recursal/Fanatic-Fandom huggingface dataset:
Murie

*"Perhaps it's not the greatest idea, but trust is a difficult thing to come by. If he trusts me like this, I'll trust him. He looks like he needs my help anyway."*
— Murie
## Personality and Appearance

Murie is a red dragonborn who simply can't get enough out of life. She loves what is unusual and unordinary, and that nature typically pegs her as rebellious. She tends to keep to herself to avoid judgement, but if the circumstance is right, she is a social butterfly. She loves travelling and exploring and finding new oddities to love.

She can typically be found wearing flowing blue and purple clothing, and always is wearing some form of jewelry. However, due to the nature of Ramalius, most of her clothes and jewelry is stained black at least a little bit.

## Backstory

Murie is from one of the wealthiest families in Ramalius. The wealthiest if you don't count King Ralira himself. She uses that money to get around, see the world. It is known that she has met at least a few of the ring bearers on her travels including: Fardin, Shmebeck, and for a very brief time, Zar-ka. On her travels, she's been arrested at least twice, but has always managed to convince the guards to let her go within the day.

## Relationships

Murie struggles to hold onto relationships. People find her to be too unusual to be around and her radical ideas and lifestyle chase them away. She has however grown fairly close to Elias, and is very willing to help him in whatever danger he may face.
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Elias

*"Can I have say... 20 Muries?"*
— Elias

## Appearance and personality

Elias has burns running all over his body, he is constantly making weapons. The burns are due to his experimentation of different weaponry. He uses gunpowder in as many things as he can.

Elias is paranoid, he would prefer to eat trash that he purifies that except a meal.

## Relationships

He has worked closely with others chosen by the Goddess. He doesn't consider them friends, however he does trust them enough to consider them allies.

He dislikes his brother Ralira, but doesn't hate him.

He has never before experienced love with someone before Murie. He still doesn't know how to process the feeling.

He would stick his neck out for all of these people, even though he would never admit it.
Asgorath

## General Information

Asgorath is the largest city in the world of Siestra, in part because it's the only city in Siestra. That is fine by everyone inside though. It is a wealthy city where poverty and homelessness have been eradicated, where scientific advancement is through the roof, and where the quality of living is more comfortable than the multiverse has ever seen. Some would call this place the true utopia.

This city is ruled by a single mayor, the Goddess herself. She does have advisors, such as her right hand, known only as the Guardian, as well as the scientists who work in the laboratory at the back of the city.

## Important Locations

There are a few locations within the city that are particularly notable:

**The Library:**

An extremely large building in the northeast corner of the city. It is 3,750 feet long and 2,554 feet tall. It is a rather plain building from the outside, just plain, grey brick walls. There are a pair of lion statues outside the door, which some claim to be automatons, and there is a large, ornate pair of double doors for the entrance. Access to the library is not available to the public. Only the Goddess and the Guardian are allowed inside at any time. However, it is possible to get permission from one of them to come in. To this day, only one person is known to have been invited into the library, Quincy Luk.

**The Laboratory:**

Located at the northmost end of the city, within the government hub, this building is most noticable by its unique shape. The building is structured to look like a gigantic scientist's flask. The walls are made of a light blue metal that nobody can seem to identify, save for the scientists inside. Inside, all sorts of experiments are conducted in order to further advancement. The prized sector of the place, however, is located in the center of the building in a giant, cylindrical, glass room. In this room, they have recovered deceased bodies and put them into a sort of stasis. Most of the bodies inside are people that only the Goddess seemed to know and who she specifically requested to be revived using the stasis and special soul gems.

**The Lucky Griffin:**

The most popular tavern in the city, by a long shot. Owned and solely run by a man named Quincy Luk. People like the variety of foods, potions, books, artifacts, and other items they can purchase from Quincy, especially for as low a price as he offers. Many people also come there to sell things. Oftentimes, Quincy is generous and gives more for the items than they are actually worth. From time to time, some of Quincy's patrons are strange people that nobody's ever met, some with supplies nobody's ever seen before. It is a true hub for gossip and rumor, and half the time, it is subject to those same things.
Ralira Morshak

*"Perhaps it is wrong, but for the safety of our kingdom, we cannot risk it. Nothing matters more than our safety."*
— Ralira Morshak

## Appearance and Personality

Ralira is the king of Ramalius, city of the dragonborn. He is easily the tallest and strongest of them all, serving as a trainer for the soldiers, though battles are not common. His scales are dark, blood red and his eyes glimmer with a golden color. He can usually be seen in his armor, which is made up of iron plates with gold outlines.

In recent years, Ralira has grown more paranoid about incoming danger. He had become a stricter king with harsher punishments to administer. He has always been protective, but was never the brightest.

## History

Ralira was born into the royal line under King Rakka and Queen Armadi. He lived a comfortable life, learning almost constantly about the art of battle. When his parents adopted Elias, he embraced his new brother with love and open arms and a fierce protective sense. However, as Elias' creations and inventions got stronger, more complex, and more dangerous, he left, sending Ralira into a depressive cycle. Then mother died of illness, and his father of old age only a few years later, making it all worse. He began to grow paranoid of the day Elias would come back, and of the possibility of him destroying all that he loved. He banished Elias in an attempt to make sure he would never come back. In that time, Morgo came to him and warned him that his brother would return one day, but offered him a ring in order to give him the strength to fight back. All he needed to do was help Morgo's cause. He accepted and was given the Ring of Paranoia.

## Relationships

Ralira had a strong love and loyalty to the dragonborn culture and pride. He was a king, and while he was not the best of them, he was far from a tyrant. As of his last June, his relationship with Elias had been somewhat repaired, even if he is still a little distrusting of him.

## Ring Powers

Ralira possessed the Ring of Paranoia, which granted him the following abilities:

+2 to all Wisdom checks and saves

Advantage to perception checks

Ability to call a simple carriage (the animals drawing it always being whatever is most common in the area)

Access to an ancient black dragon avatar

Direct communication line to Morgo

Paranoia's Surety: Triple advantage to all attack rolls and +10 to all damage dealt
Quincy Luk

*"Sir, could you please stop defacing my tavern? I put a lot of work into it and I would much appreciate if you didn't destroy it."*
— Quincy Luk
## Appearance and Personality

Quincy is a cheerful man with only five total fingers (three on his right hand, two on his left). He's the owner of the most popular tavern/inn of the town, the Lucky Griffon. He runs the entire place by himself (with occasional help from Calmidea) and is the go-to man for anyone searching for food, quests, magical items, and maybe a little pocket-change.

He is almost always seen with a brown leather jacket, a red bandanna, and a pair of goggles that is usually worn around his neck. He always keeps a few pouches of money on-hand to keep running the tavern a little more manageable, and rumor has it that no rogue has ever successfully stolen from him. He also can usually be seen wearing a few different charms around his neck, though he is always looking for more.

## Backstory

Nobody really knows anything about Quincy's past. Nobody knows where he's from, where his family is, or how old the man really is. He sometimes gets strange costumers that always sprout rumors of him travelling to uncharted lands, though he denies all of these claims.

## Relationships

The only thing anyone really does know about Quincy is that he is close friends with everyone he meets, particularly, The Goddess. Nobody knows why, but the two seem closer than most people. Some say they're lovers, others say that they're related somehow, but nothing is solid.
Ropucha z Gorzkich Torfowisk

Torfowiska Jałowej Krainy mają bardzo bogaty ekosystem. Jak przystało na tereny podmokłe, nie brakuje tu płazów.

## Dotychczasowe spotkania

Podczas przeprawy przez bagna w kierunku Dworku Fraisier, nocującą drużynę odwiedziła ropucha. Duben próbował ją oswoić za pomocą kabanosów... niestety z marnym skutkiem.

Poirytowana brakiem większej ilości kabanosów ropucha postanowiła przyssać się językiem do Dubenowego policzka. Ostatecznie udało się ją pozbyć poprzez odcięcie owego języka, Zraniony na ciele i duszy płaz odskakał w mrok nocy.

## Opis przyrodniczy

Jak pokazała praktyka, ropuchy z torfowisk Jałowej Krainy są dość duże. Ponadto ich język ocieka jadem, który ma właściwości paraliżujące - bardzo irytujące dla ludzi, a śmiertelne dla małych gryzoni. Miłość do kabanosów sugeruje, iż podstawowym pożywieniem ropuch z Gorzkich Torfowisk są nie tylko owady, ale też (a może wręcz: przede wszystkim) małe gryzonie.
The Goddess

*"For all, I do what is best. You don't have to like it. I am the lifeblood of your existence, and I will make sure that existence is perfect."*
— The Goddess

## Appearance and Personality

The Goddess, otherwise known as Lunaria, is the figurehead and leader of Asgorath. She rules through kinder actions and is willing to accept almost every suggestion the people have. She insists that everything must be perfect and that the people's happiness comes first. She is also the city's greatest healer, as the goddess of Life. And she loves doing just that, healing and giving life to just about everything that exists.

## Backstory

She, as a goddess, has lived through several ages of the world. When Camazie was still around, she was displeased with the world and its heavy sense of racism. She wanted to eradicate it and the lives of nearly everyone on it to start fresh and build a perfect world.

From there, it is also known that she has gone missing. Nobody has any idea where she is or why she left. People suggest kidnapping, or running away from responsibility, but nobody knows for sure.

## Relationships

As the leader of Asgorath, she has had the opportunity to make a great many friends, including the party, Quincy, and of course, her right hand, The Guardian.

She has also made several enemies, however, the only documented one is Morgo.
Danglebjorn

SECRET TUNNEL! SECRET TUNNEL! This joyful dwarven bard is the most happy and bouncy bard to ever walk the lands, not smart, but definitely a handful. He's loving, carefree, and wants nothing more than to give children smiles all around. His lute doubles as a massive greataxe, and his beard doubles as a leftover snack compartment. He will make any trip exciting with his arrangement of songs and battle shouts as he is, in true fashion, a true bardbarian who can rage a steel door into submission.
The Guardian

*"I'm not for fighting. What do you think all these arms are for? They're for holding books, not swords. Now leave me alone and don't come back until you have something important to say."*
— The Guardian
## Personality and Appearance

The Guardian, who's real name has recently been revealed as Forarsi, is a humanoid with a cobra's head. It is known that she is in charge of the library on the outskirts of Asgorath, and it is known that she has the place well booby-trapped. She never lets anyone in without permission from Lunaria specifically. She is usually seen as cold and strict, and nobody can really speak on her behalf. Almost nobody ever sees her, much less gets to know her.

## Relationships

It is fairly clear that The Guardian is The Goddess' right hand, a trusted advisor of sorts. It is also known that she's decent friends with Quincy as well, but the details on both relationships are obscure.
Dormant Ones

The controlled yet rapid expansion of the population soon led to the return of the Essences, entities with divine power who lay dormant for centuries, hibernating until the day when enough people prayed for aid, favor and power.

The Essences are vague aspects of reality rather than deities with strict portfolios based on mortal desires. Essences are conduits of natural laws that govern mortal lives. The followers of an essence are people who have embraced a particular natural law by which to live, thrive, contribute to the world and impact other lives.

Instances of essences manifesting in avatar form are nearly non-existent. The will of an essence is inherently known to the strongest of its mortal champions, while commoners perceive it only as routine factors of daily life. A farmer who sees dark clouds in the sky may predict an oncoming storm, while a cleric of Vereo may discern patterns in the shapes of the clouds, the smell of the air and speed of the wind as instructions to find a long lost relic, or a sign of great trouble ahead.

Five essences are known to exist, though worshiping Naj since the time of the Swell has become a mostly fruitless endeavor on top of being considered a major taboo.
Siestra

## General Information

A swiftly developing world with new technologies coming out nearly every single day. There are only three known landmasses, Asmora, Sol, and Asphodel. For such a quickly developing world, nearly nothing is known about the areas outside Asgorath. Those who do know are either much older, or much braver. The mainland is barely known, and the islands are even less so. The oceans are something of a problem. Anyone who managed to venture out to them has never come back, at least, as far as anyone knows.

Siestra was a world created by the goddess of Life, Lunaria. In what is known as the "godly tongue", Siestra means "Convergance". There is speculation as to why the world was named this way, but no theories have been confirmed.
S14te

### Family Members

Technically none, however other S-com units can be considered the closest thing to family.

*"Please elaborate on the information you have just provided."*
— S14te
**[**Begin entry: Model S.14.T.E. codename: Slate.**]**

## **[**Appearance and Personality**]**

**[**Model S.14.T.E. is an analyst best put.**] [**It prefers to have time to view all information before acting upon it.**]** **[**The construct has many preset subroutines that lead back to its deployment as a combat unit.**] [**These subroutines will take over if it is not given time to process information.**]**

**[**Model S.14.T.E. is plated in solid steel.**] [**This is due to it's time in combat.**] [**However the steel plating and closed joints make it very useful when using it for hazardous chemicals.**]**

## **[**Relationships**]**

**[**Model S.14.T.E. has had many people interact with it.**] [**All individuals are saved to the Asgorath database.**] [**It does keep personal logs on individuals.**] [**It has not been programed to feel due to it being used for combat.**] [**It could feel if it was programed too, but as of now it does not feel anything about anyone.**]**

**[**It only recognizes orders.**] [**It only works with people it deems necessary for the objective.**] [**It has no moral compass and would just as quickly murder a child as much as a tyrant if it was ordered to by the ones it responds to.**]**

## **[**History**]**

### **[**Combat**]**

**[**This file is classified.**] [**Only those with authorization may access it.**]**

### **[**Codename: Mercy**]**

**[**This file is classified.**] [**Only those with authorization may access it.**]**

### **[**The Laboratory**]**

**[**This file is classified.**] [**Only those with authorization may access it.**]**

### **[**Codename: Goddess**]**

**[**This file is classified.**] [**Only those with authorization may access it.**]**

## **[**Abilities**]**

**[**Model S.14.T.E. retains many of its weaponry from its days in combat.**]**

**[**Model S.14.T.E. still has access to:**]**

* **[**2 17" plasma blades, average temperature output is about 40,000 degrees Fahrenheit.**]**
* **[**1 autoloading, plasma firing, arm mounted, 280 round, firearm.**]**
* **[**Thermal vision and night vision**]**
* **[**Interrogation mode**]**
* **[**Safety protocols in case of the suit pilot losing consciousness**]**
* **[**Many combat programs allowing model S.1.4.T.E. to make different forms of maneuvers.**]**

**[**Model S.14.T.E. now has many new features allowing it to preform work in a laboratory.**]**

**[**Model S.14.T.E. new features include:**]**

* **[**Internal cooling system**]**
* **[**Built in fire extinguishers**]**
* **[**Additional safety protocols in case of the suit pilot losing consciousness**]**
* **[**Internal building mapping system**]**
* **[**Access to the Asgorath database**]**

**[**End entry: Model S.14.T.E. codename: Slate.**]**
Sen Akai

The smallest of the Baronies also has the bloodiest history. The humans of Sen Akai, similarly to those of Kerad, have spent the last few decades making up for being the aggressors in an era of incessant and exhausting war. After the Baronies were first established, the ambitious leaders of Sen Akai looked beyond its green pastures and ornate architecture, intent on adding land to their confined borders. Time and time again, the early martial arts masters grouped together at the limit of the Chain's threshold and set out, using raids as a diversionary tactic while other forces flanked towns and settlements in nearby Baronies. Time and time again, they were repelled, taking as many losses as they dealt.

After nearly a century of fighting, an internal power struggle resulted in the assassination of the power hungry leaders and Sen Akai began the long journey of peace and healing. The new regime had one goal - the little land they had would be made beautiful beyond compare. The few people they had would become the best versions of themselves.

Today, Sen Akai has indeed come close to the goals it set in its quest for redemption. The land is greatly cared for, the pastures are symmetrical to avoid wasting even the slightest amount of space. The culture of Sen Akai has transformed into one of self-reflection, clearing the mind, purity of the soul and hardening of the physical form. Its buildings are made exclusively from wood, with curved, tiled roofs and sliding doors, all supported by posts and lintels. Its people are raised from birth to embrace martial arts, for its ability to focus the mind and enable self-reliance. Nearly every natural born citizen of Sen Akai is at minimum an amateur fighter. A majority can instantly form an effective militia. This fighting force, however, hasn't seen actual war since the Barony's direction changed. They are guided by the teachings of monk, who encourage serenity, self-confidence and the value of life.

## Overview

**Population**:

**Human** - 90%

**Halfling** - 3%

**Tiefling** - 3%

**Half-Elf** - 2%

**Elf** - 1%

**Dwarf** - 1%

**Arae**: Martial Arts

**Notables**: Shiba Miyoko (martial arts master), Ayumi Endo (transcendent monk)

**Food**: Agriculture and livestock, seafood

**Exports**: Lumber, textiles, seafood

**Imports**: Ripvine

**Religion**: Elhar (Major), Vereo (Minor), Renere (Minor)

## People

**Baron**: Nura Roku (female, 50s)

**Regent**: Yuji Koike (male, 40s)

## Places

**Holds**:

**Watchtowers**:
Daily Life in the Baronies

## Culture

The Baronies have always had cultural differences, but those differences truly widened during the Great Divide. While each Barony shares a common hierarchy structure, motives for growth and expansions, even a language, the similarities end there.

A diplomatic official traveling from The Vale to Kerad, for instance, knows that it is against custom in Kerad to use utensils while eating, unless that utensil is a hatchet designed to split pieces from a cooked animal.

A merchant from Mal Oran hoping to conduct business in Sen Akai understands that it is customary to remove footwear indoors.

A traveler venturing across the Vjor Highlands stows or tucks material riches out of sight, for flaunting such objects offends the Vjor proclivity toward a simplistic lifestyle.

## Population Control

Each of the Baronies except Drachenward and Ayarauca practices some form of population control within and beyond its holds.

The settlements themselves assign a symbol to each resident and visitor. This symbol is always a carried object, such as a bracelet, neck chain, small stone tablet and even intricate arm wreaths. A single settlement always uses the same type of object (for instance, a copper bracelet), but the differences in the object indicate the status of the owner. A hold using a bracelet might have unique gems, notches or other markings on that bracelet to signify the owner to be a craftsman, law enforcement, merchant or visitor. Settlements distribute these symbols to travelers passing through and hold entry if the number reaches the buffer amount, which is typically 2500 souls. Individuals leaving the settlement must surrender their symbols until they return.

Forging a symbol is one of the most severe crimes in any Barony and those convicted of this act are tortured and executed.

Outside the settlements, the Watchtower system tries to ensure that traffic within the Baronies is spread apart.
The Swell

Five hundreds years ago, Baron Renon, the third Baron of Mal Oran, whipped his people into a religious frenzy fueled by Naj, the Essence of the Void. Renon was gradually corrupted over many years since he was a willful teenager. That corruption boiled over and manifested itself in a period of time known as The Swell.

Mal Oran formed a vast army that called itself The Righteous Force. Renon led this army of thousands across the baronies and each leg of the journey swelled the areas they passed well beyond Argem's limit. The Chain plunged into the land again and again, destroying towns, killing thousands and leaving behind devastation not seen in hundreds of years.

It took all the neighboring Baronies to combine their forces, with significant risk to themselves at the hands of Argem, in order to drive back the forces of Mal Oran. The retreat left behind an enormous mountain range caused by the Chain as it followed the amassed armies. Presently this range is known as the Spine of Sorrow. It serves as a clear border between The Vale and the Vjor Highlands, stretching from the southern coast of the continent northward for hundreds of miles.
Bren

Undead. Hunter. Abyssal Slayer. Few encounter this mute undead and live to tell the tale, for he himself is a walking not so talking tank of death, he is a revenant who is bound to slay the Abyss, so long as it exists, he must to destroy it. It slaughtered his people and his family, now he has a new family in Fran, and must defend her at all costs. Other than that, his beefy pale complexion is made for one thing, slaughter of all abyssal entities until none remain.
Mal Oran

Once, before the Roaming Rage, Mal Oran was a beautiful land, diverse in its ecology and rich in resources. After Naj transformed the earth in order to shape his followers into the first tieflings, most of what remained was a blighted earth, pock marked with cracks, littered with withered trees that could never truly die, lakes with toxic water, common game that mutated into a frenzy and a twisting magic in the air that fools the very senses.

Since that day, the people of Mal Oran - mostly tieflings - resolved to rebuild rather than flee to greener pastures. Over the following decades, magic both arcane and divine was used to restore life to tiny pockets of land, which held the eventual promise of growing food. These plots are well tended, protected and constantly tested and observed. The people knew, however, that this alone would not be enough to survive in the short term. One discovery would soon begin to change their fortunes: oil. No one knew what they had when the substance was first uncovered, but its benefit as an energy source could not go unnoticed for long.

Oil fundamentally changed Mal Oran's industry. With it, the tieflings were able to set great forges that enabled the quick manufacture of steel products, from wheel cogs to weapons. They offered mass production contracts to any Barony that needed things made, which resulted in a quick influx of coin. That coin allowed Mal Oran to construct larger oil harvesters all over the Barony, which has become a defining feature of the landscape. The coin also ensured the ability to feed its people and soon the tieflings and the Barony reclaimed its identity. Now it is a nation of budding industry, with full coffers and a people using every day to elevate themselves above the shame that followed them for over a century. The Barony's access to resources, however, had outpaced its means of fully capitalizing on them. For a non-tiefling, life in Mal Oran is strange at best and impossible at worst due to the sense twisting magic in the air. This limits the labor pool and relies on rapid birth rates, which is not something the tieflings have yet embraced.

## Overview

**Population**:

**Tiefling** - 99%

**Others** - 1% combined

**Arae**: Spearmen

**Notables**: Shazir Bel (lance gradmaster), Damos Wren (glaive grandmaster)

**Food**: Imported variety, some constrained agriculture

**Exports**: Manufacturing, oil

**Imports**: Food, water, textiles, ripvine

**Religion**: Elhar (Major), Vereo (Minor), Naj (Fringe)

## People

**Baron**: Adina Nathiri (female, 40s)

**Regent**: Ozmus Urai (male, 50s)

## Places

**Holds**:

**Watchtowers**:
Obryn, Essence of Zeal

Those with clear goals, intense passion and dedication, a lust for life and war, all welcome the blessings of Obryn. The Essence of Zeal represents the fire inside us, stoked in any arena where swords or ideas clash, love blossoms, discoveries are made, even the peaks of intense grief. It's safe to say that Obryn's name has escaped the mouth of every person in the world at least once in their life.

Academics think of Obryn before a debate, bards utter its name before a performance, gladiators sing its praise before risking their lives in the arena, farmers give their thanks when they harvest the fruits of their labors, and a person standing on a cliff seeing the sun set against the ocean horizon may show gratitude to Obryn for the sensation of wonder they feel in that moment.
Vessels of Hope

Some years into the Roaming Rage saw the rise of the first heroes. They were champions of the other essences, six in all, including a tiefling woman named Morwyn who regained control of her faculties, broke from the Rage, freed some of her most elite soldiers and joined the Vessels in stopping the Rage.

The heroes hunted and destroyed the tieflings of the Rage. On one side of the coin, they represented hope. On the other, they were proxies to a terrifying divine war without clear motives or purpose. To this day, scholars dwell on this time, searching for answers, trying to understand power and interests beyond their grasp in order to prevent these events from repeating.

After years of fighting, death and destruction, the Vessels managed to fracture most of the enraged tieflings. The Void's influence began to wane and the remaining tieflings regained control. With the fighting over, Morwyn pledged responsibility for her people in return for leniency among the circumstances of their loss of control. Granted the authority to handle the situation her way for her essential aid in stopping the Rage, Morwyn took her people back to Mal Oran, to live in peace and rebuild.

The land of Mal Oran, much like its people, changed forever due to the strange magic Naj left behind. Those who are not tieflings or without tiefling blood traveling through Mal Oran sometimes find their senses unreliable. Sight blurs, hearing distorts and taste decays.

With its power reduced, Naj was captured by the other essences and taken far away from the continent. Whatever transpired after that is still a mystery. There are records of thunderous sound and shockwaves felt across the world, but Naj's true fate is unknown. Some believe an Essence cannot truly be destroyed and if that is true, it means Naj is dormant again as it was before the rise of the barons. Others think the essences split Naj's power among themselves, which would mean that Naj is now a part of everyone. Countless other guesses try to explain those events, though they remain just that, conjecture.
Naj, Essence of the Void

Before the events of the Swell and the Roaming Rage, Naj was a widely embraced essence, especially by the people of Mal Oran. The Essence of the Void represents a wide portion of reality. Emptiness of the soul, perversion of nature, the strange and obscure, the demonic and the alien, necromancy, desperation and madness. It is an essence that naturally attracted users of dark magic, the vengeful, the broken, the corrupted and the desperate. It is the patron of beings abyssal, demonic and alien (particularly mind flayers and beholders). While it is all of that, it was also once a favorite of monks who strived to reach a mind devoid of thought and emotion.

After the Roaming Rage and the final confrontation between Naj and the other Essences, its following dwindled and now resides only on the fringe of society. Naj is still revered in small pockets of Mal Oran and Kerad, though society in both (but especially in Mal Oran) tend to shun individuals that reveal themselves to favor the Void. The power Naj bestowed to its followers before the Rage was thought to be gone, but rumors of Naj's influence continue to pop up from time to time. Understanding of what the Essences are is generally low, so these rumors persist because no one can truly say whether or not Naj is truly gone.
The Skies Beyond the Binds

Onnos orbits 2 suns, Keax and Iltar, with a lemniscate path. One is always near and the other always distant.

The exception is a single 30 day period of each year, called Crestfire, when both suns are dominant. 5 of these 30 days do not experience night. The rest of the period experiences only 3 hours of night per day.

The climate is significantly affected during this stretch. There is no rain or snowfall. It is the warmest part of the year for entire world.

Winters on Onnos are short and mostly mild, lasting only two months at either extreme, with only a week or two at those ends experiencing intermittent snowstorms.

There are 2 moons, Zao and Ajaan, that do an excellent job of providing illumination at night.
Luck

Luck affects the results of your character's various actions.

Base Luck are 80, during character creation this can be increased or decreased, base on Destiny(Nature) you choose. For better experience, you need to create character with luck at least 100, higher chance you get gift from other favored cultivator.

## Increase and Decrease Luck

Currently there is no way to cause permanent increase on luck for now. There is several Destiny(Nurture) to temporary increase Luck.

Also currently there is no way to cause permanent decrease on luck for now. But there is Destiny(Nurture) to temporary decrease Luck, you get this Destiny after doing grave robbing.
The Great Divide

After the Grim Covenant was complete, the Baronies retreated within themselves for generations. No trade, conflict or official contact of any kind was experienced for approximately 80 years. In the political arena, the Baronies had weary eyes and only rare backdoor diplomacy.

On the social side, the Baronies used this time of peace and isolation to cement their unique values, develop their cultures, improve their crafts and strengthen their fighting forces. This era marked the true start of specialization. Mastery of skills such as information gathering, archaeology, crafting and construction became highly valued and the target of major investment. Scholars and explorers were given funds to find and delve into ancient ruins in search of knowledge and magic to augment the inherent lack of numbers. Master craftsmen created sharper weapons, sturdy defenses and reliable tools. Practitioners of magic, rare as they were, were cultivated with care and freedom of creativity.

The hierarchy of governments was also clearly defined during this era, which likewise took the route of efficiency. Excess lords and vassals, along with their holdings, were systematically dismantled. The recaptured resources were used to invest in the early stages of today's elite combat groups and also gave birth to the Arae.
Kerad

Enduring among Drifting Dunes is the small, opportunistic Barony of Kerad. Sometimes described as a "desert pirate cove", Kerad's people are mostly transient by nature, seldom calling this place home. They are the downtrodden, with nowhere else to go. They are merchants and thieves, stealing and dealing. Mercenaries looking for easy coin or actual pirates offloading their plunder. It is a paradise to the deviant, a hive of villainy to the law-abiding and a haven to the otherwise unwelcome.

Though Kerad has a Baron, a Regent and Arae, the common saying is "the Baron rules with the coin's advice". Kerad has survived over the centuries primarily due to its open door policy, its value as a stopover for long distance travelers and its opportunities. There is also a small mining operation of precious gems that has yielded significant profits, particularly in the diamond trade.

For all the questionable things Kerad already is, it is a Barony that had to change to get here. A dark mark on its past, by any standards, happened during the Great Divide. As history tells it, Kerad was home to a growing population of tabaxi. The feline race was beginning to gain influence, in the streets, in battle, business and politics. For all their success, the tabaxi could not overcome being perceived as pests, rodents with human height. The Baron of the time made a grim choice to exterminate the tabaxi in one fell swoop. The near genocide left the tabaxi population in shambles. Very few had the luck to hide or escape until the wave of violence ended.

Faced with their own evil, Kerad's population (and with it opportunities) dwindled and the Barony was on the precipice of disappearing into the dunes. Its people, threatened with failure, destitute and starvation, turned sharply on the old ways. Over the next few decades, Kerad remade itself into the most inclusive Barony on the continent while retaining its opportunistic culture. Today, Kerad is as much a home to the orc as much as it is to the human, as much as either can call Kerad a home. Even some tabaxi have returned, though healing that wound may take another century, if it's possible at all.

## Overview

**Population**:

**Human** - 60%

**Monstrous** - 20%

**Halfling** - 5%

**Tiefling** - 5%

**Others** - 10%

**Arae**: Sword and crossbow

**Notables**:

**Food**: Seafood, imported agricultural produce

**Exports**: Precious gems

**Imports**: Agricultural produce, oil, ripvine

**Religion**: Obryn (Major), Vereo (Minor), Elhar (Fringe), Naj (Fringe)

## People

**Baron**: Morland "Eight Piece" Atley (male, 50s)

**Regent**: Raleigh "the Shadow" Ramsey

## Places

**Holds**:

**Watchtowers**:
Vjor Highlands

East of the Vale, on the other side of the Spine of Sorrow, lies a wilderness expanse that stretches for hundreds of miles. This untamed land is home to the Vjor, direct descendants of Nomad tribes who chose to preserve the old ways. The Vjor way of life is largely centered around the hunt. They are masters of tracking, wilderness stealth and camouflage, and expert skinners and leatherworkers. They are tribal and shamanistic, preferring to live and hunt in small packs. They value freedom, independence and change. Hospitality and self-sacrifice are also strong held in high regard. Theirs is the only Barony that chooses their leader, in a spectacular ceremony that makes use of ovoos, sacred stone heaps that act as altars.

While largely similar to their ancestors, the Vjor of today have notable differences as well. There are no permanent towns, but outposts exist that serve the function of settlement and watchtower. Vjor settlements are built to be easily abandoned if the need arises. Masterfully designed and crafted tent housing can be raised and collapsed quickly. There are no walls, but varieties of movable stake defenses are common, though mainly used as a delay tactic rather than a siege deterrent.

While the Vjor are not isolationists, they are slow to trust outsiders. Foreigners traveling through the Highlands have encountered a variety of Vjor tribes, from the most hospitable to outright hostile (though the Vjor maintain those events to be escalated misunderstandings). Those who wish to live their life among the Vjor must put in the time and go through several rituals before being recognized.

## Overview

**Population**:

**Human** - 95%

**Halfling** - 1%

**Tiefling** - 1%

**Half-Orc** - 1%

**Elves and Half-Elves** - Less than 1%

**Dwarf** - Less than 1%

**Arae**: Archers

**Notables**: Skjald Wotannson (longbow deadeye), Bragi Torgren (crossbow champion)

**Food**: Game

**Exports**: Kozé (The Vjor used a Highlands native grain to perfect this clear distilled spirit, which remains their only mass produced export).

**Imports**: None

**Religion**: Vereo (Major), Obryn (Minor)

## People

**Baron**: Hjalmar Svane (male, 40s)

**Regent**: Aske Rivertaker (female, 30s)

## Places

**Holds**:

**Watchtowers**:
Tale Of Immortal Wiki

# **Welcome to the Tale Of Immortal Wiki!**

## **Tale Of Immortal - GuiguBahuang 鬼谷八荒 - Steam**

**If you are currently unable to launch the game, please go here.**

**Tale of Immortal** is an open-world sandbox game based on Chinese mythology and cultivation. You will grow to become immortal, conquer the beasts from the Classic of Mountains and Seas, make your choices carefully and grasp your own destiny.

**Game Official Websites:**

**Discord** : Invite -- **Twitter** : Publisher/Game

*"Always stick to your heart."* -Lightning Games.

Regardless if you are a new or a veteran Cultivator, we got pages for you! Check below:

And those are not all! For we have **more** topics covered:

Guides and Builds - Fates - Destinies - Sects - Artifacts - Alchemy - Geomancy

- First Steps as a Cultivator - Known bugs - Early-Access Roadmap - World Map

- Fallen Valley -

Content Creators : English - Vietnamese

Requests for the wiki, comment on this page

Gallery:

* Money Making
* Main Stats Overview
* NPC Affection
* Game Tips
Ayarauca

To call Ayarauca the home of the elves would do this land a disservice, for it is so much more. A thick, humid, loud and restless jungle, it is filled with creatures large and small, and the dangers they bring at every turn. Even some of the plants here have an agenda. Ayarauca is thought to be as ancient as the winged residents of Drachenward.

Tall mahogany and palm trees with enormous canopies cover so much of this rainforest that from a bird's eye view it appears to be under one giant green blanket. The sounds of feral beasts, swinging and screaming monkeys, the hiss of serpents and the snapping of large venus flytraps never seem to cease. Then, there are the rains. Ayarauca experiences rainfall throughout the year. No month goes by without rain, rather it's a matter of how intense the downpour gets. Occasionally, rainfall becomes a full monsoon, lashing the area with whips of water that can sweep away plant and animal alike.

The elves of Ayarauca play an important role in maintaining the ecosystem's balance. They are fierce, borderline feral protectors, unyielding in their brutal response to any attempts to disrupt that balance. Would be loggers are executed, dismembered and sent back to their homes as a message. Foolhardy explorers are apprehended, tried quickly and leave with severe injuries, if they leave at all. Those seeking knowledge or fortune in Ayarauca do so knowing that the elves, the beasts and even some of the plants could end their hopes at any moment.

## Overview

**Population**:

**Elf and Drow** - 100%

**Arae**: Swordsmen

**Notables**: Unknown

**Food**: Seafood, nuts, fruit.

**Exports**: None.

**Imports**: None.

**Religion**: Obryn (Major), Renere (Minor)

## People

**Baron**: Viress Fael (dark elf, female, age unknown)

**Regent**: Dylaro Imeros (dark elf, male, age unknown)

## Places

**Holds**: Aya'stral, The Root Home

**Watchtowers**: None
Calcifer

Tajemnicza istota, która przywitała ekspedycję w dworku Fraisier. Wydająca z siebie stały, miarowy syk i stukot, produkująca z dysz na plecach potężne obłoki pary, zdaje się być jakiegoś rodzaju konstruktem.

Kreatura przedstawiła się imieniem Calcifer i określiła się mianem zarządcy dworku. Oczekiwała przyjścia jakiejś bliżej nieokreślonej "ekipy sprzątającej" której zadaniem było oczyścić dworek ze śladów eksperymentów, jakie były w nim prowadzone.

Calcifer jest wyjątkowo uprzejmą, elokwentną i dbającą o etykietę istotą, przykładającą olbrzymią uwagę do porządku i estetyki. Wiecznie trzyma w ręku jakąś miotłę, mop, lub konewkę do podlewania kwaitków. Starcie z mutantami w podziemiach dworku udowodniło, że owe przedmioty mogą być w jego rękach śmiertelnie groźnymi broniami.
Deor Loch

Nothing quite compares to the wonder of Deor Loch. A masterpiece of design and engineering, it is a city and Barony in one. Simply translated to "Lake Home" or "Lake Hearth", it resides under a large lake with the same name. It is composed of hundreds of precision carved cavernous spaces, spread 4 miles apart from one another and connected together with a vast network of intersecting tunnels. The tunnels are lined with paved roads for walking and a mining cart rail system used to transport materials and people alike. The cavernous spaces they connect are zoned for residential, commercial and industrial purposes.

Deor Loch is constantly expanding with the growth of its population. Master geologists, architects and engineers, magic practitioners specializing in demolition and skilled construction workers are some of the most respected and valued members of dwarf society, for they are the gatekeepers to the next space, tunnel and connected rail. Capable warriors have also played a big role in that expansion, as poking around underground sometimes brings one face to face with the dangers of the Underdark that aren't keen on giving up their territory.

The dwarves maintain a presence above ground within their borders as well. Watchtower outposts, an idea taken from the Vjor, exist to act as stopovers for dwarf and outsider alike, and double as alert systems and traffic control. A number of known entrances to Deor Loch are known scattered around the lake, though many believe there are others are scattered within the borders that allow the dwarves to have complete awareness, without being seen or heard, of who and what moves through their lands.

## Overview

**Population**:

**Dwarf** - 90%

**Gnome** - 5%

**Human** - 2%

**Halfling** - 1%

**Tiefling** - 1%

**Others** - 1%

**Arae**: Axe Masters

**Notables**: Khegra Blackbrow (throwing axe master), Jorfo Thunderfall (two-handed battle axe champion)

**Food**: Agricultural hydroponics, imported produce

**Exports**: Minerals, precious gems, steel products, alcohol

**Imports**: Produce, textiles, leather, ripvine, oil

**Religion**: Vereo (Major), Renere (Minor)

## People

**Baron**: Rurhen Whitforged (male, over two centuries old)

**Regent**: Norlyn Whitforged (female, over two centuries old)

## Places

**Holds**:

**Watchtowers**:
Calendar

A year on Onnos is 300 days long. Each day is 25 hours long, with night commonly lasting 10 of these hours. The poles are a completely opposite, with only 10 hours of daylight.

There are 6 days per week, 5 weeks per month and 10 months per year.

The names of months and days will be added later.

The years Onnos started being marked with the rise of the first Barony, the Vale, under Baron Greywind. It is currently the year 496 BG.
The Vale

The Vale is the largest of the human dominated Baronies. It benefits from a temperate climate, rich and fertile land, mostly flat terrain and diverse flora and fauna. The Vale is prosperous due to the produce it extracts from its rich soil, its proximity to natural resource harvesting from the Spine of Sorrow mountains and the construction friendly terrain. There is a growing decadence to the Barony and one of the signs is the production and export of Ripvine, a strong opiate plant that can only be cultivated in more stable environments. The other Baronies often denounce the Vale's production of opium as a way to rally their people, but none except Ayarauca have restricted its import.

## Overview

**Population**:

**Human** - 85%

**Halfling** - 5%

**Tiefling** - 5%

**Gnome** - 3%

**Half-Elf** - 1%

**Elf** - Less than 1%

**Dwarf** - Less than 1

**Arae**: Swordsmen

**Notables**: Fynlo Dorain (two-weapon grandmaster), Mhoir Dussard (two-handed grandmaster)

**Food**: Livestock, agricultural produce, seafood

**Exports**: Iron, Lumber, Ripvine (Opium)

**Imports**: Oil, Precious Gems

**Religion**: Renere (Major), Elhar (Minor), All others (Fringe)

## People

**Baron**: Quinn Greywind

**Regent**: Cormac "the Pike" Barley

## Places

**Holds**:

**Watchtowers**:
The Links of Argem Wiki

The Links of Argem
Campaign Setting

Argem, The Endless Chain

The Ties of Time

Calendar

The Skies Beyond the Binds

Daily Life in the Baronies

Magic, Craft and Military Might

Chapter 1: The Baronies

* Map of the Baronies
* The Vale
* Vjor Highlands
* Mal Oran
* Kerad
* Sen Akai
* Isle of the Bond
* Drachenward
* Deor Loch
* Ayarauca
* The Free City of Exen

Chapter 2: The Gazetteer

* The Eye of Naj
* The Icy Void
* The Scar Springs
* Spire Sound
* Iryum
* The Irymy
* Arae

Chapter 3: Races of Onnos

* Elves
* Dragonborn
* Dwarves
* Humans
* Tieflings

Chapter 4: Faith and the Dormant Ones

* Naj, Essence of the Void
* Vereo, Essence of Entropy
* Renere, Essence of Equity
* Obryn, Essence of Zeal
* Elhar, Essence of Humility

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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