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Let's Go Luna! Canada Wiki:Deletion Guidelines

There are a few, limited, special cases where pages may be **deleted speedily** or files "on sight". Users can ask for an admin or content moderator to delete such a page (mainspace, user blog, file) simply by adding a {{Delete}} tag. Discussions moderators can only delete comments.

A list of pages to be deleted can be found at Category:Candidates for deletion.

When deleting, check the page history first to see if you can revert to an older version instead of deleting the entire page.

Deleted articles are automatically listed in the deletion log.

## Criteria of candidates for speedy deletion

* No meaningful or relevant content or history (*e.g.* random characters, spam).
* Copyright violation.
* Pure vandalism (see also dealing with vandalism).
* Very short pages with little context (Requires votes from the Move Content forum).
* Lengthy pages where content was split into multiple pages (Requires votes from the Split Content forum).
* Reposted content that was already deleted according to policy.
* Inappropriate content.
* Broken redirects or ones caused by typos during a page move.
* Duplicate images, pages, or comments.
* Off-topic or pages that are unrelated to the wiki.
* Housekeeping purposes. (i.e. deleting unused files or redirects, redirected files, empty categories, etc.)
* User blog, sandbox page, or comment on request of the user, where there is no administrative need to retain the page.
* Any reason that breaks from the Rules page not listed from above.
Duergar

The Duergar are those kindreds of the dwarves who have forsaken the worship of Urugan, ancestral father-god and creator of their race, and instead devoted themselves to the gods of the underworld. They are a cruel, proud, and power-hungry breed; in contrast to the loathsome, creeping Derro, many are formidable warriors and some are masters of dark sorcery thanks to the favor of their infernal deities. Fortunately they, like the Derro, are few in number and scarcely seen.

How the first Duergar came to be is unknown, but legends say that they were dwarves who--mining ever deeper towards the earth's molten bowels in search of rare ores and gems--discovered gateways to Karkharos in the uttermost depths or in the hearts of volcanic pits. Through these portals they met or summoned the denizens of the netherworld, and though some surely fled in terror or were slain or dragged down to eternal torment, a few of their number made pacts with the dark gods and willingly entered their service instead.

The name of the Duergar is the shortened form of a longer dwarven phrase, which means "Breakers of the Fundamental Oath" or "Violators of the First Covenant."
Great Orcish Wars

The Great Orcish Wars, as they are most commonly called, were the series of catastrophic invasions into southern Orithea by the armies of the legendary orc warlord Gol Garga. They began in 1231 CV with Gol Garga's initial attack against Vastemar, and ended twenty-two years later in 1253 CV with his sudden, unexplained disappearance and his leaderless horde's final defeat at the Battle of Crow's Gorge.

Although the horde was ultimately defeated, the damage inflicted on human and dwarven civilization in Orithea was immense. All the lands of Vastemar and Sularia--an enormous expanse of territory whose kingdoms had held firm against countless other orcish assaults over ages past--were completely overrun and remain under orcish domination today. Millions upon millions were killed, enslaved, or forced to flee north as desperate refugees. Kelimaria was ravaged by marauding orcish armies, its three-century old Sultanate collapsed, and its fragmented emirates now teeter on the brink of civil war over the question of the sultanal succession. The lands of Dranuria and the Sornele were even more thoroughly devastated and now lie in war-torn disarray, anarchic and bandit-plagued where they are not occupied by the dwarven armies of Kuzul-Kadrin.
Dranuria

Dranuria is a large, mostly mountainous region in southern Orithea. To the south it borders the lands of Sularia and the Sornele; to the north, Varadeska and Pelenaia; to the west, Ojaum and the Jade River basin; and to the east, Sarpadia and the westernmost extent of Rhydain.

Dranuria’s terrain is dominated by a series of mountain ranges that are part of the same gigantic mountain chain which stretches from Vastemar’s western tip all the way up through Rhydain and beyond. The most significant of these ranges are the Gated Fells in western Dranuria and the Uldau to the east; sometimes the term “the Dranurian massif” or “the Dranurian highlands” are used for the whole expanse of mountainous terrain formed by both these ranges, the smaller ones flanking them, and the surrounding hills and uplands. Despite its southerly latitude, the high terrain of Dranuria gives it a predominantly cool climate, with summers that can be hot at times but are typically mild, and winters that are long and snowy.

The majority of Dranuria’s human inhabitants are of Dranur descent, members of the tribal family from which the region took its name long ago. For the past few hundred years, Dranuria has been divided among several different kingdoms whose borders have fluctuated somewhat but remained relatively stable: Most notably Tulis, Turajem, Telmarea, and the Kingdom of Dauss and Kroma. The Dranurian kingdoms have a long history of squabbling and warring among themselves, but also of banding together via the traditional alliance of the Deiasmaar in times of great need.

During the height of the Phyridian Empire’s power several centuries ago, much of Dranuria (especially the northern and eastern parts) were subject to its suzerainty, and Dranurian rulers were reduced to client-kings obligated to give both tribute and their obedience to the emperor in Amran, but those days are long gone.

Dranuria suffered terribly during the latter part of the orcish wars; Gol Garga’s horde caused considerable devastation throughout the region, killing countless people and razing many towns. The kingdoms of Dranuria were thrown into disorders from which they are still nowhere near recovery. They remain unstable and badly weakened, and to make matters worse, find themselves on the new frontier of orcdom now that the powerful buffer kingdoms of Sularia to the south have been overrun.

The southern regions of Dranuria (which many have already taken to calling “the new Ulthark Marches”) are currently occupied by strong dwarven forces from Kuzul-Kadrin and elsewhere, along with warriors of the XXXXXXX and XXXXX Orders. As in the southern Sornele and elsewhere, the occupation forces are hard at work building strings of border fortresses that will serve as permanent garrison sites for the reconstituted XXXXXXX Orders. However, while the kings of Dranuria may be grateful for the protection, they surely dislike the idea of handing over large chunks of their territory (and all the attendant revenues) to these independent knightly brotherhoods that will hold sovereign status in their own lands.
House of Gedeira

The House of Gedeira is the noble and mercantile family which holds the archonal seat (thus hereditary lordship) of the city of Torrune; the current Lord of the City, Sulon, is the master of the House of Gedeira. It is the wealthiest, most powerful merchant clan in Torrune and therefore one of the most important in the Helvandrian League. Prior to attaining the archonal title, the House of Gedeira was already one of the city's larger and more influential trading families, but rulership over the city has swollen their coffers far beyond their old wealth and cemented their position of dominance.

The House of Gedeira took the archonal seat in 1194 CV under Kyros, great-uncle of Sulon. Prior to that it was held by Fulkren of the House of Serekan, whose uncle and predecessor, Vostrig, had brought power but also ill fame to the family with his murderous overthrow of the House of Lugaro. Fulkren was less hated than Vostrig, but still had many enemies among the merchant class and was also unloved by the common people. It was not difficult for Kyros to quietly gather support for his overthrow. Nor was it without risk; the House of Serekan suppressed their rivals more ruthlessly than normal, and others who had attempted the same had been discovered and killed if they could not escape the city first. But Kyros succeeded, and Fulkren was deposed, stripped of his title and properties, and sent into exile along with the rest of his family.

The subsequent archons of the House have been Thato (son of Kyros, 1207 - 1228 CV), Trondero (younger brother of Thato, 1228 - 1235 CV), and Sulon (son of Trondero, 1235 CV - present). This means the House of Gedeira has held the archonal seat for longer than any of its antecedent households. Its lordship seems to have ushered in a time of greater stability than what came before, when archons were often assassinated or ruled for only a few years (or even months).
Kesh Karkhan

The Kesh Karkhan is the barren and rugged deep continental interior of Orithea, mostly characterized by a basin-and-range topography with a series of arid endorheic basins separated by formidable mountain chains.

Etymology: The Kesh Karkhan’s name derives from an archaic Tuvai phrase meaning “desolation of many kars,” reflecting the fact that a traveler passing through the continental interior will repeatedly cross one desert basin and scale the mountain range at its edge, only to find himself looking out over yet another expanse of desert.

The most prominent basin features making up the Kesh Karkhan are the Kar Kadash, the Kar Gemesh, the Kar Bharaz, the Kar Zahak, the Kar Kuzul, and the Kar Nebehar; noteworthy mountain chains or high plateaus include the Tuzul Massif, the Kirga Massif, Jyord’s Anvils, and the Mountains of Thundering Flame. Broadly speaking, the Kesh Karkhan as a whole can be subdivided into the broad regions of Shiankar (the western part of the interior, where volcanic activity is more common and the desert basins are especially harsh and inhospitable) and Shandara (the eastern part of the interior, where vulcanism is rarer and some of the basin country is only semi-arid, or even sparsely forested).

The human inhabitants of the whole Kesh Karkhan region are called the Daare Karsha by "civilized" Oritheans. This is a general term encompassing many different peoples spread out over a huge area, most of them widely separated from each other and in minimal contact, and speaking different (albeit related) dialects.

Despite their harsh and forbidding character, travel across the lands of the Kesh Karkhan is not impossible. A tenuous network of trade routes extends across the vast continental interior, with walled caravan towns and fortified outposts strung along them at intervals. These are the Blood Roads, so-called because of an old saying that the tolls paid to travel them must be paid in blood rather than coin.
Court of the Portreeve (Torrune)

The Court of the Portreeve, also cometimes called the Portreeve's Hall, is the monumental edifice in Torrune's Low City where the city's Portreeve and his subordinate magistrates conduct their official duties. Here they sit in judgment over cases of fraud, toll evasion, smuggling, and so forth, as well as hear and settle commercial disputes, and take counsel over matters of public concern.

It is a large and imposing structure located on the south edge of Aulgu's Market, built of distinctive tawny sandstone and white granite with crimson-glazed tiles on its high, multi-domed roof. Among the colonnades that surround its forecourt and the arcaded galleries that run along its sides, rich merchants and their retinues may often be seen awaiting their hearing, along with common criminals (most frequently smugglers) guarded by troops of the Archon’s halberdiers.
Aghai Massif

The Aghai Massif is a large area of rugged highlands that dominates the landscape of eastern Sularia. Geographically speaking, it is more or less contiguous with the Dranurian massif to the north. Its terrain is characterized by a mixture of fir-cloaked hill country, rocky alpine plateaus, and jagged-peaked mountain ranges cut through by the gorges of swift-flowing rivers; however, this rugged landscape is also seamed in many areas with deep, steep-sided valleys whose bottoms shelter fertile soil and pockets of lush broadleaf forest.
House of Lugaro

The House of Lugaro was once one of the major merchant clans of Torrune, and three of its members held the title of Archon, although now it is much-reduced in status and its masters are not even qualified for membership in the Merchants' Guild.

It was Thacco, master of the House of Lugaro, who orchestrated the conspiracy of mercantile households which wrested the archonal title away from the adolescent Gessen of the House of Thoab in 1133 CV (he had held the title for only a few months). Thacco moved decisively in the aftermath of the coup to seize the archonate for himself, and proceeded to hold it against all rivals for the next thirty-five years, which makes him the longest-reigning archon in Torrune's history.

His two successors, however, did not rule for nearly so long. First was his elder son, Ubertin, who occupied the archonal seat for only three and a half years before dying suddenly while drinking with his hunting companions (rumors of poison circulated but were unproven; others said a stroke or a burst heart). After Ubertin came Thacco's younger son, Jerrard, who certainly was murdered when the House of Serekan overthrew the House of Lugaro in 1176 CV and seized the archonate from them, just as Thacco had done to the House of Thoab.

Following this loss, the House of Lugaro fell on hard times, as most of its property was confiscated and it was targeted for special abuse by the new archon, Vostrig of the House of Serekan. It weathered these insults, but never recovered, and remains a minor family of little wealth or importance today.
Beshanurhanta

Beshanurhanta, meaning "Abode of the Most High" in Chomarra, is the realm of the Rhantaseppa pantheon within Aenuvion, or Paradise. From it is derived the term "Beshanu", literally meaning just "the abode" but with connotations of a great palace or other splendid edifice, which common Rhantashans often use to refer to Aenuvion as a whole (typically thinking of Paradise in general as simply the home of their deities, with little regard for the other pantheons which may dwell in other realms there).
Chartered Free City

Chartered Free Cities (often simply called Chartered Cities or Free Cities) are cities within the Helvandrian League which have been granted a form of self-rule. They are independent of any other League member states, meaning they are entitled to govern their own affairs rather than being subject to the authority of whatever duke, archon, or other magnate might control the surrounding territory. The Helvandrian League currently contains nine Chartered Free Cities: Lamasar, Ulbromod, Helonne, Bain-Huran, Truax, Sarnash, Talapos, Agla, and Lindenstone.

These cities lack the electoral rights accorded to full-fledged League member states (i.e. those whose rulers hold the rank of Elector), but in most other ways they have the same status and privileges. They are able to make their own laws and administer justice within their own boundaries, and are entitled to levy taxes and tariffs just like full-fledged League members, since they are also responsible for their own defense and the upkeep of their public works. Accordingly they are also entitled to raise and maintain their own men under arms. The term "Chartered Free City" refers to the charters or writs of entitlement granted to these cities from the League's Prince-Palatine, which free them from the overlordship of any outside ruler and grant them their privileges. The specifics of the charter may vary from city to city, since each was written up individually at a different time in the League's history, and each has its own unique features and idiosyncrasies.

The specific form of government found in these self-ruling cities also varies considerably. Some have hereditary lords just like many of the larger League states, distinguished only by less-lofty titles and the lack of Elector's rank. Others are governed by elected councils, often chosen by the prominent (i.e. wealthiest) citizens and/or the most influential guild officials, although in a few cases (most notably Sarnash) a much larger portion of the city's inhabitants are allowed to vote. In others still (e.g. Ulbromod), governance is in the hands of a politically influential priesthood based in the city, making them essentially miniature temple-states.
Horns of Hyuron

The Horns of Hyuron are a series of imposing mountain chains in southwest Shiankar, which form the southern edge of the Kar Bharaz basin. The highest part of the Horns of Hyuron is their central section, where their main ranges converge into a very high mass of sheer-sided peaks linked by soaring ridges with impassable cliff-like flanks. The western ranges of the Horns are somewhat lower, and fan out to merge with the Snowcairns and the Sawtooth Mountains in the land known as Tokarea; the eastern Horns are lower still (though nevertheless quite rugged), and spread out into a wide region of craggy, broken highlands called Tharbanagash.
Free Town

A Free Town is an independent town or small city-state which, rather than being subject to the rule of a lord or archon, is governed by a council chosen by the inhabitants of the town itself. Depending on the laws by which the members of this council are selected, they may be picked only by the town's wealthiest merchants and landholders, or by a broader section of the inhabitants.

The Koerdian Freehold could be considered a confederation or league of free towns, with the whole Freehold governed by an assembly chosen by the inhabitants of the constituent towns just as they each choose their own local council.

In the Helvandrian context, the concept of a Free Town is associated with, but not identical to, the class of League member states called Chartered Free Cities (which are entitled to self-rule and have the right to levy their own taxes, unlike Palatine Cities, but whose rulers do not hold the status of Elector). Some of the League's Chartered Free Cities are Free Towns with an elected council, but others have hereditary lords.
Mountains of the Morn

The Mountains of the Morn are a range of peaks in the north-easternmost corner of Rhydain, rising north of Tythium and east of Modrinia (hence their name; from the Modrinian plain, the sun rises over them). Part of the range lies within the Helvandrian principality of XXXXXXX, part lies within the Tythian free duchies of XXXXXX and XXXXX, and part lies within the northern borders of Bharakzigal.
Lotharian Way

The Lotharian Way is the central avenue running along the length of the Tirasval, between the Hart's Hill and the Hill of Okhtar, in Torrune's High City. At roughly its midpoint, it passes under the huge main arch of the Greenstone Span aqueduct which connects the two hills. It forms the long axis of the Jhovan Market and the elongated plaza-like space in front of the Great Hall of the Magnates. It is arguably the center of civic and mercantile life in Torrune. Huge crowds gather here for festivals, special market days, sacred processions, public pronouncements and rituals, and ceremonial events such as the investiture of a new Archon. On many occasions in Torrune's history, it has also been the focal point of violent riots, popular uprisings, or clashes between rival political factions.

Despite its importance, the Lotharian Way is quite short, only stretching a few hundred yards from its northwestern end (at the Market Gate which opens into Bywater) to its southeastern end (at the triangular plaza around Aothon's Pool, just past the Great Hall of the Magnates). Its width is variable: It is generally broad, widening further where it runs past the Great Hall and widening again into another plaza at the north end of the Jhovan Market, but it also narrows where it passes beneath the adqueduct and at several other points as it runs through the market.

The Lotharian Way takes its name from the House of Lothar, from which came Gideon, the first Lord of the City.
Bezvaria

Bezvaria is the larger, and more southerly, of the two major islands in the northernmost part of the Western Isles (the other is Atallan). Bezvaria and Atallan, together with the many smaller islands around them, form an arc that defines the northern and western boundaries of the Bezvarian Sea (which takes its name from the island).
Gates of Barossus

The Gates of Barossus are the narrow straits running between southeastern Ulthark and the western tip of Vhaluzia. They connect the Emerald Ocean (to the north) with the Encircling Ocean (to the south). The southern end of the straits actually open not directly into the Encircling Ocean, but into the Sanctuary Sea; however, this is typically considered an arm of the great world ocean.
Brecai

The Brecai are a human ethnic group who mostly dwell in Rhydain, especially east of the Vorian Knot. Most of the population of the Taefemach (in other words, the largest part of eastern Rhydain's human population) are of mixed Uremite-Brecai heritage, owing to the large Uremite migrations and invasions south across the Sarpic Seas in the century following the Great Cataclysm. The peoples of Alondria, Puavea, Koerdia, and Tythium tend to be more pure-blooded Brecai, although sometimes intermixed (to a lesser degree) with other groups like the Krens or Ullyrs.

Classically, Brecai have olive-toned or dusky skin, dark hair which may be straight or occasionally wavy, and often blue or green eyes; their features tend to strong, straight noses and arched browlines. Centuries of intermarriage with other groups, however, mean that the Brecai today show a wide variation of features.

Some scholars believe the Brecai to be fairly closely related to the Suule people, whose forebears are speculated to have once lived around the Saulean Sea (the name of which may also derive from them) before migrating south and west into the lands now called Sularia. The physical resemblance of the Brecai and the Suule, and certain notable similarities in their dialects, suggest that the ancient forebears of both groups may have been the eastern and western branches of the same tribal family inhabiting adjacent regions stretching along the southern shores of the Sarpic Seas.
Huareb

The principality of Huareb is one of the member states of the Helvandrian League, situated in the south-central Helvander valley with its borders stretching from the river in the north to the Lokenmoor highlands in the south. Most of its land is composed of low, rolling hill country, ideally suited to growing olives and grapes. Thus, as in the southern region of Charagma across the river, oil and wine are the primary products of Huareb. The Greywine River flows through Huareb on its way north to join the Helvander, and also forms part of the principality's border with its neighbor to the west, Lucidar.

Huareb's princes have long enjoyed cordial relationships with the powerful merchant clans of Torrune, which is situated along its northern edge. Many of Torrune’s prominent merchants have country estates or villas in the hills of Huareb, within a day or two’s ride of the city-state’s southern boundary.
Lake Ulobor

Lake Ulobor is a sizable lake on the southern edge of Kelimaria. The mighty River Voegon flows into it from the northeast; to the west, it drains into the Sea of Faerod via the Brazenmere. The lake is generally considered to form part of the boundary separating Kelimaria from Vastemar; looking south from its shores, the most northerly peaks of Vastemar's mountain ranges are easily visible on the horizon.

"Ulobor" means "dwelling-place of the moon," from the old Tuvai roots "ul-" (meaning abode or home, cf. Ulshanru, the Uldau, etc.) and "obor" or "aubor" (an archaic name for the moon). Lake Ulobor is also sometimes called the Lake of the New Moon. The origins of this name are unknown. It might stem from some myth of the ancient Kelimarians, or simply from the fact that when one approaches the lake down the lower Voegon, a setting moon on the westerly horizon will appear to be sinking into its waters.
Haothana

Haothana is a huge (and quite loosely defined) region of Thelbiron; it is generally considered to consist of that portion of the northern continent which begins east of Valgomyr’s mountains and the landbridge connecting to Orithea, stretching all the way to the Gulf of Yrsa. In other words, it is the part of Thelbiron that lies across the Sea of Jalmar (and the Scarlet Sea’s western reaches) from northeastern Orithea.

Just how far to the north Haothana extends is debatable. The understanding of Haothana as a distinct region is a contrivance of “civilized” Oritheans, who have never penetrated deep into Thelbiron’s interior and know little of its geography beyond what lies on the coast and along a handful of river courses. The Thelbirs that are native to the area don’t view it as such; they understand the lands of Thelbiron in terms of either tribal territories, or more concrete local features such as rivers, valleys, or hill ranges. The patchwork of tribes living in the huge expanse that the Oritheans call Haothana certainly have no particular sense of it as such. Likewise, the Oritheans tend to refer to all the tribes living here as Haothanis or the Haothani tribes, considering them one of the major sub-groups of Thelbirs, but the tribes themselves don’t have any such sense of shared common identity.

Haothana is mostly flat and low-lying, although with some scattered elevated or hilly areas and a few ranges of low mountains. Like much of the rest of Thelbiron, It is almost completely covered in vast tracts of taiga or evergreen forest. A number of wide rivers meander across the landscape, tributaries braiding and merging, before eventually reaching the Sea of Jalmar or the Scarlet Sea. Orithean presence in Haothana is limited to certain parts of the coastal strip, and relatively tenuous strings of settlements extending up some of these river courses into the interior.

The Kingdom of Tirnavon has the most substantial presence here, controlling the major entrepots of Medandra, Varandra, and Rothavir (plus their surrounding hinterlands) on the coast, and the sizable inland river-port of Lykadan on the Vaska, along with a number of smaller outposts and settlements. The Kirdan Empire has a lesser presence, centered on the fortified slave-port of Ghalimar. The overwhelming majority of Haothana, however, is dangerous and untamed wilderness to the Oritheans, and only the brave and well-prepared dare to venture out into the vast, trackless taiga of the north.
Culdor

Culdor is an important city in eastern Gundarra, on the banks of the Helvander River. Its location marks the Helvander's highest navigable extent; up-river of Culdor, there are too many falls and rapids for boat traffic to proceed. Thus all goods coming from the west (for instance from the rest of Gundarra, or from Kuzul-Kadrin) must be carried overland to Culdor before they can be loaded onto boats to continue downriver. Conversely, all trade flowing up-river from the east (e.g. from Helvandrian lands and beyond) must be offloaded at Culdor's docks and transferred onto pack mules or wagon-trains to continue into Gundarra. Thus Culdor is counted alongside Torrune, Sillport, Temsevar, and Hakoris as one of the crucial Helvander river-trade ports.
Battle of Shamach

The Battle of Shamach was a huge and decisive confrontation between the armies of the Aotujan and Phyridian Empires which occurred on the north-central Cesynian plain in early autumn 945 CV. It takes its name from a series of spring-fed pools called the Well of Shamach near the battlefield. A contingent of Phyridian cavalry were watering their horses there when the advance scouts of the Aotujan force came upon them, which was the first contact between the two armies and drew both sides into general battle over the next two days.

The battle involved several hundred thousand combatants and ended in a crushing defeat for the Aotujan Suagirs. A strong contingent of imperial battle-mages accompanied the Phyridian force, and as had been the case against Torkai's own army some three decades earlier, their magic overpowered that of the Suagir priests and inflicted horrific losses on the steppe warriors.

Aotujai Ul-Tash was personally leading his empire's army, and although he survived, he could not recover from the blow to his reputation. The defeat at Shamach proved fatal not just to his ambitions of new conquest, but to his own rule as well. Over the next decade, his authority collapsed and the Aotujan Empire disintegrated. This indirectly led to the downfall of the Tovaanid Empire far to the west as well, since the dramatic demonstration of Suagir vulnerability helped trigger the Woodcutter's Rebellion in Kelimaria.
Aenuvion

Aenuvion is Paradise, the Higher World, the abode of the gods, the upper realm in the tripartite division of creation. Its foundation is upon the vault of heaven and it is as far above the mortal realm of Urva as the sun is above the roots of the mountains. Aenuvion is the dwelling-place of many of the gods and goddesses worshiped by mortal beings, and of the diverse lesser spirits that serve them. Just as mortals have divided the lands of Urva among many different kingdoms, so these pantheons have divided Aenuvion into their separate realms: Ulusvaati where the Thaedonu-Vaati dwell, Beshanurhanta for the Rhantaseppa, etc.

The name Aenuvion is of archaic Tuvai origin, derived from “anuiva” (the firmament, the heavens) combined with the place name suffix -ion or -aon (denoting “that which stands upon”). An evocative translation might be “that place which stands upon the vault of heaven” or “the place built above the firmament." This name has been preserved since ancient days in Tuvai and has also been passed down into modern Chomarra, so both the Vanir-Vaati and the Rhantashans use it to refer to the abode of the gods (along with simply "paradise," which is perhaps the most usual among common people of both traditions). In Orithea and Rhydain, usage of Aenuvion long ago supplanted other old Tuvai terms like Ulthaiyu (“Abode of the Gods” or “Abode of the Holy Ones”) which are now mostly found only in antiquated texts. The Rhantashani, however, often do still use "Ultaia" (the modern Chomarra form of Ulthaiyu) interchangeably with Aenuvion. They also sometimes refer to all Aenuvion as "Beshanu", derived from the proper term for the realm of their pantheon.

It should be born in mind that when either a Rhantashan or a Vanir-Vaati says "Aenuvion" (or paradise, Ulthaiyu, Ultaia, etc.) they are most often implicitly speaking only of the particular domain of the gods they worship, i.e. the Rhantaseppa or the Thaedonu-Vaati. Although both pantheons dwell in Aenuvion, their respective worshipers tend to think of it first and foremost as the home of their own gods. Likewise they don't often spare a thought for the Aeiur Aedris or other deities that also dwell in Aenuvion. Among the Vanir-Vaati, often only sages and scholars are acquainted with the proper names for the domain of each pantheon. A common Rhantashan might call paradise "Beshanu", from Beshanurhanta, but they are likewise probably not cognizant of a real distinction. The cynically-minded might suppose that the priests and devotees of either cult prefer to avoid dwelling on the fact their gods share Paradise with a rival pantheon, and even that the gods themselves might not relish their worshipers being reminded of the fact.

Other names: Aenuvion is known as XXXXXXXXX in the elven language; just as with humans, elves who speak of XXXXXXXX typically mean the realm of their own gods, the Aeiur Aedris, not the Upper World as a whole (even though their word, like Aenuvion, properly refers to it in general rather than to a particular portion of it).
Gemata

Gemata is a large and important city of the Kirdan Empire, situated in southeastern Phoacia on the shore of the Sea of Tyrus, roughly two hundred miles down the coast from the mouth of the Celidon. It is the most southerly major city of the empire, and its mild climate and pleasant environs have led to it becoming the "winter capital" or "southern capital" of the Tash-Teshivan. In many years, the whole imperial court will decamp from Baribur in mid-autumn and relocate to Gemata until the springtime.

The affairs of state are less pressing during the winter, when communications across the vast empire are more difficult and its armies are likely sitting in winter quarters rather than out on campaign, so the court's time in Gemata is usually characterized by feasting, hunting, elaborate games, and other such diversions. Especially extravagant and prolonged celebrations are often held around the major early-winter festival season (the Festival of Golden Figs, the Thrygonu-Partha, XXXXXX 13/13 holiday, etc.) and then around the solstice festivals.

As befits the part-time capital of the world's largest empire, Gemata has been endowed with massive and beautiful public works. Its main tessaraon is particularly impressive, being situated on a huge rocky prominence looming above the port quarter and overlooking the whole rest of the city, which was previously the site of Gemata's main citadel. This great edifice and the temples upon it were built at the order of the Tash-Teshivan Bazurai the Clement, the successor of Marotai II who had banned the old Suagir cults and ordered the whole Kirdan Empire's conversion to Utara-Vaati. Bazurai was eager to reinforce his father's decree and to signal to all the other Vanir-Vaati lands of Orithea that his empire had genuinely embraced the worship of humanity's true gods. Gemata, being a major port on the Sarpic Seas trade routes as well as the residence of the imperial court for roughly half the year, was an ideal place for him to put this fact on display. Sailors, merchants, and travelers from all over the world could be overawed by the splendid new temples rising above the harbor, and carry word from Taijuria to Amran that the great empire of Kirdai now truly worshiped the sons of Thaedon, glorifying them even in the throne-city of the emperor.

Concurrent with the demolition of the old citadel to make way for this great tessaraon, Bazurai also ordered a major expansion of the city walls, the raising of a new main citadel on the somewhat lower promontory opposite the harbor, three smaller (but still formidable) outlying citadels spaced along the new walls, and an enlargement of the seawalls and fortified lighthouse defending the harbor mouth. The walls and bastions of the huge imperial palace complex itself also form a considerable part of the city's defenses. The result is that Gemata is one of the best-fortified cities in the Kirdan Empire.
Bhatrichor

Bhatrichor is a large, fortified Sarcian port city on the east coast of Lesharea. It is the seat of the viceroy who governs the Lesharean province in the emperor's name, and to whom the governor of Sarcian Charnan is, in practice, little more than a deputy. Thus Bhatrichor is really the center of administration for all of Sarcian-ruled Taijuria.
Kulvars

The Kulvars are a human tribal family, likely of Thelbir origin, found along the northern edge of Orithea in regions such as Khadoa’s northern coast, Um-Gerat, Yhendorn, and the Halasar.

When the first “civilized” human settlers (Rhyndaeyu people emigrating from the west, Ullyrs and Uremites coming across the Haakonvorns from the east) arrived in northwestern Orithea, they found populous Kulvaric tribal kingdoms spread throughout the region. Today, only small and scattered groups of pure-blooded Kulvars remain. However, conquest, assimilation, and intermarriage in ages past mean that the current populations of northern Khadoa, Um-Gerat, and the Halasar all have varying degrees of Kulvar ancestry.

The stereotypical Kulvar is tall and fair-skinned with blond hair and blue or green eyes; characteristics which support the general supposition that they must have been a branch of the Thelbir race. There is more variation among Kulvars than the stereotype would suggest, but it is true that they have physical similarities with the people of Thelbiron.
Bromokoray

Bromokoray is a large fortified city located in the extreme southwestern part of the Kirdan Empire, in the frontier region of Baajir, of which it is the capital and administrative center. The Baajiri marshlands have long formed a contested border area between the Kirdan and Phyridian empires, and Bromokoray has not always been a Kirdan city; it has also fallen under Amran's control at various times over the past few centuries. It, and most of Baajir around it, have been under Kirdan rule since 1195 CV and the swearing of the treaties which ended the XXXXXX War. Prior to that it had been subject to Phyridian authority for nearly a hundred years.

The importance of Bromokoray stems from its position. It sits astride the most reliable trade routes through the labyrinthine Baajiri wetlands, along which traffic flowing north-south between Cesynia and western Urem is most likely to move. These are not the only routes through the marsh country, but those commanded by Bromokoray are easy to follow and passable even in the wettest parts of the rainy season, whereas many others are convoluted and confusing even in good conditions. Thus networks of caravan paths and riverine trade routes converge on the city from both north and south. Indeed, according to the terms of the treaties between Amran and Baribur, all land trade between the two empires *must* pass through Bromokoray, where both maintain large contingents of customs officials. The Phyridian officials in the city are accorded the status of guests under the protection of the Kirdan authorities, and the the chief Phyridian legate there is treated as an high-ranking ambassador or imperial envoy.

This strategic central location also makes Bromokoray the natural lynchpin of the region's military defenses, and whichever empire controls it will diligently maintain its fortifications and keep strong forces garrisoned there. The Kirdan garrison presently stationed in the city is certainly large.
Kirga Massif

The Kirga Massif is a large expanse of high, mountainous terrain in eastern Shiankar. It takes the form of a rocky elevated plateau, ridged with numerous ranges that divide it into several distinct intermontane tablelands. It is situated between the Kar Kadash to the west and the Kar Gemesh to the east; its northwestern ranges are more or less contiguous with those of Jyord’s Anvils. To the south, a long arm of ranges known as the Blackspine Mountains extends down from the massif towards the Suagir steppe.
Erkala

Erkala, XXXXXX, XXXXXX, is one of the Zhabd-Aoun (the offspring of Klython and Xhura) and a primary deity of the Rhantaseppa pantheon. Like the other two deities of her triad (Fimra and Tecla), Erkala is androgyne; the Rhantashani refer to her using a special grammatical class in the Chomarra language which is reserved for sacral contexts and which simultaneously denotes masculine and feminine characteristics. However, she is typically considered a goddess with androgyne characteristics by the Vanir-Vaati.

Erkala is associated with a great many domains: Love and fertility, revenge, divine insight and access to hidden knowledge, transfiguration, alchemy, and divination and the interpretation of dreams. She is also an agricultural deity, associated with plenty and fruitfulness, and is believed to have power over healing (especially the curing of diseases) as well. In some parts of Achuirea she is revered in mystery cults, especially in her aspect associated with hidden knowledge, transfiguration, alchemy, and divination.

Erkala (like Tecla and Fimra) is often treated as a more important deity than either Klython or Xhura: They may be the mother and father of the Rhantaseppa pantheon, but in many ways, Erkala's spheres of power are more relevant to people's lives and welfare on a daily basis. This is especially true with regard to her power over affairs of the heart, fertility, agriculture, and protection from disease.
Boatwright's Quarter (Torrune)

The Boatwright's Quarter is one of the major districts of Torrune, situated along the waterfront of the southeastern Low City. As its name suggests, it is home to many workshops involved in the construction and repair of the river-boats which are indispensable to trade on the Helvander. It is also home to the Fishmongers' Market.
Elven Isles

The Elven Isles is what humans call the semi-legendary islands of the elves, located far out in the trackless waters of the Encircling Ocean. They are subjects of fable and folklore to mankind, and are also called the Immortal Isles, the Deathless Isles, the Golden Isles, and many other such fantastical names. They are often associated with the myth of Uldhanesh (or those who are aware of the isles may argue that they are the real places to which the myth refers). Conversely, skeptical-minded people often scoff at the idea that they exist at all.

In fact they do exist, as worldly mariners and knowledgeable sages will maintain, although few indeed are the humans who have ever glimpsed their shores. To the elves they are known as XXXXXXX, the Isles of Mournful Refuge, since they are all that remains from the loss of Irlandare in ancient times, and the surviving exiles from that land's destruction fled to the islands in sadness and bitterness.

Aevaron is the largest of the Elven Isles, and the one that humans (those who know of such things) are most likely to have heard of by name.
Bharakzigal

Bharakzigal is a mid-sized dwarven kingdom situated in Tythium, at the eastern end of Rhydain. It encompasses most of the high mountainous terrain of the Tythian Massif; strung out around its edges are a collection of small human states collectively called the Free Duchies of Tythium. The royal clan of Bharakzigal is linked via bloodline and ancient reciprocal oaths to the dynastically senior High Kings of Kuzul-Kadrin, making their rulers distant cousins and pact-bound allies. The Bharakzigalu king is sovereign and not formally a vassal of Kuzulnizam, but historically, the former has followed the latter’s lead in most matters of import. The most recent notable example would be when Bharakzigal answered the High King’s call in 1246 CV and sent its troops west to join Kuzul-Kadrin’s army and the rest of the coalition against Gol Garga’s horde. Bharakzigal’s capital is Urdaigrud under Mount Bhorasi, a prominent peak in the central range of the Tythian massif.
Cesynian Plain

The Cesynian Plain is the extensive area of flat, low-lying coastal plain to the northwest of the Saulean Sea, drained by the rivers Ziva and Ontos (which eventually merge into the Zivontos). It is nearly synonymous with the region of Cesynia, from which it takes its name; another way of defining the Cesynian Plain is simply to say it is the coastal flatland which makes up Cesynia.

To the west, the plain rises quite abruptly to the high Suagir steppe in a series of scarp-like bluffs; these form part of the vantagelands separating Suagirea from the low-lying regions to the east. It's northern limit is ill-defined, since the nearly flat landscape of the Cesynian Plain transitions into the equally flat Plain of Tethas without any perceptible change in elevation. However, the broad expanse of marshy terrain known as Baajir lies on Cesynia's northern margin and is traditionally considered to form the boundary separating the the two great plains. The Baajiri marshes divide Cesynia’s Ziva-Ontos watershed (the headwaters of the Ontos arise in these marshes) from the vast drainage basin of the River Rhanna. It might be imperceptible to a traveler passing over it, but it is nevertheless a meaningful divide, since on one side of it the creeks and rivulets winding across the landscape will eventually reach the Saulean Sea, while on the other they will find their way to the Thurnic Ocean.
Little Maarna

Little Maarna is the most commonly used name for the refugee shantytown which is located outside the walls of Torrune to the south of the High City, mostly in the area between the Greywine's east bank and the main road leading south from the Temple Gate (thus it is across the Boatmender's Bridge from Fenside). Its name stems from the fact that a large proportion of its inhabitants are refugees driven from Zanbalik, and many of those happen to be from the city of Maarna or its surrounding country. This gives the area a distinctively Sularian character, unlike the Shambles on the north side of the city, which is home to a more diverse mixture of XXXXXes, XXXXXXes, and XXXXXXs in addition to some XXXXXs.
Lesharea

Lesharea is the south-reaching arm of the great island of Taijuria, extending down into the warm waters of the Emerald Ocean, and is also known simply as South Taijuria. It is a prosperous and fruitful land: Gold and precious stones are mined in its central highlands, and valuable trade goods such as camphor, spices, aromatic resins, and teakwood come from its coastal regions or the wooded valleys running inland. Most of Lesharea is under Sarcian rule, forming one of the empire’s richest overseas provinces. The Sarcian city of Bhatrichor, a formidable fortress and major seaport, is the biggest in the region and the seat of the viceroy who governs Lesharea in the emperor’s name.

However, the southernmost part of Lesharea was invaded by that rare breed, seafaring orcs, in 1252 CV during the last stage of Gol Garga’s terrible conquests. They caused great havoc, occupied and plundered a large chunk of territory, and advanced far enough up the eastern coast to threaten Bhatrichor itself. Sarcian forces on Taijuria were scanty at the time, and the empire’s generals certainly did not expect the province to be attacked (by an orcish fleet or otherwise). Two legions of the emperor's best troops were rushed to Bhatrichor as quickly as possible, but they took months to arrive and the orcs had established themselves quite strongly in the meantime.

In the three years since, the imperial legions have since managed to push the invaders back substantially, but the orcs have also received reinforcements via sea and remain in control of a sizable part of southern Lesharea. They have erected fortresses, built more ships, and still stubbornly resist the Sarcian campaigns against them. They have also (as orcs are wont to do) spread out and infested the landscape, infiltrating into Sarcian territory as raiders and bandits, establishing hidden camps in the hills or hiding out in caves where some of them will doubtless become permanent inhabitants. Even if their redoubt in the peninsula's south is crushed, the countryside of Lesharea (especially in the uplands) will probably be plagued with orcish marauders for years to come. Meanwhile, orcish pirates operating from havens along the shores they control have also made themselves a menace to shipping off the south Taijurian coasts, out into the Emerald Ocean, and east into the Shreenwater.
Kothaurite Orders

The Kothaurite Orders (sometimes Kothauran Orders) are a group of all-male sacred military orders sworn to the service of the god Kothaur. They are often called the Kothaurite Templars since most of the orders are associated with, or even based in, one of the major temples of Kothaur; the members of these orders are thus templars in the literal sense of holy warriors dedicated to serving a temple. The Kothaurite Orders are the fraternal counterpart to the sororal Tefranite Orders.
Kiln Desert

The Kiln Desert is an expanse of extremely harsh and arid terrain which fills most of the central Kar Kadash. Summertime temperatures there can rise to brutal extremes, hence its name; even the ground has the cracked, parched appearance of baked clay. However, winters are equally severe and frigid winds scour the ice-encrusted sand flats with terrible force.