. It is in all but name treated by the elves as a demi-god, king and mother rolled into one. Look at it wrong and you will probably be already dead..
Liquara

The droplet shaped isle is near the centre of the southern Danaspree Cauldron. It is ruled by two noble families, the Seekans and the Tokay. In the southern, wider, section of the isle the two halves are split by the Wiker Range of mountains (or very tall hills depending on who you ask). Under the Wiker Range the River Skiven floats gently down to sea. Above the range there is no natural border line. So, the central trade holding of Tomal, the only town not outright controlled by either family, is considered the border. From Tomal the line runs north until just before the tip of the isle when it cuts west to the Seekan side. This leaves Jenata under Tokay control and is the result of a minor civil war between the families two decades past.

The north west is the location of the central Seekan estates and the south east the location of the Tokay family seat. All the towns, villages and states on the island are connected by a series of modern roads and both families maintain active and modern shipping fleets.

Both families are very prosperous and only are held back by the other, though both jealously guard secrets.

See:

* Seekan Family,
* Tokay Family.
Sand Wardens

The name of the Elygian military. Basically Sand Wardens are the city guard of Kaladire and Sariport and can be added to quickly from the masses at need. It is very irregular for them to be formed into actual military ranks, formations and armies however as Elygia as a country is such a loose concept.
Third Commerce Wars

The Third Commerce Wars were a series of battles and campaigns engaged in by the Aurian Empire's military to expand its borders especially on the western coast. They are called the Commerce Wars because they combined military pressure and economic pressure to bring more states under the influence, and eventually the control, of the expanding Aurian Empire.

**Background and Origin**

The Third Commerce Wars could only happen because of the First Commerce Wars and the Second Commerce Wars. These previous wars gave Auria an understanding of how effective it was to exert military pressure along with the benefits of Auria's massive trading empire.

It is sometimes called the Tatrak Conquest this is because the most important part of the wars was the Tatrak conquest. The acquiring of Tatrak was seen as crucial to the Emperor because of its influence over the coast. Kolaran, Cthol Tarak and Gan Tarak. These wars were still focused on growing Auria's trade and influence.

These wars solidify Tor Honarik's position as the leader of the Empire.

**Key Individuals**

* Thomas-Yulis
* Naval commander place holder

**Major Events**

The Wars are considered by historians to run from 443-448PE.

In 445PE: The Third Commerce Wars or the Tatrak Conquest. The Kingdom of Tatrak embarks in aggressive raiding against Kolaran and all seaborne trade in the Shining Sea. It is a direct effort to break the Traderoutes Alliance Auria had established and for Tatrak to regain its previous dominance.

Later in the year, the Empire however directly moves on this and in the name of supporting Kolaran wages war on the Kingdom of Tatrak(Eventually lasting three years).

446PE: Gan Tatrak officially withdraws its support from Tatrak in favour of the Empire. An influential naval commander from Gan Tatrak takes command of Imperial Ships and helps break the Tatrak fleet.

447PE: The Tatrak fleet is broken in a pre-dawn strike that became known as the Battle of Broken Boards.

448PE: Early in the year, Tatrak is put under siege.

448PE: After several months of siege, Tatrak is taken by storm and the Third Commerce Wars end.
Obscura

A wizard and counsellor to the Emperor Kolar in the Wars of Broken Gold. She was the leader of a mysterious group of acolytes including several priests of Death. She was very personally powerful and was influential in the Empire during her life.

## Appearance

The Dark Lady was considered a daerk haired beauty. Her skin was deeply tanned and her eyes were such a dark colour they looked black to many. SHe had pronounced lashes.

## Reputation

The lady was remarked as beautiful, powerful, clever and decidedly dangerous. She was adored by some for her effectiveness, aura of power and attractiveness. She was feared and even hated by those who felt she manipulated the crown as well as any who were loyal to the Church of Celer.
Knights of the Sky

Torash long ago conquered the kingdoms of Arcen, Djohlan, Corven and Telholm. It did this in a bid to be strong enough to rival the expansionist Aurian Empire. To an extent it succeeded and has remained an independent kingdom.

When Torash defeated and executed the king of Arcen many of his family were spared to encourage cooperation and surrender later. Indeed, this is considered to be one of the reasons the Djohlam monarchy seceded so quickly. Yet due to their removal of privilege and rank but continued survival a royalist underground has developed and continued a secret resistance to Toran occupation in the conquered kingdoms.

This underground is not precisely unified as in each kingdom it is focused on the royal family of that specific kingdom. Still these organisations have connected with other like-minded groups and become named the Knights of the Sky. The different Knights of the Sky factions display their colours differently, exposing that they are not as united as they should be. This probably explains why after over a millennium the knights have never thrown off Toran occupation.

There have been eras where the knights ceased to exist and have been refounded later. The royal lines are now all but completely lost. Almost no one, even members of the Knights, knows who actually has royal blood in them.

The Knights of the Sky are recognised by a sky-blue flag with a black hawk swooping down with a weapon in its claws. The Arcen version the hawk is carrying a lance, the Djohlam one a crossbow, the Corven one an axe and the Telholm one a scythe.
Oakland Trail

The Oakland Trail is an Imperial highway, certainly the longest single road in the Empire, travelling from the forest city of Oakland, through Tor Honarik and on to the port city of Yewdon.

The road is fully paved and equally usable in both winter and summer. Trees have been cut back from the edge of the road to offset ambushing brigands and they are kept back to three hundred strides by the Logging Guild. The road is well patrolled by the Green, Red and Black Protectorans.

Caravans and cargo travel freely on the Trail, taking lumber from the Oakland Forest to the shipbuilders of Yewdon, and fish and trade goods back to Ton Honarik.
Obliteraters

The Obliteraters are a group who worship and represent Death’s aspect as deity of destruction. They are sworn to destroy as much as possible and only hold back from this in order to allow plans to mature for greater destruction.

They are of every race and class. The group pursues this wholesale destruction of Tal in widely different ways.
Redd

One of three boys in Shepperton Vale in whom Marin the Veiled Seer has taken an interest. She has given all three of them a special coin that allows her to track them though they don’t know this.

Redd is a shepherd and is known as a likable, tall young man. Redd has picked up woodcraft very quickly and from Varian’s training he has shown himself a natural fighter.

Varian has trained him and the other two boys in the monk arts. Marty particularly liking the sword fighting rather than the unarmed.

After Varian revealed that the reason for the attacks on Shepperton Vale were targeting them, Redd decided to run away and therefore spare his home from attack.

Redd is now being counselled by Lord Ravin and has coupled with Selene.
He has an access key in the form of a statue of a small fat laughing man with a sword. With this he can channel a lot of impulse. He claims to be the Lightbringer.
Prism Archons

Prism Archons are a greater manifestation of light and the aspects of righteousness.

## Appearance

Prism Archons vary between colours. Though they can appear like the Spark Archons they are related to they often take on more physical forms clothed in crystalline prismatic raiment.

Though they can glow with a far greater intensity than sparks they are often easier to see as they use the colours within light more often than the pure white.

## Role

Prism archons defend the Plane of Light and breed Spark Archons. They seek to understand the truth of goodness by seeking out, inspecting, protecting, presenting and exemplifying the divine aspects of righteousness.

## Traits

Prism archons have all archon traits. They are resistant to harm and weapons need to be tainted with evil to truly harm them. They are resistant to magic and immune to the effects of mortality such as age, disease and natural poisons and venom.

Their apparel can work as armour protecting them from physical attack and giving them different defensive and offensive benefits depending on which colour is reflected in the prisms.

Their auras similarly reflect whatever colour/ divine trait they are currently employing. This is also true of their crystalline weapons.
Plane of Justice

The Plane of Justice was the name sometimes given to the part of the Celestial Haven presided over by Justice. It was the home of the Celestial Court, it was also the location of the Fortress of Law, the Halls of Order, the Well of Truth and the Wall of the Valiant.

## Appearance

In the spirital sense the Plane of Justice is a land of balance. It is defined by the understanding of the traveller. If the person is evil and knows it they will feel on oppressive weight in the plane unable to move through it without constant force and battle. If one is good then the plane feels fair and open and one can travel anywhere.

In the physical plane of Justice is covered with large cities, huge fortresses and vaults.

## Planar Locations

* Eternal Court
* Fortress of Law
* Halls of Order
* Wall of the Valiant
* Well of Truth

## Planar Inhabitants

The Avatar of Justice rules the Plane of Justice and its denizens.

### Archons of Justice

* Avenging Angels
* Excecutioners
* Justicars
* Patreons
* Sequators

### The Eternal Court

Members of the Eternal Court

* The Called Witnesses
* The Final Defence
* Final Jury
* The High Judge Justice himself being the Supreme Judge.
* Justicars
* Prosecution of Fact

### The Lawguard

Some of the Lawguard are Tal walkers but these are the most likely extra-planar visitors to the Plane of Justice.

* Adjudicators
* The Ordained Order
* The Order of Reason
* Templar Chapter after the Order of Loyalty these are led by the group nicknamed the Tin Trinity.
Nym

Nym is the wisdom of Shepperton Vale. Skilled in the uses of herbs, slaves, midwifery and predicting the weather she has been the most important woman of her village for the last two years. She is considered young to have the calling but is also considered strong willed and fit for leadership.

She has often been at odds with Marty as he typically got in trouble die to his pranks and lack of respect for authority. She chose Xara for her pupil and was extremely upset and annoyed when Xara went with Marin to become a Veiled Seer.

Nym trained under Al’Armian to break her block and was partially successful though she resents him for this and will not speak of the training.

She has a power potential that is unmatched in the Veiled Court, a 9.
Northport Failure

The failed attempt to blockade, tax and later occupy Northport by the Aurian Empire in 359-362PE.

359PE: Emperor Cahal made a claim over the Blackened Sea, the Empire began to blockade the city of Northport. Northport was an independent city-state with the vast majority of its population being halflings but many being elves, dwarves and humans as well. The Empire insisted that tariffs be paid by any non-imperial ship travelling through 'their' waters with any goods and utterly prohibited any 'foreign' warships travelling through 'imperial' waters. This claim was never recognised by Northport and many blockade runners chanced the blockade and several were successful however it resulted in bloody fighting on the shores, decks and eventually led to a strike at Northport itself.

360PE: As the Island Failure ends, Cahal redoubled his efforts against Northport claiming that had been his own real objective in the whole endeavor and the islands had merely been distracting his forces. The blood of both sides flowed freely in several seaborne skirmishes but the same problems the Empire had experienced in the Island Failure reared their heads in this campaign. Worse the Empire never occupied Northport itself leaving Cahal little to show for his expensive efforts in the north.

361PE: Cahal signed an order for a landward strike at Northport. Troops were landed from the fleet in the Blackened Sea and approached the city by land whilst several ships made a direct attack on the harbours. The Empire wanted Northport as a vassal and their own key port in the north so they did not want to damage the city heavily using siege engines or intense magic. The attack was a disaster for imperial forces. The three wizards called the Hollow Wind Cabal caused absolute devastation in the battle and the halflings display hitherto unseen heavy weapons on the harbour walls and use them to destroy the incoming ships. These weapons were designed, constructed and manned by dwarvern allies. In the battle elves, humans, dwarves and halflings fight together and it becomes clear that many have travelled from around Saracan to assist Northport even though they are not technically in the Woodguard, Barkarin, Dusken alliance.

362PE: Imperial withdrawal begins from all landward sites north of the border. Though they retain a presence in the Blackened Sea the blockade of Northport is lifted. The Empire reamins in open hostilities with the islanders and the Northporters. If their warships come across any of these vessels they would take and loot them or even sink them with impunity. Still the adventure had clearly failed and these events would be known in Imperial Histories as the **Northport Failure**.

364PE: Cahal's successor his brother Wilhelm successfully negotiates the Northport Agreement bringing the hostilities to an end and setting out a new relationship between the Empire and Northport.
Port Authority

The Port Authority are the nominal rulers of the town of Spree.

They are a subsidiary company spawned from the Merchant Shipping Guild to handle the running of Spree so that the guild can concentrate on trade. The Port Authority however is corrupt and has little real power, as it shares rulership with the Hidden Blade thieves guild. The thieves can and do determine what the Port Authority are allowed to do but they also ensure that nothing rises up to take their place. The thieves like the status quo and so help maintain the Port Authorities power such as it is.

The Authority make the laws in Spree, and along with the current ruler of Dana are the Head of State of a large country. They oversee taxes, business, military and trading budgets and employment systems. Yet despite all this they are little more than a puppet with two sets of strings.
Oakreach Conglomerate

The Oakreach Conglomerate was considered a city-state in the years preceding the founding of the Aurian Empire though it was not really based on a single city. Rather it was a collection of town along the border of and specifically south of the Oakland Forest that claimed that land. It worked as a free-trade and mutual defense collective which each town retaining its own laws and independence.

After it was conquered as part of the Northern Campaign during 14-16PE in thr Unification Wars, it became part of the Aurian Empire and was part of the Oakland Trading Area.
Mollum Ogres

The ogres once were Empire wielding masters from their savage strength and might. However when the elves rose up with their clever skills, organisation and magic they were able to defeat the ogres and establish themselves as the premier race on Karandia with their dwarvern allies. Ogres themselves were incapable of high intelligence, wisdom or organisation. Yet during the time of the Darkness of Magic this changed.

A group of Imperial wizards led by the fallen elf, Zarin, devised the Mollum program. They used magic to modify ogres at the most basic level. These new creations called Mollum Ogres were smarter and more easily controlled ogres. They began to employ them as bodyguards and sometimes as unsuspecting spies.

However towards the end of that time a certain Mollum Ogre male managed to successfully mate and bred true. This resulted in a naturally born ogre with different mental capabilities from those in the past. Gone however were the restraints, imposed magically, on the savagery and rebelliousness of ogres. This breed were later named Ratteroges and they still exist today despite the destruction of all known Mollum Ogres. The Ratteroges whilst smarter than regular members of their breed are not the equals of Mollum Ogres, who stood in ranks, developed their own language and were capable of the subtleties of magic and spying.

**Game Mechanaics**

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Mountain Dwarves

Mountain Dwarves are the base dwarf race. After the Wars of Betrayal the dwarves retreated to their mountain strongholds and in particular to their nation in Barkarin. Now almost 90% of the worlds dwarves live there.

They are expert in craftsmanship including and especially Runecraft. They are also quite combative and defensive due to their long history with humans.

**Game Mechanics**

Dwarves invested weaponry and armour and even today understand their forging and use better than any other race. They are a hardy and strong folk and this is represented in their stats.

+1 Attack Damage and AC

+2 CON -2 CHA

+2 vs Poison

Slow Movement (20ft)
Encumbrance of Armour is halved for dwarves.

Darkvision

+4 craft (Stonecutting)

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Landwrym

Landwyrms are huge draconic beings that are flightless but immensely powerful. They are considered incredibly wise and it is said they will talk of deep forgotten knowledge if approached correctly. They are akin to dragons but lack the airborne dragons desire for riches and dominion. Rather they seem most interested in living as long as possible and learning as much as possible in that time. They are reclusive by nature and tend to the warm climes of the south.
Knight Errant

When a young man is knighted in Errantlund he becomes a Knight Errant. He is expected to obey the codes of knighthood and behave with honour and chivalry. He is also expected to find deeds worthy of the doing and do them. The seeking of quests to ennoble and enhance the lives of those in need and his liege above all are central to a Knight Errant's life.

It is through gaining the prestige and fame of deeds both great and good that such a man may be noted by the Order of Lion Knights and raised to the rank of Lion Knight himself.
Nightstriders

The Nightstriders were a group of extraordinary individuals that operated in the Aurian Empire during the years 1184-1192PE.

They were influential in resolving the Blue Protectoran Mutiny and in preventing the assassination and manipulation of the Emperor.

## Important Events

1188PE: During the Blue Protectoran Mutiny in Tatrak, Marcus the heir to the throne was taken prisoner by military forces attempting to secede from the Empire. Loyalist forces attacked from land and sea under the command of Fleet Admiral Soran Doyle. To allow for this the group known as the Nightstriders infiltrated Tatrak. They filtered information out, killed Admiral Kossus who was a key leader for the rebels, scuttled three ships, raised internal dissent and took the 'Posturn Gate' in order to allow the land assault entrance.

The retaking of Tatrak was successful, but Marcus had already been killed as the rebels carried out their threat. The rumor was that the Nightstriders had specific orders in the sacking of the town that followed. These events were the main reason historians linked the group with a personal connection to the Emperor Carlson himself.
Merchant Shipping Guild

This guild is almost as old as Spree itself. Founded in that coastal trading town the guild quickly became the biggest influence and bagan to finacially crush all opposition. In fact they all but invented the idea of import and export taxes and used these to force independents into joining the guild. Very quickly they grew beyond Spree. First they went to the islands, like Dana, and then spread rapidly to Saracan, Auria and Torash.

Representatives at trading posts around the continent and eventually the globe made the Shipping Guild the world power it is today and probably the richest non-governmental organisation afloat. In Spree the Guild spawned the Spreean, Port Authority to rule over the city as a government leaving the guild itself supposedly without country. Needless to say the Port Authority is little more than a puppet of the Guild but it suits the Guild to work without the day to day annoyances of laws and city running. If it were needed the Merchant Shipping Guild could have the Port Authority do anything it wished, enough said.

In Spree the Guild eventually discovered it would have to share power with the Hidden Blade thieves guild. They had simply gained too much power and control themselves and could all but blockade trade from Spree. So a power sharing now exisists between the Port Authority and the Hidden Blade.

In the wide world however only the Aurian trading fleet has anywhere near the conacts and reach of the Merchant Shipping Guild. It can be argued that as most of the Aurian trading fleet have membership in the guild the two cannot be legitimatly compared.

The guild sails everywhere and trades everything. It has no ethics, no religion and needs favour no one. Since the creation of the Port Authority it barely has a need to even acknowledge Danaspree as particularly important to it anymore. This is certain the Guild will outlive many of the countries in which it now opperates, as it has become a world-wide phanomenon and an incredibly rich one at that. So who rules it and where is the money?

Well as the guild is world wide it has City Guild Masters in all crucial cities. Each of these keeps his own tallies and pays his own guild dues. So in these Guild Halls some of the money and loot is horded personally. Yet the Guild dues themselves are invariably invested. At any given time over 80% of all the guild owns is invested in ships, cargo and national buisnesses other than the guild itself which it called ‘allied interests’. Therefore while it is certainly possible and indeed common for the guild to lose money and cargo to theft it is all but impossible to do the guild ‘real’ harm this way. It is simply spread too large and is too rich..
Royal Wizard

Also known as the Royal Magician, Some call all of the Green Circle in Errantlund Royal Wizards, but this is redundant as the Circle is pledged to the crown so that one is the other. The Royal Wizard is in fact a specific title given to a member of the circle to denote him as the leader of its masters.
Mountain Campaign

The campaign, from 20-22PE, directed by Grant Boldant against High Grange as part of the Unification Wars. In some ways it is the fighting that most historians accept as the end of the Unification Wars.

**Background and Origin**

The Mountain Campaign was argued for and planned by Grant Boldant. It was partially to help him build his success for taking command back command of the War of Thorns. It also was partially motivated by the solidifying of the positions of Tor Armakan and Tor Kalash. The wizards wanted to get more involved to help control and help benefit from the glory of the military successes.

**Key Individuals**

**Major Events**

20PE: War declared against High Grange using their refusal to pay Aurian taxes on their traders' exports as an excuse. Legions mobilised.

21PE: The Archmage Infernal Blade arrives at the front and proves incredibly potent as a weapon though this causes tensions with the officers attempting to run the war. Four months after his arrival he is commanded to use his powers to level the town of Cullstone but he simply refuses. Unfortunately for the officer in charge he was then threatened. His reply, "If you think I can destroy that town with a wave of my hand, what do you think I could do to your army?" The Tor Kalash military leadership didn't want to back down and it looked for a moment as if the whole campaign would be derailed.

Jomark, the Emperor, personally negotiated the incident and set down rules that wizards above the rank of Sarrif (the title now used to show a Tor Armakan qualified wizard) could not be ordered to do anything by his generals as the Sarrifs knew best how to use their magic. At the same time, he got the wizards to agree that they would not use magic in the field without informing the generals and seeking their agreement as they had to respect the generals' expertise in their own field. This agreement is called the Cullstone Policy. It is seen by some historians as the true starting point for the Kalash/Armakan rivalry.

Cullstone was taken but months later and at significant cost in lives and money. it also required magical involvement.

**Legacy**
Mistblades

*Description*

Mistblades are similar to Shadowblades and in some cases are Shadowblades who have evolved as a reward for their service and strength. These are multi-armed and often have the ability to use weapons that are as much mist as solid blade. This alone makes them almost impossible to fight without magical assistance. Such creatures are very hard to control and are rarely summoned to Tal. Typically Mistblades are far cleverer than Shadowblades and unlike their less evolved kin they can speak.

Some Mistblades are called ‘The Pinacles’ and are so powerful they are considered Princes of the Night. Some have also joined the Shadowsedge. Such mistblades should have the paragon template applied.

*Mechanics*
See Marilith on pg 44 of the MM for template but replace demon traits with shadow traits and no tail attack. Mistblades can have more than six arms depending on HD and their weapons include mist-strike weapons.

Mistblades have sneak attack as the rogue skill for their equivalent HD. Mistblades also have the Assassin’s death attack ability.
Patreons

Patreons were the most powerful angels imbued with the spark of Justice's divinity.

## Appearance

In appearance patreons were angelic but tended to be large and had especially distinctive and powerful eyes. The visual trait they were most known for however were their four wings.

Angels from the lesser orders who were advanced to Patreon by Justice would grow an additional pair of wings as part of their endowment of power.

## Abilities and Traits

Patreons are so powerful they cannot exist on the material plane of Tal without damaging the fabric of the plane. They are also restricted from interference by the Crystal Accords between the Avatars.

There level of power was godlike with them able to overcome lesser archons/demons/perennials in swathes.

Patreons most spoken of abilties in the legends were their aura and their gaze. It was apparently almost impossible for those with any remorse to so much as move in their presence. Those that had unpaid for evil deeds struggled to breath in their vicinitiy and hypocrits were said to violently be sick.

Their eyes were said to attack the soul and be impossible to deceive by any other than those of equal power under the sway of Darkness. They could launch rays from their eyes that had a variety of effects depending on the tale.

They typically wielded artefacts of power and legend often associated with balance, fairness, vengeance or protection.