recursal/Fanatic-Fandom huggingface dataset:
Sleeping broth

**Sleeping broth** is a recently invented anaesthetic which is by doctors to put their patience to sleep before an operation. Its discovery has made it much easier for doctors to perform complex operation on the torso area and has greatly lowered the fatality rate of such operations. It is made from the boiled pee of a great elk who has recently eaten elkbrain cordycep. A fungus that effects the neural system of great elks and was traditionally used by assassins to discreetly take out their targets.

To create a sleeping broth one first has to carefully harvest an elkbrain cordycep from an infected great elk. Great precaution has to be taken to burn away all the spores as only a few grams can infect an healthy adult great elk and spread the fungus through the herd. The elkbrain cordycep is then fed to a healthy great elk who will filter the most dangerous parts through its digestive system. The pee of this great elk is then caught and boiled to form what is known as the sleeping broth.

## history

For generations the people of Svellbjargheim have known that the hallucination properties of fly amanita can be made save to consume when filtered through the digestive track of a great elk. They also knew that eating elkbrain cordycep, a fungus that has always ravaged their flocks of great elks, was such a powerful narcotic that it could put an adult woolly rhino into a coma. But it was only because of an assassin hired by the north that it was discovered that the same tactic that made fly amanita save to consume also worked on elkbrain cordyceps. He tried to sabotage a raiding party by feeding their berserk broth producing great elks by feeding them elkbrain cordycep, but was caught by the raiders and forced to drink the pee himself. Expecting him to be knocked into a coma, they just let him lay in a corner of their house while discussing what to do with him. A few hours later while the raiders were still furiously discussing what to do and drinking their ale the still barely conscious assassin surprised everyone by stumbling into the room, somehow awake. A few seconds and four axes later he was no longer awake, but the oldest of the raiders did begin to connect the dots and continued to experiment until he discovered the sleeping broth.
Taintless Bridge

Over the raging waters of the Blakkrriver stands a stone arched bridge. This is **Taintless Bridge**, and while it might not look like much to the outside observer it is one of the most important bridges of the continent. For this bridge is the only land connection between the mighty city of Oxströnd and the trading city of Herfangvágr.

## Description

Taintless Bridge is a curved stone brick bridge that stands above a deep gorge from deep within the Blakkrriver can be heard. The stone's are carved with the family crest's of several the royal houses of the two realms on each side. On the Herfangvágr side a runestone can be found, telling the story of the battle of Taintless Bridge, while on the Oxströnd side a totem dedicated to the war goddess Erah stands proud.

## History

During the ascendancy of Ulfhild the Conqueror, baron of Oxströnd, this bridge played host to a grand battle between her forces and those of jarl Reymond the Stout of Herfangvágr. Reymond the Stout came into conflict with Ulfhild after the latter refused to pay him his due tribute. The jarl rode out with a large warhost, but after a number of embarrassing defeats he was forced to retreat back to his own realm over the Blakkrriver,.

However he had to make a stand at the then wooden bridge to allow his warhost to retreat. The now significantly outnumbered Herfangvagrian host used the bridge narrow space to their advantage by forming a shieldwall on it forced the Oxströnders to clump up while his spellcasters could rain magic upon their enemies. Reymond led his army from the front, killing 80 of Ulfhild's soldiers before falling. No warrior could best him in hand-to-hand combat, but he was easily slain when a nimble halfling climbed over the underside of the bridge and stabbed his taint into a bloody pulp. This halfling then moved on to the rest of the Herfangvagrian shieldwall and repeated the process. The moral of the rest of the defenders shattered when they saw the painful faiths of their leader and his entourage. Ever since that battle the bridge has been named Taintless Bridge in memory of the cruel removal of Reymond the Stout's taint.
Thrumbo

The **thrumbo** is a huge herbivores beast wandering the forests Bataf, a gigantic, graceful creature. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long white fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price. Once believed to have gone extinct due to a changing environment and hunting, thrumbos have recently been sighted deep in the mountains of Svellbjargheim.

Despite their awesome strength the thrumbo is skittish by nature, avoiding most humanoid contact and therefore tends to stick to the forests in which they live. Rarely will they leave these thick forests, in which they carve out path crushing the forest underneath their body strength. Only on rare occasions do thrumbos migrate to new forests, in turn eating all the farmland they come across in their paths. When migrating or procreating the thrumbos from small herds of three to six creatures. Due to the changing tide and encroachment of humanoids the landscape in which the thrumbo lived drastically changed, in addition to that the few successful hunts for their valued horn and hide caused the thrumbo to go extinct. The thrubmo became a creature of legend for most of the people in the world and parents told children stories of a huge one-horned creature roaming the world. However, rumours circulated that the huge creature was still alive and hiding out deep in the mountains of Svellbjargheim, with some folks claiming to have seen the now mythical creature. It was not until numerous expeditions setup by Coen Pennink, from Dienerdam, that the creature was officially sighted once more. The research time studies the creature studied followed the creatures for months and determined that they managed to survive here due to their thick coats protecting them from the cold. And the fact that the mountainous valleys are barely inhabited, therefore allowing to the beast to live in relative peace. Far away from any people which might accidentally change its habitat.
Zactarn

**Zactarn** is the oldest dwarven city in existence and has been continually habilitated since its founding many eons ago. It lies in the southwestern region of Svellbjargheim and is visited by few, due to its remote location in the mountains. The city is considered the birthplace of the Oristi culture, the old precurser to the dwarven cultures the world knows today. Nowadays the city lies partially abandonded as many of the early dwarves eventually left to explore and settle new places.

## History

When exactly the proto-dwarves of Oristi settled the location is unknown. Much of the early history of Zactarn has been lost over the ages due to various reasons. For example, the oldest parts of the city are actually build much closer to the surface. These parts have been rebuild and repurposed many times throughout the history of the city. Therefore, some of the more well preserved parts of the city lie deeper within the mountain home. However, the parts of the city that lie the deepest have mostly been abandoned and partially collapsed. This due to the fact that many dwarves left Zactarn for greener pastures, with this many parts of the city were neglected.

Due to many people leaving the character of the fortress also changed. With the relatively few dwarves that did stay behind, were often more religious. Seeing the city as a holy site to dwarvenkind. This has led to the development of a highly religious city ruled by a theocracy. Who see it as their goal to protect the city from any hostile influences. They also wish to uncover the old parts of the city, thinking that great artefacts or knowledge about the ancient Oristi might be found there. The rulers of Zactarn are also trying to revitalize the city by attracting more dwarves back to the place, often under the guise of tradition. Claiming that a true dwarf seeks out their roots. This has led to the creation and promotion of pilgrimages to the site.
House Rosazski

*Update the article to reflect the new Zakraj (country south of Berok lore)*

**House Rosazski** was an important house in the Kingdom of Zakraj. Once rulers of Zakraj, the house eventually lost power and now just rules a small duchy within the kingdom. Family members of House Rosazski are often taller than the average ruler of Zakraj, the house themselves claim that they decent from giants.

## History

The hosue was founded by Rosa Rosazski, who received the title of count in 837 by the then ruler for her prowess in battle. Even back then the Rosazskis were known for their height.

## Rosazski Sword

Forged during the reigns before their ascensions to kingship, the Rosazski Sword is said to be the item that ultimately gave the house the strength to rise to the throne of Zakraj. Taking the shape of a greatsword, the weapon was encrusted with a ruby on the top of the hilt. Enchanted with magical powers, its said that the sword can not break. The Rosazskis used this weapon to tip the balance in their favour, eventually managing to claim the title of monarch of Zakraj by sheer might. Eventually during their rule the sword gained a more ceremonious role and would be deemed to valuable to loose. With its sentimental value outweighing it strength. However, nothing lasts forever and the sword was lost amidst a great fire in the capital of Zakraj during the year 1486. The monarch at the time was out in the countryside. A caravan with the sword onboard tried to escape the city, but was ambushed by desperate peasants when leaving the city gates. The exact faith of the sword is unknown, some say it got melted down, others say it might still be around. One thing is for certain the sword was lost to history.
Othlesti Steel

**Othlesti Steel** is a black golden metal alloy created by the dwarves of the dwarven fortress known as Othlest Inod. A highly sought after metal in Bataf, it is characterized by a distinctive decorative angular pattern, known as Dwarf Deco, across both blade and armour. Weapons made from Othlesti Steel are reputed to be tough, resistant to shattering, and capable of being honed to a sharp, resilient edge. Armour from Othlesti Steel offers significant protection for the wearer. Made from a combination of magma, iron, gold and coal, weapons and armour of made of Othlesti Steel are 10 times more expensive than its regular counterpart.

## Production

The creation of Othlesti Steel is a close guarded secret, known only to a select view dwarves within Othlest Inod. The process itself is a delict and slow one. Even the creation of a mere bar of Othlesti Steel can take over a week. The refinement process starts with the creation of an Othlesti Steel, first the forges are heated with magma drawn from the deepest source of the Stobir volcano. The magma does not only heat up the great forges but is also a vital component in the creation of the steel itself. During the alloying process into steel small amounts of magma are added to create the black steel. However the process isn't done with that, in addition an alloy of Othelsti Steel and gold is made, which is later added as a decorative function. Combining gold with Othlesti Steel removes it brittle properties, thereby being able to create beautifully decorated yet armour without losing its strength.

## Acquirement

Only few people pose weapons made out of Othlesti Steel, even fewer own armour made from the marvellous alloy. To acquire weapons or armour made out of such material is as complicated as the process to create the metal itself. First one who wishes to acquire something made out of this metal has to send a personal letter to the smiths of Othlest Inod, stating their name, any ranks and other related business. If accepted the smiths will send a letter of approval back. Note that this has to specifically be a letter, telepathic contact or any other forms of communication are seen as to fast paced, which is an insult to the delicate process. After the letter of acceptance has been approved a lord, lady or whoever needs to make the journey to the Stobir themselves. There they are interviewed, at which the dwarves can at any point decided to cut off the acquirement process. Response time varies, the smiths will sometimes let an interviewee know immediately that they have been declined. There have also been a few instances in which the interviewee had to wait for weeks, on a rare occasions even months. Once fully approved the buyer is required to pay upfront, after payment the specifications of the weapon or armour are discussed and any measurements are taken. Afterwards the buyer is allowed to leave and the creation process starts. Which depending on the product can take months to years to complete.
Palace of Cainites

The **Palace of Cainites** is the largest structure in all of Cainaan and services as the centre of power for the country, known as the Blood Court. The leader of the Blood Court is known as the Blood Prince. Located in the most central point of the country, the palace is infamous for several reasons: the creation of it with dark lunar magic and its huge tower which casts a dark cloud over Cainaan. The palace is named after Cain, the first vampire of Tara Tranda the land that would later be known as Cainaan.

## Description

### Wall and outer palace grounds

A grand wall encompass the ground where the castle lies. Statues of gargoyles can be found multiple times on every wall section, its said that when the palace comes under threat the gargoyles will spring to life and will sprout blood on the would be attackers from a distance. In addition to gargoyles plenty of gibbets cages can be found too, meant to show the fate of those that tried to oppose the rule of the vampires of Cainaan.

The outer grounds are filled with walls of roses, a defensive tool for its thorns the rulers of Cainaan also happen to like the look of the rose. Which was once a staple of the region of Cainaan, before the vampiric takeover.

### Main Hall

When entering the building complex the first thing someone would notice is the stark contrast to the bleak outside of the castle. Instead one is welcomed by a warm red carpet leading straight to the dining hall. On either side a set of stairs can be found which lead to the bedrooms all surrounding the Temple of Cain. Lavish golden and black pillars keep the rooms afloat.

### Dining hall (update to reflect Blood Court)

~~Unlike any traditional castle or palace the Palace of Cainites doesn't have a council room or auditory hall were subjects can petition their proposals. Instead the red carpets leads directly into the dining hall. Four rows of tables can be found each running horizontally across the room, at the end a large solitary table can be found for the prince, ruler of all vampires in Cainaan. When the prince does speak they walk up a set of stairs to a balcony above their table that overlooks the whole hall.~~

### Temple of Cain

In the centre of it all the Temple of Cain can be found, a huge spiralling tower. The tower is divided into multiple floors, with the first few floors being accessible by anyone, these mostly contain smaller prayer rooms. Above this is the bedroom of the prince. But further above that is the true Temple of Cain, lavishly decorated and fully dedicated to the worship of Cain. Performing offerings at night to draw the power granted by the moon. The top of the temple has an open roof with a large spire in the centre. In the middle of the open-topped room a special urn is placed, these contain Cain's Ashes, the last remnants of Cain, these ashes are used as a magical source of power to cast a large dark cloud over Cainaan.
Whale Etchers

The **Whale Etchers** are a group of magi hailing from Welleröldhofn. Here they gather the bones of whales used in the whaling industry and carve them into different shapes and sizes, granting magical effects to these so called Whale Charms.

## History

The Whale Etchers hold a long tradition in Welleröldhofn, starting from the days that the first whales made their way to the port city. All starting with a small group of workers carving into the bones during small breaks and at home, first serving as simple jewellery. Not soon after however those more magically inclined found out that the bones hold a deep allurement to them. They started to carve at them differently allowing their power to come out. These charms no granted small boons to those wearing them. They became popular among the citizens of Welleröldhofn, but were met with suspicion by the High King and Queens of Svellbjargheim. Nonetheless some of the royalty tried out the charms and they were to their liking. However soon the Whale Etchers became vilified, as one of the mages had created a charm that does grant a more powerful boon but at a big cost. One of these 'corrupted' charms made their way to the High King and the drawbacks outweighed the benefits as he quickly fell ill. Blaming the charms they were quickly banned from Svellbjargheim, but remain popular nonetheless in Welleröldhofn. The charms kept making their way around the known world, but the tales of corrupted charms spread before them. Therefore people mistrusted the charms, even those only proving boons. The status as something dangerous was cemented and nothing much could be done to improve it.
Order of the Rose

*Do not let the name deceive you young one, the Order of the Rose is all but chivalrous . They are the most hardened of princes living in Cainaan, the oldest and therefore most experienced of the vampires. They kill with brutal efficiency, leaving no drop of blood behind*. - Words spoken to new members of the Medvedi

Symbol of the Order of the Sanguine Rose

## Relationships

### Enemies

Medvedi, Berok

The Order of the Sanguine Rose is a knighthood founded in the lands of Cainaan in 1471. To be a member of this order means to be the most ruthless and smartest vampire in the country. For only the strongest and most intelligent vampires survive to old age, even in the lands of Cainaan. The goal of the order is to spread vampirism throughout Bataf, for their blood is superior and all vampires can travel in peace. They try to accomplish this goal through raiding and subterfuge. When fighting in battle they wear black armour with the symbol of the order displayed on their breastplate.

## History

Founded in the year 1471 by Valerie the Shade. Valerie is known for excelling at stealth and deception, an old vampire her line goes back all the way to the first nights of Cain himself. Valerie wished to travel the lands but was never safe from vampire hunters, nor did she particularly enjoyed the smell of the lesser blood. Therefore she founded the Order of the Rose hoping to spread the vampiric ideals across the lands of Bataf.

## Organisation

### Membership

To become a member of the order Lilith herself must deem a vampire worthy of the cause. For only the strongest and those who belief in the ideals of the Order of the Rose are allowed into the group. Once Lilith has carefully picked potential members they are allowed to travel to Balaur castle for further examining. Here they will be tested on their skills of prowess, stealth, deception.

### Leadership

The order is headed by a singular leader at the top known as the Keeper of Roses, this function is fulfilled by Lilith herself. Below Lilith are the ''Thorns'' her two most trusted advisors.

## Balaur Castle

Settled on top of the mountains to the south for Cainaan. The castle used to be part old dwarven fortress, but was abandoned 100 years prior due to relentless vampire attacks coming from Cainaan. The dwarves themselves retreated together with their Berokian allies more south. One of Lilith's Thorns had come across the location and claimed it could function as a good location for a base of operations, striking into Berok and Ralmulash territory.

The deep tunnels while poorly maintained served as a good place to hid from the sun during the day, while the structure was reconstructed during the night. One road leads into the castle, with a small ditch surrounding the castle, filled with wooden stakes deterring any attackers, even rivalling vampire groups from attacking.
Cave Beetle

The **Cave Beetle** is a round, omnivorous beetle native to caverns. It grazes on cave fungus and has an ornery disposition.

## Description

The Cave Beetle has a length varying between 2 and 3 meters from back to front. Male beetles have a large horn connected to their bodies roughly 1 meter in length, making up one third of their entire body. The average width being between 75 and 85 centimetres. The Cave Beetle is a sturdy little creature being able to carry 100 times it own weight, however at this level the creature slows down significantly. Male and female Cave Beetles have a good amount of hairs underneath their mouths, almost like a beard. Their chitin is a blueish colour with glowing red eyes which are able to see well in the dark.

### Life Cycle

Cave Beetles living primarily underground have no specific mating season. On average the gestation period lasts 30 days, afterwards 5 to 10 eggs are laid by a female Cave Beetle who closely guards them until they hatch. A Cave Beetle larva will undergo three different transformations all combined taking two years. After the two years a Cave Beetle can be considered an adult and will leave up to an average of 20 years old.

### Social Structure

Cave Beetles in the wild tend to life in small packs of about 10 beetles, with 2-4 males to 6-8 females. The pack us led by the eldest male and female beetles who are considered the father and mother within a pack. If a pack has a really good breading season the pack can grow in size up to a 100 beetles. After the beetles reach maturity they will either roam the expansive caverns for grazing land. If not enough grazing land is found, Cave Beetles will venture outside of the caverns in search for new caves.

## Culture

Dwarves first encountered the Cave Beetle in the caves beneath the settlement known as Othlest Zefon. After a series of skirmishes, the dwarves quickly figured out the usefulness of the beetle. Its strong chitin can be used as an armour, of course not as durable or strong as metal but in a pinch, it forms a decent protective armour. Furthermore, the creature's immense strength could be used the turn it into a useful pack animal and even mount. Letting a beetle carrying 30 times its weight is the sweet spot between extra energy consumption and amount of carried weigh. The dwarves quickly set out to domestic the Cave Beetle, eventually becoming close companions.
Jozefinian Order

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## History

### Founding

By Jozef the Zealot, one of the first Medvedi. Turned more to religion and faith in the first encounters with Cainaan. Became a radical, left Medvedi to turn to the Berok Orthodox Church and founded the Jozefinian Order, which at the time was a small subbranch of the Berok Orthodox Church known as vampire hunters.

### Initial growth

Would slowly grow to attract more members, after the death of Jozef it would be renamed the Jozefinian Order.

### Decline

Skirmished with Cainaan had died down, funding ceased. Jozefinian order declined.

### Current (1655-)

Grew immensly in size after the Battle of Voletks Pass in 1655. Attracted many zealots, managed to use the acts from earlier decades to instate religious mayor loyal to the Order in towns, especially close to their HQ.
Sledový

**Sledový** is the largest city in Teník and is that last Berokian city in the north before only small villages and forts are to be sighted. In that way for many Berokians Sledový is the last form of civilization for farther north lie the vampires of Cainaan.

## History

Founded in the early 800s Sledový was a minor settlement in the middle of the Teník Forest. Settled originally as a mere woodcutting camp the location would eventually grow out to be the administrative capital of the region. During a 300 year period the settlement would develop and the old growth forest around the town would be cut down. The forestry industry strengthened and they would specialize in wood products. When contact was made with Tara Tranda the city would receive an extra boom in commerce. Now merchants did not only go south to the rest of Berok, but they both came from the north and headed to the north. The great plague of 1107 would temporarily decrease the trade coming from Tara Tranda, causing a slight economic down turn. This didn't last long and the trade was quickly restored after the plague had disappeared. The town would once again grow and in the next 300 years it would grow out in a decently prosperous city within Berok, however it would never quite reach the hieghts of Bralutko, Zamestko or Banská Niska. In the meantime rumours would circulate around in Sledový of strange beings in the northern lands, but were simply dismissed. These rumours would turn out to be true around 1430 as the city would enter a new era. Suddenly all trade with Tara Tranda had collapsed and many folk left the region as the economy grew to a snail's pace. Not long after the disappearance of the trade refugees would flock from Tara Tranda, fleeing the vampiric threat that occurred in their lands now known as Cainaan. Since the 1430s the city of Sledový and the greater region of Teník grew poorer, with many buildings being abandoned as the Berokians now not only left because of economic conditions but also because of possible vampires. This exodus of citizens was especially noticeable after a series of raids by Cainaan target the region. Nowadays the city is inhabited by a large minority of people from Tara Tranda, trying to keep their culture in tact and holding fund raisers in the hope of one day reconquering their homelands. Sledový is therefore not only the administrative capital of the region but also the unofficial capital of the people of Tara Tranda who seek retribution against the vampires of Cainaan.
Dienerdam

Dienerdam is a small city located on the rivier Dien in the Madame Estuary. About two days north of Madamsrest, Dienerdam is the most important political and economical rival. The city itself is primarily known for its gem cutting industry. The citizens of Dienerdam pride themselves for their modesty, when compared to those of Madamsrest, however for an outsider the citizens of Dienerdam seems as loud and proud as Madamresters.

## History

While many Madamresters would not admit it the city of Dienerdam is actually a couple of decades older than Madamsrest. Founded as a small fishing town along the Dien the city enjoyed relatively good protection from the open sea, for it laid slightly more inland.

In 1576 the city would send out an expedition led by Coen Pennink in search of the legendary creature known as a thrumbo in Svjellbergheim. This expedition was send out as a response to the expedition of Hendrick Jonaszoon to find the source of the Madame river. The search for a some mythical creature in a far away land managed to gather less fanfare than the Jonaszoon's journey. The expedition would eventually return a few years later with Pennink having recovered a horn from a thrumbo. Which is still displayed in the city hall of Dienerdam to this day.

## Politics

The city of Dienerdam is ruled by a mayor who is chosen from the city council by the city council, a seat to the city council can be bought for the right price. These prices are often extremely high and therefore only the richest of Dienerdam, which often are merchants, are able to get a spot on the city council. This has ensured that a tight plutocratic regime is in full control of the politics of Dienerdam. The bureaucracy of the city often changes when new seats are appointed, for the members of the city council will bring in their own administrators.
Feast of the Scarlet Wine

The **Feast of the Scarlet Wine** is a celebratory rite of passage for new born vampires in Cainaan. The moment the fledgling tastes its first 'Scarlet Wine' they are now officially seen as a vampire.

Someone doesn't become a vampire because they simply want to, they are chosen through a careful selection process often taking months. However once a candidate as made it they will be guided by their mentor and future family in the Vampiric turning process. The feast itself consists of two rituals. First the turning, a candidate or fledgling enters the hall blindfolded and are put on their knees. Once that is done their blindfold will be taken of to reveal a grand jury of five elder vampires ready to judge if the fledgling is to be deemed worthy of vampirism. In a grand hearing the fledgling and their mentor has to defend them, stating as to why they're worthy to be a vampire. This hearing is actually a formality, if a fledgling has made this stage the will be most certainly be turned into a vampire. Only on a few occasions has their bid for vampirism been struck down by the jury. Once accepted the candidate needs to recite a rite of passage that goes as follows: *I hereby solemnly promise to uphold the values and powers granted to us by Cain, the greatest of all vampires, a true example to us all. I shall shun the soul sun for all eternity that may follow and embrace the power of the Moon of Reincarnation. I promise I shall not turn somebody into a greater being without consents of my fellow creatures of the night. May the embrace of Cain forever guide us*.

After these words are spoken the mentor smears some of his own blood on his teeth and bites the candidate, the blood infected with vampirism enters the bloodstream of the candidate and they quickly pass out. In about 10 minutes they will regain consciousness and its time for the actual feast itself. Cups and goblets filled with blood are brought forward and the fledgling will be granted a seat at the head of the table. But before he gets to drink the main course is brought forward, a humanoid of whom the fledgling shall taste its first sips of blood. Due to it being the first sip the main course almost dies, but is then granted some of the blood of the fledgling therefore creating a thrall to the new vampire. And so the feasting goes on until midday, in a room darkened to blot out any sun.
Heavenly Champion

Each god of the six heavens has a personal retinue of once-mortal demigods called **heavenly champions**. These champions have a variety of purposes: from generals for their patrons armies, to personal messengers, to envoys. Each champion's body is resharpen to complete their god's will as perfectly as physically possible. Some may receive wings to fly on the zephyr with while others become living constructs of holy armour and radiant energy.

The appearance of a heavenly champion on the mortal realm is almost always a moment of both joyful celebration and of great concern. For these beings rarely leave the six heavens unless their patrons have a task of the uttermost importance for them. Sometimes a cult might try to summon an heavily champion through an profaned ritual, often in an attempt to bind it to their foul wills.

## Requirements

Rarely a mortal may receive a vision from their patron god when they have proven themselves worthy enough before the six heavens to receive their attention. In this vision their patron god will tell them about the sacred quest they have to undertake if they wish to obtain ascension. This quest for ascension can take many forms depending on the patron and what they want to see from their mortal subject. Sometimes they might have to destroy a cult belonging to an enemy god, or they might have to find their way into the six heavens themselves to slay some ancient foe. Many aspiring champions die while undertaken this sacred quest, but those who succeed are rewarded in ways that most mortals could only dream about.

## Notable Holders

**Arctorius** - Champion of Erah. Arctorius resembles a four armed white bear with tribal patterns across its fur. Its body is covered in wooden armour adorned with feathers and glowing auric patterns.

**K'logg** - Champion of Bál. A being of ever burning steam, K'logg can move itself on the wind faster than any man or beast could wish to. When K'logg passes through a being he can see into their heart. Those who are pure and kind have their wounds healed while those who are deemed unworthy are burned alive.

**Barbarosa Marlos** - Champion of Cuhtja. A great suit of living metal armour. No weapon created by either mortal or heavenly hands has ever pierced Marlos's thick metal plates. Those who have had the unfortunate to see underneath Marlos's visor and have seen between the creaks in his armour have gone blind. They claim that they have had the light sucked out of their eyes by an all consuming darkness.
Flintbeetle

**Flintbeetles** are small black oval beetles, which inhabit the volcanic slopes of the Twinobra Mountains. When threatened, the flintbeetle can create a sudden spark to scare of predators. This spark generates enough heat to sometimes accidentally set the dry vegetation around the beetle on fire though, which while not directly harmful to the flintbeetle does force it to seek out a new source of food.

## Description

Flintbeetles can reach sizes of up to 20 millimetre and have metallic black elytra. Their carapaces are long and slender, with a knob like head on top. They have single hardened tarsal spur on their back limbs, which they can quickly strike over their elytra to create a spark. They are naturally heat resistant, and can survive for over a minute in temperatures of 1370 degrees Celsius without any lasting injuries. However the flintbeetle is most comfortably at temperatures of up to 60 degrees Celsius.

The shell of a flintbeetle contain a small amount of quartz, which makes it stronger and gives it a natural shine. The beetles don't produce this quartz themselves, but rather gain it through their diet. Adult flintbeetles will go out of their way to search out rose quartz formations that have formed on the mountainside and nibble a tiny bit off.

Larvae of the flintbeetle feed on vegetation near the foot of the mountains, flying up after they metamorphosed into their adult form. Flintbeetle grubs can create a chirping like sound by rubbing their mandibles together, which they use to warn other grubs of their presence to avoid competition for food.

## Usage

The shell of a flintbeetle can be used as an improvised piece of flint when needed. A fire can be made by striking on the shell with a piece of metal, creating a ignition spark. Some people carry a small bag of flintbeetle shell on them because of this, but a few know that by using a live beetle there is no need for metal. Simply placing the beetle in the fireplace and stressing it out is enough to light the fire, after which the beetle can be scooped out and be reused later. However these beetles lose their ability to create sparks after not eating any rose quartz for one month.
Bloomfang mountain

Close to the lake that feeds the Blakkrriver stands a particular mountain; one that resembles a growling beast baring its fangs, with flowers braided into its matted fur. This is the **Bloomfang mountain**.

## Description

The Bloomfang mountain owns its "maw" to an old water-fed cave that was lain open and raised into the sky through long forgotten earthquake. This cave is filled with stalagmites and stalactites which together resemble the fangs of a wolf or some other apex predator. Further more the mountain is covered in a wild growth of flowers and plants while the other mountains around it more appropriately "dressed" and are barely covered in lichen and firs.

## Myths

Some say that the looks and unusual fertility of the mountain are not a natural phenomenon, but rather the effects of magically-tainted water that flows through the Blakkrriver. They believe that the Bloomfang mountain absorbs the last remnants of the corruption that has seeped into the water while it was travelling through the The Forest of Malice. This magic warps the mountain into something more akin to that region of Svelbjargheim.
Sarach Civil War

## Sarach Civil War (Sarachian Civil War)

The Sarach Civil War (Also known as the Sarachian civil war) was a right-wing insurrection in Sarach which resulted in the founding and independence of Molgarn and Szeckaria.

## Sarachian Civil War

Before and after pictures of the Sarach civil war.

### Performers

Molgarn independent forces, Szeckarian independence movement

### Overview

The civil war started in 2002 when tensions between right-wing Sarach political groups and the state lead to several politician-sponsored extremist militias forming and attempting a coup d'état as well as two large portions of Sarachian territories being seized and gaining independence, Molgarn and Szeckaria.

The two largest militia groups were the Molgarn independent forces (MIF) and the Szeckarian Independence Movement (SIM). They grew to a significant size after receiving considerable military aid from the Valskyan army. While these two groups have different ideologies, they did fight together during the war under a common goal, only turning on each other towards the end of the war in small shootouts and battles over disputed land. Tensions are still high at the Molgarn-Szeck border. The Mellandic Air Force heavily aided the Sarachian government during the civil war, defending Sarachian civilians from indiscriminate bombing runs on civilian targets by the Valskyan Republic's air force.

### War crimes

The civil war is infamous for it's various war crimes and accusations, the most notable ones being regular bombings on civilian territories by the Valskyan Air Force. The Valskyan government still heavily denies that the targets were civilians, claiming that the Sarachian military were hiding soldiers and infantry within apartment buildings targeted by the bombers. This claim is *heavily* disputed, and should not be taken as fact. It is reported that nearly 14 thousand civilians were killed in the civil war by Valskyan bombers alone.
Burden Bear

The **Burden Bear** or Berok Bear is a domesticated version of the brown bear commonly found across Bataf. Slightly smaller than a brown bear the burden bear is used for various kinds of jobs, from ploughing fields to other domestics jobs. The bear was first domesticated in the lands of Berok and the Berokians are still the primary breeders for the bear.

## Description

The burden bear lives slightly longer than its wild brown bear cousin, from 20-30 to 25-35 years. As mentioned, the burden bears services in various kinds of work. Due to the domestication process the creature became smaller when compared to a regular brown bear. The creature originally helped ploughing the fields, for it was strong enough to pull the plough through the hard soil. Later the creature was also used to transport goods on its strong back. Naturally, the creature was also useful to carry heavy canon pieces across the field.
Bál's Ironsworn

In the Sanctum of the Eternal Pyre priests are always hard at work to make sure their patients survive to the next day. But sometimes a warrior comes in who, by the blessings of the six heavens, managed to survive an amputated limb long enough to be brought before them. These warriors are given special care by the high priestess herself, so they might live and fight again for Svellbjargheim. They receive special augments to help them deal with the loss of limbs, and in return the sanctum asks nothing but a prayer in return. Most warriors will thank them and move on, but those who are the most honourable will pledge themselves to the high priestess and to Bál for saving their lives, becoming **Bál's Ironsworn**.

Bál's Ironsworn are a unit of war veterans who have sworn themselves to protect the high priestess of Bál. They make sure none in the Sanctum of the Eternal Pyre tries anything funny or threatens the high priestess. The Ironsworn's numbers fluctuate naturally over time as violence increases or decreases in the region, but on average the Ironsworn are 40 man strong.

## Equipment

The Ironsworn make use of a shield and a special prosthetic weapons. this weapon can be equipped and unequipped from a special socket in their amputated limb. Here are just a few examples:

* **Claws of Erah:** A claw-like prosthetic resembling the arm of a bear. Perfect for slicing and dicing.
* **Crystaline Fist:** A stump made out of hard crystal that covers the entire arm. It can be used both as a spell focus or as a blunt object to pummel enemies.
* **Bál's Blaster:** A blunderbuss which can be filled with whatever the Ironsworn finds or a special concoction that allows it to shoot fire.
* **The Ironsworn Sabre:** A long curved blade that can be folded in and out at will.

## Training

The Ironsworn are already veterans of war before coming to the Sanctum of Eternal Pyre. However fighting with a normal weapon is completely different from fighting with a prosthetic and warrior has to proof that they are still capable of fighting like they did on their peak before joining the Ironsworn. The Ironsworn themselves train every other day so they can continue to protect the high priestess of Bál.
Blossom Bear

The **Blossom Bear** is a rare almost mythical creature that roams the woods of Berok. Larger than other bears, the bears is instead covered by moss, on which many different coloured flowers grow. It is said that the bear has magical powers and that whoever sees it is blessed with good fortune.

## Description

There are few accounts that form a description of the Blossom Bear. The most comprehensive details are to be found in the works of the Berokian artist Ester Kaliskova, who was able to create a quick drawing and provide details such as the height of the bear. As X describes: ''The Blossom Bear with its green mossy skin is a hard animal to see within the thick forests, nonetheless once you have seen it you can't avert your eyes from this majestic creature. Flowers in yellows, reds, and even blues, and purples seemed to grow out of the moss. With what I swear looked like glistening coming from those flowers. It also was huge, standing larger than the biggest bears I have ever seen...'' This combined with other accounts has put the shoulder height at 150 centimetres, while that of the big war bears of Berok is a 'mere' 130 centimetres. Aside from the size and odd fur skin, something that is often mentioned is the mesmerizing aura that the Blossom Bear carries with it. The few people who have seen a Blossom Bear all recall a feeling of tranquillity overwhelming them, every fear they ever felt was gone in that moment.

## Culture

The Blossom Bear has been declared sacred by the Berok Orthodox Church and is seen as the continued manifestation of the Twin-Gods Ursun and Ursa. Aside from a religious nature the creature is also said to grant luck and good fortune to whoever sees it. The greatest example of this is found in Ester Kaliskova, who went from a decently known painter at Berokian courts to an artist sought after even as far as Madamsrest. This rumours have caused some to head into the woods to find the bear, with some even longing to capture the being. Laws have been put in place by both the church and courts of Berok to protect the bear against any aggressions.
Járnborg

When marching through the blasted hills of Sutfell a large plume of smoke can be seen in the distance. Following this smoke one eventually sees the smokestacks of an large town, standing defiantly against the winter chill that embraces the region of Sutfell. This is **Járnborg**, a mining town and one of the greatest exporters of tools and blades on the continent.

## Description

Járnborg is squeezed in between the eastern mountainside of Djakarfjall and an large stone wall, hew from locally sourced stone. On top of these walls are large ballistae loaded with iron bolts, ready to shoot anything down that dares to threaten the town.

The streets of Járnborg are small and claustrophobic, barely wide enough for the wagons filled with iron and coals to fit through and are made from cold mud and cobble stone. if one has to go through the town swiftly they should take the river, known as the Issvfan, flowing through the southern end of the city instead. The Issvfan is used as the primary source of drinking water of the city, but is also used by the many forges as a dumping place for industrial waste.

## Government

Járnborg is ruled over by the headmaster of the Járnborg Miner's Guild. The headmaster is democratically elected by all guild members and is appointed to the office for life. The headmaster's primary concerns are the security of the town and the efficiency of the iron forges.

## Commerce

Járnborg is primarily a mining town, although it now also specialises in metallurgy and weapon crafting. The largest mine is build in the eastern-side of Djakarfjall, and it is around this mine that most of the town has slowly build itself. The Djakarmine goes down for mile and is a complex maze of tunnels and branches. Some miners avoid the confusion of the Djakarmine by instead digging up hills in the Sutfell. Which, although less dangerous, is also very labour intensive and not very profitable. Much of the iron found in these mines is brought into the city to be used in the many forges who's chimney's make up the skyline. In these forges the iron ore is either turned to iron or steel and is moulded into tools for farming or into mass produced blades and rifles. These weapons are exported out of town to be traded for food and timber so Járnborg may continue to exist.
7-day seige

## The 7-day seige

Unmarked Anarchist Jeontugi HM-31 fighter jet used in 7-day seige at the Gefjun Air Museum

### Performers

Unnamed anarchist militia, Primean Federation

### Location

Melland & Prialand

The 7-day seige was a seige on two Primean islands in the East Primean Sea by an unnamed Primean anarchist militia lead by Sofia Kaspersdottir which would later become the Mellandic government. The seige resulted in a victory on the militia's side, resulting in the independence of Melland in 1993. The seige resulted in a Mellandic victory due to the militia's air force (now the MAF) providing constant air support after military bases and targets were taken out on ground in a surprise attack. It is said that the Primean Federation wasn't even aware the seige had started until 3 hours after the islands were seized. What followed was 7 days of constant bombardment and counterinvasion by the Primean Federation, which was unsuccesful.

*"Sofia Kaspersdottir and her anarchist militia have risen to be considerably powerful. Armed with more revolutionaries, guns, boats, explosives, and even 15 aircraft, the entire militia decided to perform their most ambitious plan yet; seizing one or both of the islands in the east Primean sea. The local residents of the isles watched in concern as the militia made it's way in and around the islands, first transporting soldiers, several weeks worth of supplies, weapons, explosives, and other cargo to the islands. All phone lines, cell towers, and internet was destroyed from the inside and the islands were slowly and silently overthrown. The resistance from the few Primean military groups performing military exercises on the islands was crushed almost instantly, and the islands were occupied easily. The next morning, the acting captain of Prime was informed of the anarchist occupation of the islands. Troops were immediately mobilised, and for 7 full days the anarchists were openly engaging in combat with the Primean military as they fully seized the Islands." (Sarachian Daily, 1993)*