recursal/Fanatic-Fandom huggingface dataset:
Lake Magdala

Lake Magdala, named for one of the first dragons and the mother of all metallic dragons, is located in the swampy region known as Dragonmire  in eastern Alderyon. It lets out into the Gulf of Sylvara by way of a small river. It is fed by Lake Menefhit and various other lakes to it's south which are fed by runoff and snowmelt from Mount Haelga .
Minor Cults

These deities do not belong to a broad pantheon and are worshiped by various races and cults across Arn.

WORK IN PROGRESS

Aarakocra & Kenku

* Terketza - Deity of Growth
* Chalkut - Deity of Decay

Lizardfolk

* Hathash -
* Zhatet -
* Meskammit -
* Rashennu -

Merfolk

* Cerulna
* Nubora
* Enuphae

Feywild

* Eld Fenn

Giants
Solisdar

Description

## Origins

Solisdar is an unusual elven deity- very different from most others in their pantheon. It is believed he was originally a minor sun deity worshiped by dwarves who preferred the surface world to their earthen strongholds. However, when the elf king Saronyr chose to become an exarch of his and found his new kingdom in the north under Solisdar’s ideals, Solisdar gained a great amount of powers from these new elven followers and was eventually inducted wholly into their pantheon as a greater deity (though there are still dwarves who worship him as well.) The Elven Kingdom of Solistria is named for this god and remains his greatest seat of power in Arn, for few other elven societies worship him in any major ways.

Solisdar was originally a deity of light, the sun, and the truth. Dwarves who worshiped under him had come out of the dark the caves and “seen the light” and error of isolationist dwarven ways. It is said that in his early life, Saronyr had traveled the world and met a large group of these worshipers. As one of the few elves of the time eager to leave the woods and see what else the world had to offer, this resonated with him and he took up the mantle of this god. He then led his followers ‘into the light’ by leading them north and settling The Golden Wood which was ruled by theocracy. As their needs of this god shifted, so did his portfolio. He became not only a god of light and truth, but of law and of justice. He became a symbol to the elven rulers and embodied the Solistrian idea of domestication, industry, and organization of the wild lands and their perils- very un-elflike cultural ideals which is why he is worshiped almost exclusively here. Though most sun elves do worship him, the ruling elite are the ones who do so zealously. Low born sun elves worship a plethora of gods as suits their lifestyles and Solisdar holds little solid influence over the details of their day-to-day. He is a god who influences leadership, the court of law, and gives power to those who seek to protect the civilized world from barbarism, overgrowth, and evil.

## Appearance / Depictions

When Solisdar comes to his followers it is usually either as a dwarf or elf, depending on the worshiper. The dwarves see him as a dwarf with a long white beard and eyes that blaze with white flames (or glitter like Carnelians) and dressed in full armor of iron and gold trim. Elves see him as an elf in similar armor, but beardless and with long flaxen gold hair that is braided back. His eyes are all white, but not flaming. He usually comes seated upon a white horse or a pegasus, wielding a blade that glows blindingly white. It is said that he does not get along well at all with Talrenir- god of natural balance, which is why sun elf druids are so rare in the north. Sun Elves dominate nature instead of trying to coexist with it in mutual harmony.
Lake of Stars

The Lake of Stars is a gigantic lake in Shathaar, rivaled only by Lake Magdala in Alderyon in size. It is located in Jadewood and the island at its center is the governmental center for the elves of Astrithyr. It is an extremely sacred site for most elves. Mythelea Lake is due north. Most of Shathaar's major rivers either lead to or are sourced from this lake.
Kingdom of Fenaris

The Kingdom of Fenaris was an ancient elven civilization based in the current territory of Fenara, Maralaig, Ilanmoigh, and parts of Kardath  and Melifera. It was established by it's first king, which it is named for, Fenar Selirine. He also happens to be the famous elf who ascended into deity ship and is now the elven god of revelry.
E'ah

## Origins

Card: Walking Stick

E’ah was originally a mortal half-elf from the northern lands of Ilunaar near the end of the Pine Wars. He was wholly rejected by his elven father who considered him a mistake, and begrudgingly cared for by his human mother’s family. Upon reaching maturity he was all but cast out of his home town. Unable to find a sense of belonging in either human settlements or with the nomadic traditionalist Moon Elves, E’ah took to wandering and exploring the wilds. During the chaos that was the Pine Wars between humans, elves, and dwarves, E’ah acted as a diplomat between the warring humans and elves, and often helped refugees of each escape or hide. He worked to to change hearts and minds on each side, even if such attempts were ultimately futile. Essentially a martyr, he was given deity status by Elyra-Lai for his dedication to peace when he was eventually killed by humans who thought he was an elvish spy. E’ah was worshiped originally as a god of diplomacy and tolerance. Over time, his portfolio changed to match what he ultimately was in life- an outcast without a home. He became a god for those without a place to belong to, for wanderers and travelers, for refugees.

## Worship

Temples to E’ah can be found anywhere, though they are somewhat rare. They can be found along trails and trade routes, in the slums of major cities, in racial embassies, and randomly out in the deepest wilds. Many alters to E’ah can be found within temples of Elyra-Lai. Temples of E’ah can also be found in many elvish settlements with large populations of Half-Elves.

## Appearance / Depictions

E’ah is depicted as a half-elf with Moon Elven characteristics. He is usually shown carrying a walking stick and some even put a passion fruit in his other hand to show his association with the goddess of peace.
Mount Norun

Mount Norun is the largest peak in the Topaz Mountains. It was once the seat of the Norun Kingdom of dwarves until the mines ran dry. These halls were then occupied by gnomes who claimed the mountains and called it Geddrifan. There is a powerful ward on this mountain stronghold that will not allow humans to enter.
Dwarven Strongholds of Fenara

**Major Strongholds & Settlements**

* Gabilihar
* Khuzen Goroz
* Onatrugaz
* Haderhal
* Dulen Gathol
* Ilrin’gurah

**Large Towns**

* Mullagh

**Small Strongholds & Settlements**

* Endarhal
* Vosdun
* Norbezan
* Vuddhal
* Zirgroht
* Glorilgost
* Bizarbor
* Delvardun
* Sammanhal
* Runefork
* Thulduk Pass
* Dulinzud
* Andunfell
* Lost Throne
* Halurbezan

**Major Ruins**

* Zanazun
* Aen’Dumkhaz
* Duerdulath
* Eberzad
* Tor Forak
* Ilrin'Gurah
Arthfael

Arthfael is the Idol of Agriculture, and among Halflings, one of the most important idols. He is to thank for good weather and bountiful crops. He also watches over peaceful animals and livestock. From the growth and harvesting of farm goods to their trade in the market to the coin that fills a farmers pocket- Arthfael is said to watch over it all. Near all halfling farms have a small alter to Arthfael somewhere nearby. He is prayed too especially when crops fail during famines, when the ground becomes barren, or when rain scarce. He is also considered the idol protection from disease and poison. He is also the idol of hunting and fishing. He is known to be fickle and unpredictable, but tends to favor halflings who are active in their communities and shun those that hoard their wealth. He has a preference for fall- specially harvest festivals.

Arthfael is a shy character, but ironically he is present more often than most others due to his sheer importance to most halfling villages. He is fairly quiet, and it is up to the halflings to comfort him and coax him into speech with gifts. Sometimes a mask or hood helps him feel more secure. Offerings tend to be freshly grown fruits and vegetables and it is a long running joke that he cannot handle alcohol, and so will instead usually ask for goat’s milk.  He is notoriously fond of dogs which can bring him out of his shell. Baby animals of any kind can warm his heart. It is said that if he is comfortable enough with those around him, he can be enticed to drink barley ale and this is said to give him a completely different personality- boisterous and loud and somewhat petulant. His advice and gifts are usually aimed at farmers and ranchers, and young boys.
Deities of Nature

The following are gods within the Nature Domain.

**The Common Pantheon**

* Hallar - Goddess of Harvest
* Zhel - God of Hunting
* Terburis - God of Earth
* Umalgris - God of Fire

**The Elder Grove**

* Ilumyra - Goddess of The Hunt
* Talrenir - God of Nature
* Lalora - Goddess of Revenge (and Monsters)

**The Clan on High**

* Gwandyla - Goddess of Life
* Baerna - Deity of Survival
* Mormekh - God of Chaos

**The Idols**

* Arthfael - God of Agriculture

**Guides of Isolda**

* Isolda - Goddess of LIfe
* Legua - Goddess of Nature
Dathira

## Origins

Card: Wand

Dathira was a god or goddess (they can be depicted as either), worshiped mainly in the dwarven kingdom of Azan which was known for its enchanting and alchemy. Both dwarves and gnomes often worshiped them as they were thought to have created the magical ores located in those mountains. Early humans, primarily from the kingdom of Va’Sehir, worked with the Azan Dwarves and gnomes often and eventually took up worship of them when they began exploring alchemy and enchanting for themselves. After elves introduced humans to magic proper, and not just the enchantment of items and brewing of potions, they evolved into a goddess or god of all kinds of magic and even schools of magic were set up in their name. They became heavily worshiped by both wizards and sorcerers and became associated with seeking out wisdom and truth. Scholars of all types, including historians and philosophers flocked to their temples (which were usually located near their schools) looking for guidance in their search for knowledge.

## Worship

Their biggest following lies where their first human worshipers were located- Va’Sehir. This country is considered the center for magic in human lands. One of the largest academy’s of magic is located here as is their largest temple. They are somewhat controversial in some areas, of course, as magic is considered dangerous to some societies. They are less worshiped in central Alderyon where the Church of Eldthar reigns supreme but is worshiped more heavily in Shathaar and the territory of Fenara.

## Appearance / Depictions

Dathira is depicted as a androgynous deity most of the time. In patriarchal areas they are more often depicted as a man, and they are more often female in their original area of worship. Their early depictions were as a dwarf, but this has died out for the most part and now more often than not they look like a Va’Sehiri woman (though still usually fairly androgynous). They are usually depicted in sumptuous robes with ther long hair piled high on the top of their head. They usually have a feathered quill in one hand and a wand in the other. The mortar and pestle also is heavily iconic of them and their role in alchemy.
Kennak

Kennak, The Eighth Guide, is only called upon by those of a certain shadowy disposition. Not evil gnomes, necessarily, but not often gnomes famously well liked. In life, Kennak championed a kind of magic that was used far and wide by gnomes to keep their burrows safe and hidden. All forest gnomes are born with a little innate illusion magic ability- Kennak took this ability to the next level. Kennak dedicated his life to understanding the nature of this magic when he came into contact with a group of elves who had learned to wield it to a greater effect than most gnomes thought possible. He discovered many illusory spells, traps, and enchantments that could be used to keep his and other gnomish burrows completely hidden from outsiders. After becoming famous for this, he traveled around, putting on illusory shows and teaching his magic to select others- a great magician. He was famous for his superior grasp of illusion even among elf-kind, often making a show of his ability to craft large scale illusions that one could both see and hear and sometimes touch. His life goal, never achieved, was the ability to create an illusion that could become real. He died old and fairly bitter at his inability to ‘master’ his art. He is called upon mostly by those who wish to remain hidden or unseen. This typically ends up being thieves and charlatans, but sometimes it is fellow entertainers or even just good-natured tricksters. It can also be refugees or something as simple as a gnome hiding from bullies. He is said to sometimes help hide those who are being desperately pursued who call out for help.
List of Countries

There are many sovereign countries in the world of Arn. There are also several Territories which are mainly governed by City-States. Here is a list of Countries:

## **In Alderyon**:

* Central Alderyon
	+ Marasena (humans)
	+ Ardenmore (humans)
	+ Dunfell (humans)
	+ Beorh (gnomes)
	+ Thulnar Khug (orcs)

* The North
	+ Fyrgenden (gnomes & elves)
	+ Tharza (dwarves)
	+ Ultzinbar (dwarves)
	+ Khuzzud (dwarves)
	+ Anura (dwarves)

* The Eastern Coast
	+ Boskfallow (humans)
	+ Solistria (elves)
	+ Gulthar (dwarves)
* The Northwest
	+ Uldun (dwarves)
	+ Khushaz (dwarves)
	+ Llangollyn (halflings)
	+ Balgar (dwarves)
	+ Ghal (dwarves)
	+ Urukzun (dwarves)

* The Southwest
	+ Va'Sehir (humans)
	+ Azan (dwarves)
	+ Cludaoer (gnomes)
	+ Mordthum (dwarves)
	+ Fusilvatan (elementals)
	+ Gurahz (dwarves)
	+ Daragwa (humans)

* The Southeast
	+ Kardath (humans)
	+ Ilann (humans)
	+ Salmarch (humans)
	+ Aercladath (elementals)
	+ Feldwesten (gnomes)

## **In Shathaar**:

* Central Shathaar
	+ Astrithyr (elves)
	+ Ankher (dwarves)
	+ Hathas Rhogan (dragonborn / humans)

* Western Shathaar
	+ Sanctoril (elves / humans)
	+ Son Lhas (humans)
	+ Son Samm (humans)
	+ Son Khal (humans)
	+ Son Dzon (humans)
	+ Afenedenn (gnomes)

* The Northern Coast
	+ Surkhaz (dwarves)
	+ Nidemba (humans)
	+ Makoa (humans)
	+ Baman (humans)
	+ Tuyen (humans)

* The Southern Coast
	+ Belstrad (humans)
	+ Torravik (humans)
	+ Alvesund (humans)
	+ Solvorn (humans)
	+ Salvasgora (elementals)
	+ Llanath (halflings / humans)
* The Southeast
	+ Norvaska (humans)
	+ Ulvinsk (humans)
	+ Bogdanov (humans)
	+ Geddrifan (gnomes)

**On Islands**:

* Bryn (all)
* Caernwyd Isle
	+ Caernwyd (humans)
	+ Llandovr (halflings)
	+ Khorez (dwarves)

* Kin Ghaar (orcs / humans)
* Nzerhaven (tieflings / humans)
* Imberhjem (elementals)
* Southsea Isles
	+ Brunsholm (humans)
	+ Helvangen (humans)
	+ Bjarstad (humans)
	+ Trollsk (humans)
	+ Ardabruk (humans)
	+ Jordenmar (humans)
	+ Eveskjer (humans)
* Kalara (elves)
Alathan

Description

## Origins

Alathan is possibly the most controversial of the elvish gods- even more so than the storm god Tirias or the rivalry-loving Sylanna. Many claim he belongs in the realm of shadow cults as a ‘fallen tree’ of the High Grove. The only reason he has not been wholly cast out is that at his very core, he is a neutral entity. He just happens to be mostly prayed to by morally questionable individuals. He is just as willing to bless the good as he is the bad. Alathan is the god of charlatans, tricksters, and those who rely on deception. He is the god of illusory magic and assists anyone who wishes to walk unseen- which tends to be assassins, thieves, and criminals. He also shields those who simply wish to remain hidden for other reasons- like refugees. Many claim that he is related to, and possibly the son of, the evil elven goddess Vanar, but if so he is certainly no longer in her good graces. He is cut and dry- he gives aid to those who show him respect and proper worship, and he could care less what their end goal may be. Sometimes he gives aid to people just because he enjoys watching what they do- especially charlatans who have conned their ways into high positions of power. People who show natural talent for subterfuge and lies will often get his attention and aid without even realizing it, simply for his amusement. He has a tendency to favor agents of chaos and sometimes finds himself in competition with Fenar for worshipers.

## Appearance / Depictions

Alathan, when he appears to his followers, is almost always wearing a mask over his face. He peers at them from the shadows wearing all black- most of his body fading into nothing. No one knows what his real face looks like but behind the mask there is usually a mop of untidy black hair. Sometimes the mask is a silly parody of a face, and sometimes it is incredibly realistic. It could be of any race or gender and sometimes is the face of a beast or monster, but it is usually his eyes that people find unsettling. They are said to look like black pits behind the masks. He also appears to some as a displacer beast with equally black eyes to some. Many thieve guilds use his sigil with a displacer beast in hopes of gaining his attention and favor.
Hulthan

Hulthan is a very important deity to the dwarven stronghold. Some say he is even more important than Balmir, the god of war. Dwarves spend far more energy and resources on protecting their homes than they ever do in actual warfare. The riches and mines that they make their home are an enticing prize for almost any other civilization and they find themselves under near-constant siege. Whether it is human kingdoms, raiding underdark denizens like shadow elves and duergar, raging elementals, or sneaky covetous dragons, there always seems to be someone after their treasure troves. Hulthan is the god they look to for protection against these threats. Hulthan is the patron of dwarven guards and paladins. He is especially revered by the Gulth who are most adamant about their strongholds remaining hidden and impassible. Though most dwarven societies cast a suspicious eye on the arcane, nearly all of them will make an exception for dwarven clerics of Hulthan who can use their abjuration magic in order to protect their homes and heal their injured. Surface dwarves, who are most vulnerable, also look to Hulthan for protection against goblins and gnomes that attack their precious farming towns. Clerics of Hulthan are the dwarves’ greatest protection against the shadow elves, for they are more often than not aided by undead entities who are weak to radiant magic. Likewise, dwarven healers and doctors often pray to Hulthan for help and mercy for the dying. There is a story about one of the earliest kings of Ankher- he and his sons were all poisoned by someone, resulting nearly in the collapse of the entire kingdom. Hulthan, in an effort to avoid such tragedy again, gifted the race of the dwarves with an inherent resistance to poisons. Hulthan is also the dwarven overseer of the grave. He has a great dislike of the undead and is considered the protector of dwarven souls in the afterlife, leading them to his uncle Balmir for judgment in the afterlife.

Hulthan comes to his worshipers as a dwarf dressed in gleaming white mithril and diamond armor and he holds a large shield and mace. His hair is black and his beard short. His eyes glow white and opalescent like mithril against his dark skin. His face is sometimes said to be scarred.
Kalarath

Description

## Origins

Of all the elven gods, Kalarath probably has the smallest following worldwide. He is not nearly as well known as many of the other deities and this is because he is relatively young- only recently ascended after a mortal life as a famous hero of the Night Elves (a group of Shadow Elves who have left the Underdark and look to reclaim life among normal elves once more). He was the shadow elf who led the Night Elves back to the surface and inspired them to try and adapt to the light. He is a deity of redemption, repentance, and forgiveness for those who have done horrible things in the past and are looking to make up for it. He also aids those who are unjustly ostracized by greater society. They do not have to be elves- there are many tieflings, half-bloods, and individuals from other more ‘barbaric’ races who wish to mix in with masses who look to him for willpower and strength to face the intolerant. He shepherds those who are lost and don’t fit in, just as he did the neutral or good-hearted shadow elves trying to live in the harsh and unforgiving society below. People who are falsely accused and imprisoned will pray to Kalarath, as well as perpetrators of laws with no logical founding. Those who are cast out, whether they be refugees or even criminals, can be led by Kalarath to a place more fitting for them to call home. Blessings to his worshipers often involve the ability to persuade and charm those who would discriminate against them or divine aid when attempting to hide or escape their persecutors. Knowledge of him has very slowly grown through the world, brought mainly by shadow elves as they travel and has picked up in places that are socially backwards like the human kingdom of Llornweald and elvish Solistria. He is extremely opposed to slavery and exploitation, despite his morally gray stance in other areas like theft.

## Appearance / Depictions

He usually appears to his followers as he looked in life, with obsidian black skin, white hair, and white eyes which some say glitter like opals. To others he appears with vivid green eyes, representing his abandonment of Shadow Elf ways. He is known for changing his Night Elf followers’ eyes to a color befitting a surface elf, even if he does not change their black skin. He is generally dressed plainly in dark colors and often has a dark hood up to shield him from the harsh sunlight if appearing in the daytime (which is very rare). Often he is seen carrying a silver lantern that glows with a green flame to guide the lost. He does not really have an animal or plant symbol that most other elven deities do, though there are some new trends of attributing the Bat to him due to a rumor that he kept a bat familiar or that he could speak their language and that they warned him and his followers of trouble during their long trek to the surface.
Mount Andunar

Mount Andunar was once the seat of power for the ancient Andun Dwarves that were destroyed by Duergar long ago. Most of its halls have been thoroughly plundered and picked over through the centuries, but within it's mines there are rumors of Duergar, still toiling below. It is located in the Andun Mountains in current day Fenara and Ilann.
Mount Nylriss

Mount Nylriss is a large mountain peak located in the southern end of the Andun Mountains. Originally it was called Mount Tulmir, named for the dwarven god of beer, which was it's clan's specialty. After it fell to the Duergar along with the stronghold of Andunar, it has changed ownership many many times. It was held for many years by an ancient bronze dragon and descendant of the spellscale Nylriss, which is how it got it's current name, along with it's allies who were mainly elven (and who had been great allies with the Andun Dwarves during the Second Dragon War). Currently it is owned by a large clan of dwarves that claim to be descendents of its original owners.
Khuzzud

Khuzzud is a kingdom located in The Anuru Peaks in northern Alderyon.

Location of Khuzzud

## Economy

#### Agriculture

Like the other strongholds in this area, they have cultivated a variant of Anurian *mor'muna* or "night grain". Their grain is called Emenfet and is often used to make flour for bread- something especially enjoyed during traditional holidays. It is believed that Emenfet was the first variety of this grain the dwarves of Anura developed, and due to tradition, they have not put much effort in domesticating it or perfecting it (or their Emenfet Beer and Whiskey) further. Of the four kingdoms of Anura, Khuzzud has a reputation for having the lousiest brews in comparison but it makes up for it in sheer amounts of grain grown underground due to a natural underground watersource. Emenfet bread and flour is actually their biggest export and it is traded for heavily by the other kingdoms as well as Dunfell and the north. Khuzzud also does a small amount of ranching- they have a few small surface settlement for raising goats and sheep in a sheltered valley on the northern side of their mountain. They produce both goat's milk and cheese. They do also grow potatoes and a hearty breed of corn on some terraced farms. Compared to many other dwarven kingdoms, they are more preoccupied with cooking (and import a greater variety of cooking ingredients) and they are the least preoccupied with brewing and smithing.

#### Major Industries

Khuzzud is known for two things- growing emenfet mor'muna and mining emeralds. Most of their mining operations are based around gem veins and their emeralds are the most lucrative though they do also mine other ores and gems in smaller quantities. Many here make a living as renowned gemcutters and jewelers. There are also plenty of distilleries and especially bakeries to be found.

#### Trade

Khuzzud mostly trades grains, jewelry, emeralds, and other precious gems. They typically keep their crops and goat products for themselves because they have such a limited quantity. They import lots of textiles, wood, and meat as well as other grains and vegetables.
Bryn (Country)

## Bryn

Location of Bryn

Bryn is a large island country located in the Bryn Isles in the Trade Sea, south of Alderyon. It is a major trade center and famous for its residents' heavy worship of various gods of commerce. It is also known as a melting pot of differing races and a hotbed for crime and piracy.

 Geography & Climate

## Economy

#### Agriculture

As a major Trade Hub in the world, linking the east and the west, almost any crop one could hope to eat can be found in the markets in these towns, brought from one side or the other. The only agriculture on Bryn are staple crops for the local population. This includes Corn, Wheat, Barley, Oats, and Soybeans (in the north). Minor crops also grown here are carrots, garlic, onions, potatoes, apples, and pears- all of which are grown worldwide.
Jordenmar

Location of Jordenmar

Jordenmar is a small country located on Pearl Isle in the Southsea Isles.

 Geography & Climate

## Economy

#### Agriculture

Subsistence farming is the only farming on the island of Jordenmar. Staple crops are wheat, hops, and barley. Some crops, like carrots, onions, and potatoes are originally from Alderyon. There are also some unique regional berries like cloudberry, juneberry, white & red currants, bilberry, jostaberry huckleberry and lingonberry. A great deal of Bogdanov is forested, so agriculture is limited. There are many hickory nut trees
Toranaar

Toranaar is a region that once belonged to many rock gnomes. They called it something different but the original name has been lost to time. The elves referred to it as Toranaar (Wild Toran). After humans colonized the area it became a part of the Norvaskan Empire. After a handful of civil wars, it has become the location of several independent human countries including Llanath, Belstrad, Solvorn, Torravik, and Alvesund. Most of the descendants of the original gnomish residents now live in Geddrifan, with the dwarves of Ankher, and within the region of Afenedenn in Jadewood.
Binska Barrows

The Binska Barrows are the soft rolling hills on the western side of the Norvask Highlands. They are known for their violent green color and breathtaking beauty. They are located in the area that was once the gnomish homeland of Isoldhaeg and they are due east of the Faelan Plain on the Isoldir Peninsula.
Toranaar Downs

Toranaar Downs are an area of rugged hills and steppes located in south / southwestern Shathaar. These hills are located south of the Jadewood and cover the majority of the countries of Alvesund, Torravik, and Solvorn. This area was once known as Toranaar by the elves before the introduction of humans to the area.
Tharza

Tharza is a kingdom located in The Anuru Peaks in northern Alderyon.

Location of Tharza

## Economy

#### Agriculture

As Tharza exists in the snowy Anura mountains, agriculture is near impossible. However, the dwarves from this area have learned a way to breed and grow a type of obscure grain underground. This grain- Mor'muna or "night grain" is grown within their strongholds without need of sunlight and used to make beer and whiskey very similar to that made with rye or barley. The type of Mor'muna that Tharza specializes in is called *Guilbur* Mor'muna, and has a bitter aftertaste. Though used in some stews, it's not *typically* baked into bread or used to make flour and is made almost exclusively into Guilbur Beer and Whiskey.

#### Major Industries

As with most Dwarven Kingdoms, mining and blacksmithing rule the economy, and as in Anura, this is rivaled only by beer and whiskey brewing. Tharza's official beer is Guilbur Beer, named for the grain only they have access too which is used- malted guilbur. They flavor this beer with traditional hops, spruce buds/tips, and mint. Insofar as blacksmithing, they specialize mostly in smelting and forging of gold and silver items, which are the ores most abundant in their mountain. Their mountains produce few gemstones- mostly different kinds of quartz like amethyst and topaz which they use in ornamentation.

#### Trade

The dwarves of Tharza trade with the other clans of Anura based on need for the most part. They occasionally trade with the northerners for fish and meat and Dunfell for vegetables, grains, textiles, and wood. Mostly they trade beer, whiskey, raw silver and gold ore, quartz, as well as their metal-crafted items.
Shorana

Description

## Origins

Shorana is a goddess that is often forgotten until someone or one of their loved ones find themselves in some kind of mortal peril. She is the goddess that shepherds all elves to the Court of Eshathâr upon their deaths. If one is a devout follower of her, there is sometimes a chance that she will have mercy upon them or their loved one and allow them to pull through whatever mortal wound they have sustained- but only if it is feasible. She is called the Lady of Mercy but she is still staunchly against those her perform necromancy or seek immortality. She works closely with Eshathâr and some claim her to be his daughter. To preserve destiny and fate, Eshathâr will at times send Shorana out to actually prevent a death that cannot come to be (or to ensure it). Shorana wages an eternal war against the dark denizens of Shadowfell or anything undead. Many clerics find themselves at her service, especially Grave Clerics. She wages her war primarily with her packs of celestial white hunting hounds. At some point long ago many of her hounds were killed by undead Shadows and turned into Shadow Mastiffs that now lurk in the shadowfell and beyond.

When not shepherding the dead and waging her war against the undead, she presides over those who are doomed or those who care for the doomed. Chronically ill people and the elderly often find themselves worshiping her. They do so in hope of an easy passing, in hope of pain relief, in hope of outright mercy, and sometimes in hope she will just end their misery. Caregivers of the dying and dead also often pay her tribute in hopes for the same things. Shorana is the keeper of the grave and the reaper of souls but she is more often than not a gentle and understanding deity. She presides over death in complete understanding of both its necessity and the grief and sadness it causes. She sometimes visits the grieving to give them a sense of peace, just as she visits they fearful dying to give them courage. She does this both for good and evil elves, for Eshathâr is the one in charge of judging the soul in the afterlife.

## Appearance / Depictions

When Shorana visits a worshiper or reaps a soul and greets them on the other side, she is seen as a tall elf woman with long pin-straight white hair, the front part of which is pulled back into a braid and tied with string and a single black raven feather (Eshathâr’s main symbol). Her skin-tone is usually fairly dark but her eyes are a blinding white. She is draped in midnight black robes which shift and seem to become translucent near the ends. She is usually surrounded by one or more glowing white mastiffs, but not always. She is generally described as serene, calm, and welcoming. When an elf dies she is said to appear and offer her hand- upon taking it and accepting death they are overwhelmed with calm understanding and she willfully shepherds them into the afterlife. If they refuse, she cannot force them, and they may become angry ghosts and spirits whose bounty she will fulfill later after enough time has passed and they still have not been able to attain inner peace and move on.
Trollsk

Location of Trollsk

Trollsk is a small country on Ostraskar Island.

 Geography & Climate

## Economy

#### Agriculture

Subsistence farming is the only farming on the island of Ostraskar. Staple crops are wheat, hops, and barley. Some crops, like carrots, onions, and potatoes are originally from Alderyon. There are also some unique regional berries like cloudberry, juneberry, white & red currants, bilberry, jostaberry huckleberry and lingonberry. A great deal of Bogdanov is forested, so agriculture is limited. There are many hickory nut trees
Solistria

Solistria is a kingdom in northeastern Alderyon . It is located within The Goldenwood .

## Economy

#### Agriculture

The elves of Solistria do take part in some limited agricultural practices, often aided with magic. Many plants grow here are native to the feywild and found nowhere else in Alderyon, making them the largest trade export the elves here have. Berries and nuts make up the majority of their diet because they have little interest in cutting down trees for large plots of grain. They mostly import these. Still, single families often have a small plot of land for things like turnips, carrots, tomatoes, and beets.

#### Major Industries

The elves of Solistria take part in many industries as they are always eager to learn more and be the best at whatever they pursue. They are very invested in culture and magic so things like the arts and the arcane tend to be important. There are many schools dedicated to music, art, mages, philosophers and historians and many elves are drawn to these careers. Skilled work of all kinds flourishes and, much as in places like Lorneweald, Solistria is a sort of "jack of all trades". Within their mountains they actually have some mining operations (a rare thing for elves to partake in) and these mines produce coal, iron, copper, gold, and most famously- mithril. An industry that used to be most important, hunting, has slowly declined in favor of importing food and due to a rise in vegetarianism and increased interest in feywild produce (among Sun Elves- Moon Elves still prefer hunting).

#### Trade

Trade with Solistria has been no easy matter since the erection of the mythal wall along their southern border (to keep the Shadowfell invaders out). It can only be reached by boat and they are very selective of who can enter their domain. There are a few selective trade organizations that the sun elves have made agreements with, and only those wearing their insignia will usually be allowed within to do trade in elvish cities. Otherwise, Solistrian elves themselves must disembark to sell their wares elsewhere and most have limited interest in this as they are fairly self-sufficient already. Most of their exports are magical in nature as that is sort of their specialty- this includes enchanted items, spell scrolls and tomes, and alchemical potions.They do tend to import certain luxuries like tropical fruits and chocolate, and they do often import metals and gems from the dwarves of Anura that can't be found within their own mountains. They export elven crafts of all kinds, and other big sellers are mithril-forged weapons and armor and produce native to the feywild which they have access to.
Ghal

Ghal is a kingdom within The Uldunar Mountains in west-central Alderyon.

Location of Ghal

## Economy

#### Agriculture

Balgar does not take part in agriculture other than some traditional underground fungi and lichen farms. The great majority of their food has become imported over the years- both from Llangollyn and Marasena and dwarves at the southern end of the Uldunar Mountains.

#### Major Industries

Ghal's main industries, like most dwarves, are mostly mining and blacksmithing- mostly ores like iron, copper, nickel and zinc. They are also, rarely, one of the few places in Alderyon that produce a decent amount of platinum. They take part in beer brewing as well, and focus on an unusual brew of their own creation, which is flavored by a plant found only deep in the Underdark. This unique brew they call *dunarbez* and it is the only export to rival their ores and metalwork.

#### Trade

Ghal's main exports are platinum coins, metalwork, and Dunarbez Ale. They import mainly vegetable crops, grains, meat, and fiber textiles.
Ultzinbar

Ultzinbar is a kingdom located in The Anuru Peaks in northern Alderyon.

Location of Ultzinbar

## Economy

#### Agriculture

Ultzinbar produces exactly one edible product- an Anurian mor'muna grain (grown underground) which they call *Baragis*. They use it primarily the brew beer and whiskey with though it can also be used to make flour. This is uncommon due to an unusual and bitter aftertaste. Baragis bread is an "acquired" taste. Whereas in Tharza, Anura, and Khuzzud they focus most on beer- Ultinbar focuses more on whiskey. Baragis Whiskey is notoriously potent and some claim it to be the strongest in the world- rivaled only by chemically enhanced Vodka made by the gnomes of Beorh.

#### Major Industries

Ultzinbar's largest industries are focused on the mining of iron and other metals used to craft strong, reliable armor and weapons, their major export. They do share some of the gemstone (ilhala stone) veins with Mount Bruselle and occasionally fight over them with Anur . They produce the largest supply of Iron in these mountains and they are also known to produce a fair amount of diamonds in their mines. Deep below are magma chambers which produces some unique gems and minerals like obsidian, lead, zinc, and nickel which are very useful in producing a variety of strong alloys- their specialty. Additionally, to mining, blacksmithing, and distilling whiskey, these dwarves are known for their ferocity in battle and love of hunting. They are the main protectors of these mountains and the most avid hunters of white dragons. As a result they are the masters of creating dragonscale armor and weapons.

#### Trade

Ultzinbar's major exports are Baragis Whiskey (often just called Baragis), armor, weapons, diamonds, dragon parts (including white dragon scales), and wild game. They mostly trade with the other dwarves nearby or the free people's of the north. They are known to have a general disdain for the people of Dunfell, though they are still *willing* to trade with them for things they want.
Death Note

***Death Note*** (デスノート, *Desu Nōto*, littéralement *Cahier de la Mort*) est un shōnen manga écrit par Tsugumi Ōba et dessiné par Takeshi Obata. Il est prépublié dans le magazine *Weekly Shōnen Jump* de décembre 2003 à mai 2006, par la suite publié en douze *tankōbon* depuis mai 2004 jusqu'à octobre 2006 par Shūeisha. La version française est éditée par Kana de janvier 2007 jusqu'à octobre 2008.

À la suite du succès du manga, une adaptation en anime de 37 épisodes est réalisée par Tetsurō Araki au sein du studio Madhouse et diffusée du 3 octobre 2006 au 26 juin 2007 sur Nippon Television au Japon. En France, l'anime est diffusé à partir du 2 février 2008 sur MCM et de décembre 2008 sur Virgin 17.

## Synopsis

Les cahiers de la mort sont d'apparence anodine, si ce n'est leur titre en lettres gothiques qui trahit de plus sombres desseins.

Light Yagami est un lycéen surdoué qui juge le monde actuel criminel, pourri et corrompu. Sa vie change du tout au tout le jour où il ramasse par hasard un mystérieux cahier intitulé « Death Note ». Son mode d'emploi indique que « la personne dont le nom est écrit dans ce cahier meurt ». D'abord sceptique, Light décide toutefois de tester le cahier et découvre que son pouvoir est bien réel. Il rencontre l'ancien propriétaire du Death Note, un dieu de la mort nommé Ryûk. Celui-ci déclare avoir volontairement laissé tomber son carnet dans le but de se divertir.

Light décide d'utiliser le Death Note pour exterminer les criminels, dans le but de bâtir un monde parfait dont il sera le dieu. Il apprend peu à peu à se servir des pouvoirs du cahier et de ses règles : l'utilisateur ne peut tuer une personne que s'il connait son visage, en y inscrivant son prénom et son nom de famille. Il peut également en préciser la cause et les circonstances détaillées, la cause par défaut étant la crise cardiaque.

Les nombreuses morts inexpliquées de criminels à travers le monde attirent l'attention d'Interpol et du mystérieux L, un détective particulièrement talentueux, mais dont personne ne connaît l'identité. L décide d'enquêter sur le tueur en série, surnommé « Kira » (キラ?, dérivé de la prononciation japonaise de « killer ») par le grand public.

## Fiche technique

* Studio de Doublage
## Distribution

Le Doublage Alternative de Death Note est re-doublé en Lyon et par des certains comédiens belges.

La nouvelle voix de L ou Ryuzaki, à la place de Guillaume Lebon sera Donald Reignoux. Mais maheureusement, la voix de Light "Alexis Tomassian, ne sera pas repris tout les episodes, (à part le dernier episode)

Y compris aussi les anglais techniquement redoublée par Bang Zoom!

Voici mon fancast!
The Draconic Pantheon

Worshiped by the Dragons, Dragonborn, Half-Dragons, Kobolds, Lizardfolk, Troglodytes, and sorcerers with possible dragonic ancestry.

Shazurat - creator of dragons (deceased)

The Twins: The First Dragons
Korana - Greed & Evil Dragons
Magdala - Justice & Good Dragons

The Spellscales
Ysunth - Wealth & Cruelty (black)
Halzrahd - Destruction & Pride (red)
Nolzrudd - Trickery & Cunning (green)
Yldagarrah - Vanity & Tenacity (blue)
Meozyraeg - Death & Memory (white)
Vaythyr - Power & Judgment    (gold)
Rinrugar - Wit & Intellect (brass)
Nylriss - Strength & Warfare (bronze)
Ignarax - Humor & Pleasure (copper)
Xalaruth - Magic & Respect (silver)
Solvorn

Solvorn is a country in south central Shathaar.

 Geography & Climate

## Economy

#### Agriculture

The staple crops are pearl millet and soybean as well as native vegetables like Eggplant Yams, and Taro. Subsistence farmers often plant both Mung Bean and Pidgeon Peas. In some areas they can cultivate rice as well as subtropic fruits like apples, peaches, mulberry, plum, apricot and oranges. Solvorn is famous for having cultivated two very popular citrus fruits from the rainforest citrons pomelos, and oranges- Lemons and Limes. They produce the largest amount of cotton in Shathaar.
Uketjen Outskirts

The Uketjen Outskirts is a hilly, jungle territory on the western side of the Ankherul Mountains and in the eastern portion of Jadewood. It is notoriously dangerous and known for its large population of Lizardfolk. The largest river in Shathaar runs through it from the mountains and west to meet the Lake of Stars..
Urukah

Urukah is a territory in west-central Alderyon. Within it is The Urukah Badlands. There are very few permanent settlements in this area as it is not farm-able and ranches in the area tend to be wiped out by hoards of barbarians. Most residents are hunters and gatherers.

 Geography & Climate

## Economy

#### Agriculture

Not many attempt to hold down a farm in these arid lands, but there are some areas near the coast that get enough rainfall. Typically it is all subsistence farming of Corn, Beans, Sunflowers, Amaranth, Agave, Chickpeas, Onions, and Watermelons.
Bjarstad

Location of Bjarstad

Bjarstad is a small country located on Ostraskar Island.

 Geography & Climate

## Economy

#### Agriculture

Subsistence farming is the only farming on the island of Ostraskar. Staple crops are wheat, hops, and barley. Some crops, like carrots, onions, and potatoes are originally from Alderyon. There are also some unique regional berries like cloudberry, juneberry, white & red currants, bilberry, jostaberry huckleberry and lingonberry. A great deal of Bogdanov is forested, so agriculture is limited. There are many hickory nut trees
LEGO DC Comics Super Heroes

Le Nouveau Doublage Français des séries de **LEGO DC Comics Super Heroes** sera celle en belgique avec l'autres français (aussi les lyonnais).

Et les comédiens officielles sera retour pour reprendre leur voix pour les personnages.

Y compris aussi les anglais techniquement redoublée par Viz Media / Bang Zoom! (ou comédien de série japonaise).

Et cependant, les anciens voix originalles reprendront leur personnages.

Voici mon fan cast.

## Distribution

### La Légion des Super Heros

 Lightning Lad
 Comsic Boy

### La Ligue Bizarro

 Batzarro
 Bizarra
 Cyzarro
 Greenzarro

### La Légion du Destin

 Black Manta
 Captain Cold
 Cheetah
 Gorilla Grodd
 Sinestro

### Les Ennemis venus d'ailleurs

 Desaad
 Brainiac
 Atrocitus
 Dex-Starr
The Dark Pantheon

Worship of these gods is mostly forbidden or at the very least considered greatly taboo in most societies. These are beings that were risen up by dark cults or born from ascended evil mortals. The majority of their worshipers are human, as it was mostly within human societies that these deities rose, but plenty of other races also have come to worship them over the years. ZIndala is the only member of the Dark Pantheon that is not evilly aligned.

* Izumir- God of Tyranny
* Rana- Goddess of Envy
* Aleth- God of Murder
* Drusola- Goddess of Pain
* Uberkh- God of Bloodlust
* Zindala- Goddess of the Undead
* Danha- God of Savagery
* Sinar- God of Night