recursal/Fanatic-Fandom huggingface dataset:
Dani’wi Islands

**The Dani'wi Islands**, located across the sea to the east of Tarôn-Kae are land of mystery. Little is known about the people who dwell there, as they have only had limited contact with the people of Tarôn-Kae. The people are described as bronze skinned giants, clad in feathers with hooks made from bone pierced through their skin.
Hexton Bay

**Hexton Bay** is located in Central Arland, located between the duchies of The Breach, Kingsford and The Throat of Arland. Although there are many islands within the bay, few of them are inhabited. Islands of note include Twomley Isle, Styley Rann, Stley Wyrn (The Breach).

Ownership of the bay's islands are divided between the three duchies that border it. It has been the source of much contention between the lords of these regions for centuries.
THE PENISMAN Wiki

## Welcome to the THE PENISMAN Wiki

This wiki is about Ishida Sui's webcomic 'the penisman'. The story of a superhero with a penis for a head. He saves people from monsters yet is seen as a freak by most, due to his appearance. But as time passes he meets people who do appreciate him, and becomes close friends. How will the story continue?

## Description

There was no wiki page for Ishida Sui's webcomic 'the penisman' so I thought "why not?". This page will (if I'll continue working on it) contain the characters information and storyline.

\*sidenote: The page is called "the Pénisman" instead of "The Penisman" because the rules of wikia do not allow such a title as it is considered innapropriate.

Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
God-Emperors of Lordos

The **God-Emperors of Lordos** are the spiritual and political leaders of the Lordosi Empire. While they are alive, the emperors rule Lordos with absolute power. They are revered and worshipped by their subjects, commanding complete loyalty. Upon their deaths, these leaders ascend to heaven to join the ranks of their predecessors. The first God-Emperor, and chief patron of Lorranism, was the holy man Lorran.
Korvul

**Korvul**, located to
the North of Zweisslûnd, is remote and sparsely populated. It lacks a
central ruling power and is divided into a smaller fiefdoms ruled by local lords.
The majority of Korvul’s wealth comes from the trading of furs and pelts. Most
Korvulae are fishermen or hunters. Korvulae settlements are towns and villages,
sometimes accompanied by a small castle.
Golandri

The **Golandri** are elite order of clerics and paladins that were formed to seek out and destroy all magic users in the Lordosi Empire. They are responsible to the decline of magic use within the continent of Wendos.

## Formation

The Golandri was formed by the eleventh Lordosi Emperor,
Caldoran the Zealous. The Lordosi people had been exiled from their homeland by
the wicked mages that ruled there and so, the Lordosi despised all those who
practised magic.

Before Caldoran’s reign, the empire had spread into the north,
conquering the city states of Torland. These cities were built by some
ancient civilisations and contained many libraries filled with magic texts.
Practising mages used to be fairly common in these cities, but the encroaching
Lordosi Empire made it difficult for them to remain in the open. These mages
went underground, hiding from the Lordosi troops while still plying their
craft. Word had reached Caldoran of these secret magic users and he declared a
holy vow that he would stamp them out. So he created the Golandri, the most
zealous and fearsome fighters would undergo rigorous training so that they
could sense magic energies and destroy their sources.

## Expansion

As the Lordosi Empire expanded, so did the power of the Golandri. With each new city that fell to the Empire, a bloody inquisition would be launched to root out any mages that existed in the conquered territory. They swept through the cities, capturing folk and torturing
them for information. They held trials against those accused and executed the
guilty in horrific ways. A convicted mage would have their tongue cut out, their
eyes plucked from their skull and their hands chopped off so that they could
not weave their incantations. They would then be strapped to a pyre and burned
alive, so that their wicked magic could be purged from their soul.

The Golandri were very successful, they drove
the mages out of Torland and into the north. To this day no mages exist
within the Lordosi Empire.
Stonewall

**Stonewall** is one of the Twelve Duchies of Arland, located in the north-east of the main land. It is ruled by The Harrington Family of Harring's Hearth.

## Noble Families

* The Harringtons of Harring's Hearth
* The Gladstones of Anwick Hall
* The Parrmonts of Silverstream Castle
* The Stanhopes of Langor Castle
* The Thynnehalls of Dol Benham
* The Mortimers of Holburn by the Sea
* The Faircloughs of Dalbram Keep
Patro-Hysperian Culture

The **Patro-Hysperians** were a human cultural group that inhabited Hysperia between the 7th century 8E and 10th century 8E. In Hysperian mythology, this time is known as The Age of Heroes. It was during this time that the Patron-Cities were formed and the Hysperian cultural identity was formed. This period ended when Hysperia was conquered by the Drôhznian Empire in 956 8E.
Baalzadûn

**Baalzadûn** is a great dwarven city located in the northern mountains of Drôhznia. It is the largest and most populous city of the empire. Although a few elves and human live within its walls, the city is mostly inhabited by the native dwarves.

The city itself is carved into the mountainside. A vast lake stretched before the city, with a wide stone bridge leading from the shore to the gates of the city. Its architecture is grand, featuring enormous arches and pillars.
The Age of Fire

**The Age of Fire** is a mythical period in the world's history, many thousands of years ago. It is mostly referenced in Elvish oral history, but is also mentioned in Dolthic tradition. It is said that long ago, the world was engulfed in the flames of chaos. It was a time of terrible calamities and widespread carnage.

The end of the Age of Fire marks year 0 of the first era in the Teldari Calender.

## Mythology of Different Cultures

Little is known about this time as many different cultures have differing mythologies regarding it. The common consensus between these accounts is that it was a time of great upheaval and destruction, where various natural disasters occurred.

### Elven Tradition

The most widespread account of the Age of Fire is that of the Elves. According to the elves, the age was dominated by the primeval Dragons that were created at The First Light. Legend goes that the dragons were created to defeat the darkness that covered world before the light. Once they were victorious, they were to return to the earth from whence they came, to sleep until called upon again. All the Dragons obeyed this order, bar one. The lone Dragon travelled the world, slowly awakening her sleeping kin. Once the Dragons grew strong enough, they covered the land in fire, so that they may rule over all.

The Elves managed to escape this doom by shielding their forest homes in powerful magic. In their sealed off enclaves, the Elves weathered the firestorm until the Dragons were utterly spent. The magic of the Elves then banished the Dragons from the world, ended the Age of Fire.

### The Pretos of Hysperia

In the Hysperian mythology, this time was known as The Pretosian Age. It is said that the world was dominated by mighty gods known as The Pretos, whose constant warfare caused immense destruction. The stories tells of the seas rising so high, they swallowed whole islands, mountains torn from the earth and hurled across the sky, and of great chasms opening and entire cities falling into the darkness.

The age came to an end once the Pretos had completely destroyed each other, allowing the mortal races of the world to come out of hiding and expand across the world.

### The End of the Age

Although the elves possessed powerful magic, they were focusing all of their energy in protecting their forest homes. The age was brought to an end when the islands of Hysperia were suddenly and violently transported into Palurin. The magical shock wave caused by this snuffed out the dragon fire and allowed the elves to regroup. Lead by the elves of the Teldari, a great spell was cast to trap The First Dragon inside Black Lung Mountain. Without their leader, the dragons were driven back to Astafall and the world was able to heal. The elves also cursed the dragons, severely limiting their ability to reproduce.
Elves

**The Elves** are considered to be the first sentient inhabitants of Palurin. They are an ancient civilisation steeped in tradition. Although there are many different sub-factions of elf, they all share a history and mythology passed down through oral tradition.

## The First Light

Elven tradition states that they first arrived in Palurin at The First Light, the beginning of all things.

## Elven Sub-Factions

### Khêlékanni

The Khêlékanni Elves of what is now known as Nolthwyk, were the eternal guardians of the North. They were the first to encounter The First Men. An encounter which led to the untimely demise of the northern Elves.

### Nariin

The Nariin were the Elven guardians of Beltheria. When humans first appeared in Beltheria they threatened the harmonious life of the Elves. The Nariin decided the only solution was the subjugate the humans to control their carnal instincts. It wasn't until after a rebellion that the two races were able to found peace and learn to coexist.

### On The Raadi

Before the rise of Sâlikhín, a great civilisation of Elves lived along The Raadi River in Drôhznia. These Elves built marvelous cities along the Raadi, most of which still stand today and servce as the capitals of The Drôhznian Empire. While a great number of these Elves were killed during Sâlikhín's conquests, many still live in the empire today. Most of the Anarâjhas, the leaders of the Drôhznian faith, have been Raadi Elves.

### The Teldari

Of all the races of Elves, the Teldari are the most advanced and most secretive. Secluded in The Teldari Vale, these Elves have built a magnificent civilisation that is closed off to all others. Not much is known about this society; the only contact the other races of the world have with them is through the few trading ports that aren't closed off, such as Opal Rock.

### Nûmeré

Residing within the ancient groves of Arland, are the reclusive Nûmeré. Thousands of years ago, the Nûmeré were almost wiped out when the magical leylines of Arland opened and monsters from another realm invaded. Since this calamity, the Nûmeré's numbers have dwindled and they now stay secluded in their forest homes.
Greymare Family (Arland)

**The** **Greymares** rule the Duchy of The Grey Shield, in the realm of Arland. Residing in the city of Greyholme, their banner is of a
white crescent moon on a grey shield.

## Current Members

Lord Magnus Greymare, son of Morris
Greymare, Duke of The Grey Shield (a man of sixty-two)

His Wife Lady Cecilia of House Greyford
(deceased)

Their children, Marcus Greymare, heir to the Duchy of The Grey
Shield (a man of forty), Godred Greymare (a man of thirty-six), Rigard Greymare (a man of thirty-four), Eleanor Greymare (a woman of thirty-one), Mican Greymare (a man of twenty-seven)
Alenon Cassius

**Alenon Cassius** is the younger brother of Affaraxis Cassius and currently travels with the adventurers Lugaru, Ronya 'en Carad, Elentari of Daenar and Mindaugas Val Hallas. He is searching for his sister, who disappeared many months ago.

## Early Life

Alenon was born into the noble Cassius Family to Atrion and Melana Cassius in the city of Daethos in Hysperia. Alenon lived a sheltered life, his family was quite wealthy and so he wanted for nothing. He and his sister often fought as children. Alenon was a sensitive boy and Affaraxis exploited this to torment her brother.

Alenon took an interest in academia at a young age. He excelled in his studies of history and geography. His father disapproved of his scholarly pursuits and insisted that Alenon learn to ride, fight and sail like a real man. While Alenon certainly did his best in these endeavours, he was never very successful and was often the target of ridicule by his peers.

## Affaraxis' Disappearance

When Alenon was 17, his sister suddenly disappeared. Affaraxis had been studying magic for the past few years, trained by a mage from Arland named Alistair Blackwood. In the middle of her training, Blackwood vanished and Affaraxis went in pursuit of him. Affaraxis' departure hit the family hard, no-one knew where she went or if she was even alive. Atrion spent much of the family's wealth on trying to locate Affaraxis, but to no avail. With the family coffers severely depleted, Atrion gave up the search.

Even though his father had lost hope, Alenon refused to stop looking for his sister. He gathered what wealth he could and headed to the port, looking for anyone who could take him to Arland. It was here that he ran into Mindaugus, Lugaru and Ronya. They revealed that they knew Affaraxis and Alenon insisted that he tag along. No mater what he wanted to find his sister and bring her home.
Novron

**Novron** is the name given to the islands that form much of the north-west of Palurin. The name comes from the old Nolthwykan tongue and means "North land". It's lands include Nolthwyk, Iskandar, Hallas, Kania, Frysdar, Korvul, Voltya, and Mildas. These nations are also members of The Novron League, a set of alliances that bind these kingdoms together.
Followers of Lorran

The **Followers of Lorran** was the name given to a group of refugess that landed in Thelia  in 718 9E. These people had followed the holy man Lorran, after he fled the lands of Daenar  to the west. After Lorran's death, the Followers began to move across Wendos, spreading the word of their prophet.
Harrington Family

**The Harringtons** rule the Duchy of Stonewall, in the realm of Arland. Residing
in the fortress of Harring’s Hearth, their banner is of a red and orange fire
set into a grey hearth.

Before the Nôlthwykan occupation of Arland, The Harringtons ruled The Kingdom of Stánnisge during The Four Kingdoms Period.

## Current Members

Lord Cedric Harrington, son of
Camric Harrington, Duke of Stonewall
Dhajradân

**Dhajradân** is one of the major cities in the Drôhznian Empire. Located along the banks of The Raadi River, Dhajradân is a mighty walled city built by the Erudae Elves. Ruled by the Jâhirín Shânate, the city is known for producing the finest soldiers in the empire. The
commanders of the Drohznian Army are sent to The Millitary Academy of Dhajradân,
where they are molded into great generals.
Lugaru

### Titles

Lord of Darkstrand and Galhannow, Bannerman to The Thackery Family of Bridgeport

### Banner

Quarterly azure and gules, a coney rampant argent

## Social Info

### Residence

Darkstrand Castle, The Breach, Arland

**Lord** **Lugaru Longfoot** is member of the Heroes of Frosthaven along with Mindaugas Val Hallas, Ronya 'en Carad, Râhír Jâhirín and Elentari of Daenar. He is part of lesser known species of humanoids that have the ability to transform into animals. Lugaru has the power to morph from human to rabbit and anywhere in between. He usually appears as a humanoid with the head and legs of a rabbit. He is also the progenitor of the Longfoot Family.

## Early Life

Lugaru was born in a small village in central Arland on the 23rd of mid-autumn 975 10E. When he was very young, a group of mysterious Drow brigands attacked his village and butchered the inhabitants. Lugaru managed to hide and survive the attack. He was discovered in the ruins of his home by an elven ranger named Mallion 'en Nûmeré.

Mallion took Lugaru under his protection, and trained him in to be a ranger. Mallion instructed Lugaru in the arts of swordplay, tracking, archery and survival. Mallion was a harsh and unforgiving guardian, moulding Lugaru into a highly skilled ranger. As soon as Lugaru was old enough, Mallion left Lugaru to fend for himself. For years, Lugaru wandered the wilds of Arland. Occasionally working for local lords, but mostly keeping to himself.

## Encounter with Tychon

During his time wandering Arland, Lugaru came upon a Drow, garbed head to toe in black. The Drow was badly wounded and seemed be running from something. Lugaru confronted the Drow but found that he could not speak the common tongue. Lugaru understood the Deep Speech of the Drow and was able to talk to him.

The two initially met with hostility, but eventually they managed to quell the tension. Lugaru learnt the Drow's name was Tychon and that he had been trained in an elite order of Drow assassins, known as The Spectres. Tychon had decided that he did not want to be a mindless killer for the Spectres, so he fled. He had been pursued mercilessly and almost killed, but managed to escape. Lugaru offered to help Tychon and the two started to travel together.

## Mallion's Request

Years after they parted ways, Mallion tracked Lugaru down and asked for his assistance. Mallion's long time friend, Faeron, was looking for adventurers to help him with a problem. Mallion told Lugaru that he thought he would be of great help to Faeron, and requested that they head to the village of Frosthaven.

## Equipment & Trinkets

* Shortsword
* Rapier
* Manly Jaw Bone (Collected from a particularly masculine looking skeleton)
* Small Wooden Horse (Won in a knife throwing game at the Lionsgate Faire)
* Long Red Silk Scarf
* Orc Pirate Hate
* Bone Raven Amulet
* Hydra Tooth
* Bone Alligator Trinket
* Captain's Coat
Palurin Wiki

## Welcome to the Palurin Wiki

Palurin is a realm within a vast multiverse. It contains hundreds of cultures and kingdoms with a history going back thousands of years.

Contained within these pages are the histories and mythologies of this world and it's inhabitants. This is is culmination of many years of work and constantly evolving and transforming.
Shânate

**The Shânate** are the ancient tribes of Drôhznia. They are what remains of the tribal groups that followed Sâlikhín out of the Khezzâni Desert. Today, they form more of a political function. Each Shânate inhabits a different city along The Raadi River. The leaders of the Shânate form The Shâni Council, that advise and check the power of the Sâlín.

## The Shânate of Drôhznia

* The Jâhirín Shânate
* The Al-Telarâq Shânate
* The Te-Azzûl Shânate
* The Bâhqira Shânate
* The Jhaedârí Shânate
* The Lezzâlit Shânate
* The Khâdirín Shânate
* The Môhldurí Shânate
* The Qa-Hârihl Shânate
* The Dâhzratí Shânate
* The Hedeshra Shânate
* The Aht-Mahrâ Shânate
* The Behlân-Kâpara Shânate

* The Khôzdra Shânate
* The Ahzrâdan Shânate

## Leadership

Each Shânate has a leader which represents the tribe in the Sâlín's Council. These leaders are known as The Shân. It is the job of the Shâni to make sure that the needs of their tribe are addressed by the Sâlín.

Many of the Shânate also govern the great cities that dot the Raadi River. These are usually the older and larger tribes. For these Shânate, they also have a Mehjuûri, who acts as a leader for that city and it's surrounding lands.

Both of these positions are representative and the Shân and Mehjuûri are elected by their Shânate. Both representatives will serve for life and, upon the deaths or retirements, the adult male populations will vote for the new Shân or Mehjuûri.
Itharan Marx

**Itharan Marx** was the first king of Beltheria and a hero to the Beltherian people. He rose to kingship when he defeated the dreaded necromancer that dwells in The Black Veil Mists and saved his country from destruction. The dynasty of the Marx family has lasted for a thousand years. Itharan ended the reign of The Wise Council of Beltheria, following their inability to act during The Second Black Veil War.
Nolrandi Kingdom

The **Nolrandi** **Kingdom** was the first human kingdom that emerged in the land of Nolthwyk. The kingdom existed between the 1st and 3rd centuries of the 9th Era and it was the precursor to the Nolthwykan Empire.

## History

Following the destruction of the Khêlékanni elves, the First Men of Nolthwyk quickly spread over the land, building and prospering. Under the
Bradford Carter

**Sir Bradford**, of The Carter Family, was an Arlish knight and member of the Tor Adventurer's Guild during the 9th century 9E. He was close friends with The Hucrele Family of Oakhurst. He was killed while exploring a temple, deep within the Underdark. His tomb was discovered by The Heroes of Frosthaven on the 18th of mid-winter in 997 10E.
Jedān Zuul Batār

**The Jedān Zuul Batār** is an order of mysterious priests that are said to commune with the Balshkiani gods, the Dôv Jedān.

Very little is known about these priests, as they fiercely guard the secrets of their rituals and practices. The people of Balshkia rely on the Jedān Zuul Batār to convey the will of the gods and protect the people from their retribution.

One of the chief responsibilities of the Jedān Zuul Batār is the Gôs Tanak, the ritual trials that determine the leader of Balshkia.
Fârsabya

Fârsabya is a city within the Drôhznian Empire, situated along the Raadi River. The city is controlled by The Al-Telarâq Shânate and, despite Drôhznia's wealth distribution laws, the city has become quite wealthy. The source of this wealth is from the chariot racing that takes place in the city famous racing arena, The Hûrandon.
Gishkír

When one
Qurul encounters another, a fight is inevitable. That is unless one Qurul comes
across the **Gishkír**. The Gishkír are a shamanistic tribe that all Quaïthi fear.
They practice a very primal and mysterious form of magic, any who oppose them
are marked with terrible curses and blights. The Gishkír do not possess much
martial might, using their sorcery to defeat their enemies. Little is known about
the ways of the Gishkír, for they do not treat with foreigners.
Dolthic Culture

The **Dolthic Cultre** is a tribal group of humans that are said to have migrated from The Hinmar at the end of The Age of Fire . These people then settled all across the continent of Wendos, in Ehstvär, Lordos, The Pale, Dolhaegia, Arland and Balshkia. Not much is known about these early Dolthicmen, as they had no wirtten language. Today, Dolthic culture has mostly been absorbed and assimilated with others. Dolhaegia remains the closest culturally to these people, maintaining much of the same religious and cultural traditions.
Curinmdôr

**Curinmdôr,** or 'The Heartland', is the birthplace of the Elves of Palurin. It serves as the spiritual centre of all Elfdom. Elven tradition states that the Elves spread out across the world from Curinmdôr after The First Light, to serve as the guardians of all life. The sea around Curinmdôr, the Sea of Storms is tumultuous and deadly, preventing any ships from approaching it. It is land of mystery, where none have travelled.
Marsden Family

**The Marsdens** are one of the lesser noble families of Arland. The reside in the castle of Stygate, in the south-west of The Breach. They are the banner men of the Thackerys of Bridgeport, their banner is sarcelle a two fish paired gules in full, per saltire vert.

## Marsden Family

### Banner

sarcelle a two fish paired gules in full, per saltire vert

### Allegiance

Vassals of The Thackerys of Bridgeport

Their fief contains the towns of Tyneham and Wenham upon the islands of Styley Rann and Styley Wyrn.
Northern Quaïth Migrations

**The Northern Quaïth Migrations** took place between the 6th century 2E and the 9th century 3E. During this time, hunter-gathering cultures moved from The Hinmar into northern Quaïth. This marks the first divide in early human cultural and linguistic traditions, as these early men became separated from their cousins in Wendos.

It was also during this time that the horse was first domesticated by these tribes. This marks the start of the shift from hunter-gathering to pastoral nomadic society in early Quaïth history.
Aster Family

## The Aster Family

### Banner

A golden sheaf of wheat crossed with a silver sword

### Titles

Dukes of Maidensfair, Lords of Goldmeadow

### Heir

Martin Astor

**The Asters** rule the Duchy of Maidensfair, in the realm of Arland. Residing
in the city of Goldmeadow, their banner is of a golden sheaf of wheat crossed
with a silver sword.

## Current Members

Lord Edward Aster, son of James
Amber, Duke of Maidensfair (a man of thirty-six)

His First Wife, Lady Evelyn of House Aster
(deceased)

Their son, Martin Aster, heir of the Duchy of Maidensfair
(a boy of fifteen)

His Second Wife Lady Roseanna di Bajreva (a
woman of nineteen)
Sâlitherôs

**Sâlitherôs** is the Capital city of The Drôhznian Empire. It was originally a city built by the ancient Drôhznian Elves, but was renamed to Sâlitherôs when it was conquered by Sâlikhín. It serves as both the religious and political centre of the Empire, it is home to both the Sâlín of Drôhznia and the Anarâjha.
Drôhznír-Shânate

The **Drôhznír-Shânate**was the name given to the Khezzâni  tribes that were united under the prophet Sâlikhín  at the end of the 8th era. During 897 - 907 8E, the Drôhznír-Shânate marched out of the Khezzân  and waged war on the Erudae Elves of Drôhznia. After conquring the elves, the tribes became the Drôhznian Empire.
Jâhirín Shânate

**The Jâhirín Shânate** is one of the thirteen Shânate of Drôhznia. The Shânate is based out of the city of Dhajradân along the banks of The Raadi River. The Jâhirín are known as a warrior tribe, producing some of the finest soldiers in the Drôhznian army. The Shânate is led by Zhaiéd Amzûl Jâhirín, a famous general within the Drôhznian army and a veteran of many wars.
Bandegân

**Bandegân** is a city within the Drôhznian Empire. Located along The Raadi River, it was one of the first cities built by Sâlikhín but it is well past it's prime. A few
hundred years ago, it was ravaged by a series of earthquakes and has never been
restored to it's former glory.

The city is ruled by The Lezzâlit Shânate and the closest city to the capital Sâlitherôs.
Eastmark

**Eastmark** is one of the Twelve Duchies of Arland, located in the north-east of the mainland. It is ruled by The Eastworth Family of Winter's Dawn.

## Noble Families

* The Eastworths of Winter's Dawn
* The Anders of Kirforth
* The Axels of Tihlberg Castle
* The Skoldrews of Langstir
* The Humes of Skarmoth Castle
* The Ramsays of Branhoyd Mott
* The Selbys Strathcarn Keep
Cattrall Family

**The Catralls** are one of the lesser noble families of Arland. Residing in the south of The Breach, their seat is the castle of Craeden's Reach. They are banner men to The Thackerys of Bridgeport, their banner is of an iron helmet above three gold diamonds on a blue field

## The Catrall Family

### Banner

An iron helmet above three gold diamonds on a blue field

### Allegiance

Vassals of The Thackerys of Bridgeport

. The fiefdom contains the town of Ackton.
Kingsford

**Kingsford** is one of the Twelve Duchies of Arland. It ruled by The Belmont Family from the city of Lionsgate. It's current ruler is Lord Arthur Belmont. Kingsford was originally known as The Roilands, named for its rolling green hills and powerful rivers. It was changed to Kingsford once the Belmonts came into power and Roland Belmont was crowned King of Arland.

## Noble Families

* The Belmonts of Lionsgate
* The Ansons of Greenhill Keep
* The Carters of Silverspring
* The Edens of Selwick Grove
* The Spencers of Wrengard Castle
* The Abbotts of Tewton Gap
* The Caldwells Haynrock Castle
* The Paytons Ashcombe Castle
Sigil: The City of Doors

**Sigil** (pronounced /'sɪg.ɪl/), also frequently known as **the Cage** or **the City of Doors**,[4] is a city-state and the supposed centre of the multiverse which includes the Prime Material Plane and all other known planes according to some forms of the Great Wheel cosmology.[5]

People coming to Sigil from the Prime Material Plane are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as "the Clueless", "berks" or more charitably, as "Primes". It is highly recommended that planewalkers new to Sigil employ a guide, known locally as a "tout," lest they be taken advantage of or mugged. Such guides can be little better themselves, though, either serving to persuade a traveller to the side of their faction or simply robbing their "customer" once their back is turned.[5]
It all returns to nothing

I need you.

On the fourth and final day of the 2022 canvas, an event occurred which goes by many unofficial names such as the **anti-void**, the **white void**, the **whitening**, the **whiteout**, the **wipeout**, **France surrendering**, the **apocalypse**, or simply the **end**. It marked the end of 2022's canvas.

## 2022

On the fourth day of the canvas, the palette was reduced to a single color: white. Naturally, the entire canvas started turning to whiteness, starting with the botted French area, the osu! logo, the blue corner, and any other areas where a project was in-progress. Any and all characters that weren't overrun entirely started leaking white from their eyes. The final 2022 builds on were thus last-ditch attempts to make something purely out of white: the word "FRANCE" which only made it to FRA8, the German word "DÖNER" which instead became BONER, a random letter "S", the word "osu!", a giant white crewmate out of the A in the aforementioned FRA8, a stripe expanding from the blue corner to the top-left, and, finally, a giant white heart starting from the bottom-middle that expanded until it hit the word BONER. By the time the heart collided with the BONER, most had accepted it was the end; with no way to correct mistakes and a white mass appearing from the top-left whether the artists wanted to place white pixels or not, the entire canvas was empty in a matter of hours.

Canonically, this event was most likely caused the second void monster that was preserved by artists on the bottom half of the canvas. As it was only possibly for this monster to reveal itself thanks to new empty space being added to the canvas, it was arguably a harbringer of empty space from the beginning, and as it is an eldritch abomination, the power needed to remove everyone's colors doesn't seem outside of the realm of possibility. Additionally, its eyes started expanding rapidly as the event occured, a sign that it was activating its power. This also explains why the 2017 canvas did not end with a similar event, as there were no void monsters created on it (let alone preserved intentionally).

Narratively, the event unified the whole canvas under the message of impermanence that had been touted by the void even during 2017, a message already made apparent by 2022's rampant sobering reality of streamers overriding anything they want whenever they want. It can also be considered an example of the "bookends" trope, with the canvas ending the same way it started, completely blank. Otherwise, the behind-the-scenes explanation is probably the best one: it was a very fittingly cruel finale to the April Fools' Day joke and social experiment that is /r/place, successfully subverting people's expectation that there would be final work of art in the end like 2017, which is the assumption everyone had been working so hard under. Of course, many /r/place participants have rebeled against the message of impermanence that this event brought to the canvas by creating their own preservations of what the canvas looked like prior to this event and touting it as the "final" canvas. But in the end, it all returns to nothing.
Khâlípha

**Khâlípha** is a city of the Drôhznian Empire, controlled by The Behlân-Kâpara Shânate.

The city of Khâlípha was built at the site where Sâlikhín created The Pass of Salvation
through The Dhazurâq Mountains to allow his army to enter the realm of the Erudae Elves.
Thousands of pilgrims flock here to see the pass as well as the various
monuments of the city, including the great statue of Sâlikhín and the First
Temple of Anarâh.

The city is ruled by Mehjdâ Azuríl of the Behlân-Kâpara Shânate. Mehjdâ is a
highly pious man, as befiting the city which he governs. A high percentage of
the population belong to the clergy, so there is very little strife or conflict.
The city is protected by the soldiers of Anarajh.
Khazrân

**Khazrân** is a small trading town located to the west of the city Sâlitherôs within the Drôhznian Empire. The town was formed by merchants who were sick of paying the taxes for trading ↵in Sâlitherôs The merchants started trading outside the walls until the army
chased them off. After some initial fighting, the merchants were allowed to set
up their own trading post about a day's travel from the city. Khazrân has since
grown into tight-knit community of merchants and artisans.

It is ruled by a
cabal of wealthy traders and policed by a force of mercenaries. The Cabal pays
taxes to the Sâlín and are left to control and regulate trade as they see fit.
Thaonae

**The Qurul qa Thaonae** dominate the central plains of Quaïth. They are not as openly
aggressive as the Daecii or Vostoroi, although they are still a force to be
reckoned with. The Thaonae are a deeply traditional people and they are easily
offended. Any outsider that insults the Thaonae will not live to speak about
it. The Thaonae trade openly with others but all are wary not to insult them.
The Thaonae believe that all of their people have a purpose to serve and a role
to fulfil within the tribe. These roles are known as an Tawae. Each Tawae is
modelled after a certain animal, a member of a certain Tawae is identified by
how they style their hair, beard and moustache. Those belonging to the Tawae of
the Bear (warriors) will have long and wild hair and beards while the scouts
belonging to the Tawae of the Horse will pull their hair into long ponytails
and remain clean shaven.
Lucile Blackwood

**Lucile Blackwood, aka The Queen of Night,** was the monarch of the The Kingdom of Lúpheald during the 8th Century of the 9th Era. She was known as a strange and eccentric queen. She wore nothing but black, only met with people at night and had a penchant for the macabre. During her life, rumours circulated that she may have been a vampire.
Sea of Storms

The **Sea of Storms** is a body of water and marginal sea located between the continents of Wendos and Eshtar. It's shores lie within Palnia, Balshkia, Vunendos and Leyenne to the west, Astafall to the north and the Teldari Vale and Ithenia to the east.

The sea was given it's name due to the violent and unpredictable storms that lash across it. In the centre of the sea is Curinmdôr.
Majangi

**The Majangi** are a mysterious group of reptilian humanoids that operate trade caravans across The Kavu Desert, between the cities of Zambeira and the lands to the south of The Kavu. They trade vast quantities of gold and precious gems for timber, salt and other raw materials from the Zambeirans, as well as manufactured goods from further north.

## Appearance

The Majangi are reptilian humanoids, sometimes known as 'Lizardfolk'. They are short of stature, often not standing taller than 5ft., although they have quite bowed posture. Their scales are pale, almost white in colour. This is owing to their nocturnal nature. The Kavu is far too hot to traverse in the day, so the Majangi travel by night.

## Language

Little is known about the Majangi language as they do not verbally communicate with the Zambeiran merchants. The caravans travel with magical stones that allow the Zamberian to communicate with an unkown third party, negotiating prices and securing future business.

No one has ever seen the Majangi speak with each other, so it is possible that they are either mute, or have developed a way to communicate without speaking. Some scholars have theorised that they might communicate using smell, or perhaps even through telepathy.
Taure Carad

**Taure Carad** is the woodland realm of the elves of The Pale. The name translates as 'The Crimson Forest', as the leaves of Taure Carad are all hues of red, brown and orange. The Elves of The Pale keep to themselves and do not engage in dealings with The Greymare Kingdom, The Yngmir, or the Dwarves of Emberstone.
Anson Family

The **Ansons** are one of the noble families of Arland. They are vassals of the Belmonts of Lionsgate. They reside in the castle of Greenhill Keep in the duchy of Kingsford. Their sigil is corail a unicorn rampant argent in full, gyronny sarcelle.

## The Anson Family

### Banner

corail a unicorn rampant argent in full, gyronny sarcelle
Oliver Talbert

**Oliver Talbert,** also known as The King of Roses, ruled Arland for a period known as the Rose Kingdom. Oliver was a charismatic and Machiavellian ruler, who managed to rule all of Arland through cunning and negotiation, rather than outright conquest.

## House Talbert

The Talbert Family was a minor noble house of area now known as Maidensfair in the south of Arland. Hailing from the castle of Springhall, their crest is of three red roses on a white field.
Jacob Thackery

**Lord Jacob** of The Thackery Family, is Duke of The Breach and Lord of Bridgeport. He is an elderly man of around 70 years. He is known as a pragmatic and calculated man, never hasty to action. He has ruled The Breach peacefully for almost 50 years and commands the respect, if not affection from his bannermen.
Alder Family

**The Alders** rule the Duchy of Alderwood  in the realm of Arland Residing in the city of Faircastle, their banner is of an emerald tree on a silver sun.

## Current Members

Lord Darrel Alder, son of Damien Alder, Duke of Alderwood (a man of forty-seven)

His wife, Lady Caroline of House Barton (a woman of thirty-nine)

Their children, David Alder, heir to the Duchy of Alderwood (a man of twenty-three), Thomas Alder (a man of eighteen), Rachel Alder (a girl of sixteen), Catherine Alder (a girl of thirteen) and Melvin Alder (a boy of nine)
Mithra

**The Mithra** are a caste of holy women in Drôhznia. They worship the god Anarâh and perform a vital role in the Drôhznian religious society. Mithra serve Anarâh by conducting wedding ceremonies, caring for the sick and injured, delivering babies and tending to the mothers. No man is permitted to gaze upon a Mithra as a sign of respect, they also may not speak to them without their permission
Al-Talír

**Al-Talír** is a city within the Drôhznian Empire, located along the banks of The Raadi River. Al-Talír is a relatively new city and does not have the grandeur of
Sâlitherôs. It lacks any perimeter walls and the streets are narrow and
sprawling. The city spans out from a large circular courtyard with a huge
fountain at its centre. Shops and stalls are set up around the courtyard as well
as the more reputable taverns.

The city has a rather high crime rate, as there are many hidden places for
criminal elements to hide. It has been rather ineffectually run its leader
Mahnsur Hedeshra whom many believe is in charge of the biggest crime syndicate,
The Vipers.
Southpoint

**Southpoint** is one of the Twelve Duchies of Arland, located in the south of the mainland. It is ruled by The Denholm Family of Haverbrook.

## Noble Families

* The Denholms of Haverbrook
* The Brodericks of Gwydern Huel
* The Bolivers of Wainwyth Castle
* The Lloyds of Abyrnell Castle
* The Merricks Llanerfon
* The Gwynnes of Mordngarth Keep
Longfoot Family

**The Longfoots** are one of the lesser noble families of Arland. they reside in the castle of Darkstrand within The Breach. They are the banner men of the Thackerys of Bridgeport. Their banner is Quarterly azure and gules, a coney rampant argent.

## The Longfoot Family

### Banner

Quarterly azure and gules, a coney rampant argent

### Founded

Late-Winter 997 10E

Their fiefdom contains the town of Galhannow.
Caldír Barôsh

**Caldír Barôsh** was a noble of the Tarôn-Kaenian city state of Varôs Arân and the first king of Tarôn-Kae. He was instrumental in the rebellion against the Drôhznian Empire, leading the insurrection force against the occupation. He was an extremely charismatic man, who commanded the respect of his people. It was this popularity which set the other noble against him and facilitated his coup to gain control over the whole nation.
Anarâjha

**The Anarâjha** is the head of the Anarâjhi faith of Drôhznia. It is also the job of the Anarâjha to check the power of the Sâlín of Drôhznia and to ensure they adhere to the tenants of the faith. Most Anarâjha in history have been Elves, following on from the first Anarâjha, Bhalíta.

Anarâjha are seen as god's regent on earth and are said to hold communion with Anarâh himself. Although the Sâlín is the head of the Drôhznian Empire, the Anarâjha has complete power over the faith. For most of Drôhznian history, the two powers help and serve one another, maintaining the balance that is crucial to the survival of the empire. Even so, there have been times where the two have been in conflict and many civil wars have been fought to balance the power between religion and state.

The Anarâjha serves for life and, as most of them are Elven, they usually hold the position for centuries. If an Anarâjha is seen to not be serving Anarâh faithfully, then the Sâlín can move to depose them, but only with the unanimous support of the Shâni.
Leyenne

**Leyenne** is a
small, yet strong country located just south of Astafall. Leyenne has remained
fiercely independent in the face of both the Lordôsi Empire and the Dragons of
Astafall. Leyenne has managed to remain this way due to its greatest military
assets, the Griffon riders. The men of Leyenne learned long ago the secrets of
taming and training the Griffon, it was this secret that helped them keep Astafall
at bay and eventually win The Great Dragon War.

The Leyennese are great lovers of art and music, counting their artists some of
their most esteemed citizens. Leyenne is an oligarchy, ruled by a council made
up of the heads of its various noble families. Leyenne has a strong class
structure, with power usually staying in the hands of a select few.
Barton Family

**The Bartons** rule the Duchy of The Throat of Arland, in the realm of Arland. Residing in the city of Barton’s Crossing, their banner is
of a dagger dripping with red blood.

## Current Members

Lord Samuel Barton, son of Stanley
Barton, Duke of The Throat of Arland (a man of eighteen)

His Brothers: Jack Barton (deceased), Olwin
Barton (deceased)
Anarâh

The people of Drôhznia worship Anarâh, the Golden Serpent
and his prophet Sâlikhín. Anarâh was originally a part of a larger pantheon of↵gods but revealed himself to Sâlikhín as the one true god. He told Sâlikhín↵that a great darkness was coming and that Sâlikhín needed to unite the people↵of the world under his worship to defeat it. The prophet created a vast empire↵and now the worship of Anarâis the widest spread religion in the world.

The Anarâjhi faith teaches humility and solidarity, claiming
that only way to salvation is through service to a greater good. The faith teaches
that the needs of the many outweigh the needs of the few and it is the
responsibility of every citizen to improve their community. The faith also
teaches its follower to be humble, if a man surrounds himself in gold and
opulence then he is not righteous.

## The Clergy of Anarâh

The faith is led by the Anarâjha, who is seen as God’s representative.
Most of the Anarâjha have been elves, after Bhalíta, the first Anarâjha and
wife of Sâlikhín. The faith is protected by the Anarâjhae, the warriors of the
faith. Most Anarâjhae are orphans who are taken in by the faith. Those orphans
that cannot be warriors, will become brothers or sisters of the temple.

The brothers, or Ahlda, dedicate themselves to god and serve
in temples throughout the empire, performing services for their communities
such as counselling their followers and conducting funerals. The Ahlda are
treated with respect by all citizens of the Empire, to attack or kill an Ahlda
is an extremely serious offense.

The sisters, or Mithra, also serve Anarâh by conducting
wedding ceremonies, caring for the sick and injured, delivering babies and
tending to the mothers. No man is permitted to gaze upon a Mithra as a sign of
respect, they also may not speak to them without their permission.

## Prayers & Beliefs

The people of Drôhznia worship Anarâh through pray and
ritual. People will keep a small shrine somewhere in their house where they
recite their prayers and light incense at the beginning and end of each day. In
the morning, they will thank Anarâh for bringing the light of the sun and
defeating the evil darkness. At night, they will offer the strength of their
spirit to help Anarâh defeat the darkness and bring the light again the next
day. Anarâjhi temples also conduct services at dawn and dusk to lead people in
these prayers.

The Drôhznians believe that if they live their lives in
service to Anarâh, their souls will join with him upon their deaths, elevating
their souls to god himself and freeing them from the pain and strife of the
world. The souls of those who do not live their lives in dedication to Anarâh
are said to be swallowed up by evil darkness that dwells beyond the veil of our
world, ready to strike and destroy all life.

Faith is very important within Drôhznia, as it is the
guiding force that holds the Empire together. There are many different cultures
that make up the Drôhznian Empire, but the faith is something they all share.

## The Divine Virtues of Anarâh

1. Solidarity
2. Humility
3. Charity
4. Wisdom
5. Strength
6. Compassion
Archaeori

**The Archaeori** were a mythical race of humans that inhabited Wendos prior to the Age of Fire. Legend has it was the Archaeori that built the ancient cities of Tor, Hask, Vun and Thel. Little is known about the Archaeori, as almost no records of their existence have survived the ages. What little information exists comes from elvish oral tradition and various art works found in the free cities.

## History

Almost no evidence of the Archaeori remains in Palurin. The most widely accepted sources come from the elvish histories of Wendos, which are of dubious value themselves. The Archaeori did have a written language, but almost none of their writings remain.

### Elvish Tradition

The elves of the Wendosi heartland tell of a human-like civilisation that built great cities throughout the continent. These stories do not go into great detail about the humans themselves, but rather are tales of interactions between the peoples. It is believed that these humans were peaceful, as very few of these legends talk of war.

### Art History

Most of the known culture of the Archaeori has been been gleamed from the great art works that survived in the free cities. Each of the cities contained great frescoes and murals that depicted various aspects of daily life as well as images of great leaders and other notable events.

### The Age of Fire

During the cataclysm of the Age of Fire, the Archaeori were almost completely wiped out. According to the Toric Tablets, the Archaeori predicted the disaster and had a choice before them. They had the power to either save the lives of their people, or to preserve all that they had built. The great leaders gathered together and decided that their culture was more important than their lives and so used their magic to ensure the great cities survived. The irony was that, although their books and scrolls survived, none lived that could read them. When the the cities were discovered millennia later, the humans had no idea what these strange artefacts were and burnt almost all the records for kindling. The only books that survived were the magic books in the vaults of Tor. These became the basis for all studied magic in the human world.

### The Rothelians

A small group of the Archaeori survived the Age of Fire. They took refuge in the caves surrounding Thel, survivng the great fire storms of the age. After the dragons were defeated, they left the mountains and reinhabited the city of Thel, eventually spreading out and forming the Rothelian Empire.

Although the Rothelians retained the language of the Archaeori, they lost the ability to read and so were unable to translate the records found in Thel.