recursal/Fanatic-Fandom huggingface dataset:
Tenzl-Akoko

Tenzl-Akoko, or more accurately the twin cities of Tenzl and Akoko, are two cities built on opposite sides of the banks of the Zulaca river, in Hirokir. Though technically two separate city-states, they are usually aligned in their interests, have a shared culture, and are usually treated as a single political entity by other powers.

Tenzl-Akoko is the largest trading hub in Hirokir, due to their important position on the Zulaca. Trading barges from the twin cities travel upriver to Aram'Kai and Szi'Zundor, or downriver to Zul'Garab, and act as an intermediary between these cities.

Though most commonly referred to as "The Twin Cities", Tenzl-Akoko are also known as the "Cities of Love". The cities themselves are named after a famous pair of lovers in Hirokiri legend; Tenzl and Akoko. The Festival of Love every spring is the most important festival in the cities.

Tenzl and Akoko are built on the widest stretch of the Zulaca, and are situated on its flood plains. During the bi-annual flooding of the river, the streets of the cities become flooded, and so the buildings are built high, and are connected by a web of bridges and walkways. Connecting the cities together is a mass of floating wooden buildings, bridges, and boats, called the Floating Market, which are anchored to the river base, but which shift drastically season by season. During the summer and winter flooding of the Zulaca, it becomes more dangerous to travel across the river, or to have any floating buildings situated within it, so the Floating market disperses and moves closer to the cities themselves. When the river shrinks again during the spring and autumn, the Floating Market moves into the middle of the river, reconnecting the cities, and the flood plains become farms.

Tenzl-Akoko produces more food than any of the other Hirokiri cities, due to their reliable agricultural processes, and incredibly fertile flood plains. This, combined with their nature as a trading hub, makes the cities incredibly prosperous.
Lucas Fang

Sons: Emilio Fang, Sebastien Fang

Lucas Fang is one of the most influential admirals of the Pirate Union, and is considered the de facto leader. His long life has been filled with heroism and adventure, and he is often considered a legendary figure. He is the Captain of *The Vanessa's Revenge,* the flagship of the Pirate Union, and admiral of the Fang Fleet.

Lucas Fang is the only son of Vanessa Fang, the Lady of the Mists, and from her he has inherited great power. He has also been greatly influenced by his step-father Emilio Ventura.

Lucas looks younger than his years due to the blessed influence of his mother, he appears to be in his 40s despite being 72.
Zenganamaarv

Zenganamaarv is the capital city of the Nothindrian Republic, and their largest city.

The city is dominated by the Ice Palace, a monument of the old Czars who ruled the Isles. Despite being so far from the Shattered Sea, Zenganamaarv is a wealthy port, and one of the main trading centres of the continent of Shavhan.
Tiravia

Tiravia is a province of the Erdannian Empire, in Tyrrus. It is a large province, but has a relatively low population. Tiravia is a landlocked province, its southern edge is close to Erradan, and it is bordered on all other sides by other Tyrranean nations.

To the west of Tiravia is the Varawyn Republic. To the north is the Dominion of Haven, North-East is Thassalia, and East is the Kingdom of Whytehold.

Tiravia is characterised mostly by vast expanses of hills, lakes, and moors, dotted with towns, villages, and factories. It is said to be the most beautiful part of Erdannia, but the rise of industrialisation is ruining much of the landscape.

Prior to the Demon Wars, Tiravia was much smaller, but while Haven was weak, Erdannia claimed northern sections of land, including parts of the Loclands and the Marches, and added these to Tiravia's territory.

The only major city in Tiravia is Tyrlock, which was previously held by Haven.

### Regions

There are five main regions in Tiravia;

The Red Moor, the Midden Moor, and Erdaine Moor have been de jure territory of Erdannia for centuries, and are a heartland of Erdannian culture. They are also home to the majority of Erradan's farmland.

The South Loclands region was claimed from Haven during the Demon Wars, and still bears a strong Havenite culture; home to many mages and followers of Zythia. While there are some people who think the area should be given back to Haven, there is not a strong movement supporting this.

March Riding was similarly claimed from Haven, though has a much lower population. It is named as such because it is approximately one third of the Marches region.

### Locations

The only city in Tiravia is Tyrlock. In the past, Tyrlock was an important trading hub between New Haven and Erradan, but since the construction of the direct Railway this has become much less necessary, and so the city has fallen into obscurity and disrepute.

The town of Droxbury is home to the famed Highmoor university, the most prestigious university in Erdannia.

The town of Dunfinch is primarily a military garrison town, as it is so close to the Kingdom of Whytehold. Since the start of the war with Whytehold, the town has grown massively, in order to accommodate the Erdannian troops stationed there. However, it has gained a bad reputation, as the number of bars, pubs, and brothels has grown exponentially.
The early days

"The Early Days" is the name given to the first few RPG sessions played within the world of Coryphiel, which laid the foundations for many more to come. Most of the Early Days sessions were set within Tyrrus. The Early Days lasts from the Undead Invasion of Haven, until the start of the Legends of Tyrrus.
Spirit of Hir

The Spirit of Hir is an entity revered by the people of Hirokir. It is seen as both a deity and a force of nature itself.

The spirit is represented visually as an androgynous Hirokiri person with six arms wearing a large ornate wooden mask. They are usually wielding a spear, a shield, and a lantern.

The Spirit of Hir is not worshipped in the way gods are, however they are greatly respected.
Tungl-Knott

Tungl-Knott is an Empire of Frost Trolls located in the frozen northern continent of Kaldinen. It is the largest Troglodyte nation in Coryphiel, and is frequently hostile to the native Kaldish people, and the settlers and explorers from Tyrrus and Nothindria.

Tungl-Knott is usually ruled by whoever is the biggest and strongest Frost Troll, or at least whoever can gather enough forces behind them. The trolls bullied the local people for many years due to their naturally higher aggression when compared to the Kaldish. After the events of The Great Race saw the troll capital destroyed remnants of the empire still exist, lurking in the mountains splintered but operating under clear leadership.

Despite not being particularly bright, the frost trolls were able to forge weapons from permafrost and construct solid buildings, a skill seen nowhere else in Kaldinen.

The frost trolls had also tamed large creatures such as Mammoths and Karkadons.
White Bay

The White Bay is a large geographical feature, and province, on the southern coast of Tyrrus. It is considered a province of the Erdannian Empire, though half of its eastern coast is owned by the Kingdom of Whytehold.

The White Bay has been a contested territory for centuries, due to its central position in the Tyrranean sea, and the abundance of sea resources within it.

### Geography

The White Bay is a huge bay, with three rivers feeding into it; the Eradall's Path River, the River Wyrm, and the River Strom.

In the bay are a number of smaller islands, most notably Sollan Isle.

To the east of the White Bay is the province of the White Cape. to the west is Wyndshire and the Stormcliffs. To the north is the King's Moors.

### Cities and Settlements

The largest and most prominent city on the White Bay is Erradan, capital of the Erdannian Empire.

On the coast are multiple other smaller Erdannian towns, such as Stratsport and Byrignes.

On the Whyteholder side of the White Bay is the large castle-town of Fort Battlecry.

Sollan Temple is located on an island in the White Bay.

### Counties

The Erdannian portion of the White Bay coastline is divided into a number of smaller counties; Erstrand, Monteran, Lanveran, and Greater Erradan.

The Whyteholder portion of the White Bay is dominated by the Randmark region, of the White Cape.
Turkhana

Turkhana is a city in the Calamaran Empire, and also the name of the island it sits upon. The island is the Western-most territory of the Empire.

The isle of Turkhana has been heavily influenced by its proxmity to the steppes of Shavhan, though the Calamarans have tried many times to suppress divergence from their own culture and religion. The island is an incredibly strategic island for controlling the Western seas. A century ago, Turkhana projected infuence across much of the coast of Shavhan. This was disrupted by the rise of pirates, and the invasions by Nothindrians.

In order to maintain decent relations with the Zongol ports which the Empire trades with, the city of Turkhana contains several shrines to the dark gods Kanzayong and Shidiqura, alongside traditional Navicite churches.

The city of Turkhana itself is a city of layers, evidence can be found of multiple cultures controlling
the city over time. Nothindrian-style towers are constructed atop ancient Hirokiri temples, and sit right next to modern Calamaran townhouses. It is said that deep below the city are catacombs constructed by the original Chakrou settlers, where they buried all their secrets.
The Vanessa's Revenge

*The Vanessa's Revenge* was the Skyship used by Emilio Ventura and Ayla Vanderstone to get to the Shrouded Continent in pursuit of Sebastien Canarro.

The ship was originally called *The Greenblood's Revenge,* it was constructed by the Calamaran Empire and was the flagship of the Sacerdeus Suleiman Tycho. Emilio, Ayla, and Lucas Fang stole it in Porta Pyrus, with assistance from Ali Iskerro.
Tajir Al-Khiana

> "Cheating is the gift man gives himself."
>
>

Tajir spent his early days trading wares up and down the Bloodwater delta. Though at first his business had been mostly legitimate, the constant contact with pirates of Port Reaver opened his eyes to a world of endless profit. Not a person to take things by force - that is not the way of Alshah - he instead started… exaggerating his goods. A treatment for fever became a cure for whichever ailments his customers had, and common jewelry became magical, elven trinkets.

Much of what he learned in the delta, he perfected in the frontier. From the side of a stagecoach, with a mix of foreign allure and elven “magic”, he sold the most wonderful junk to unsuspecting customers. And not one to let reality catch up with him, Tajir would rarely stay in a town for more than a day. A strategy that kept his business complaint-free for a long time!

With the profits from these ventures, he eventually bought himself a seaworthy ship, and expanded his business beyond the desert of Izir.

## Physical Description

Were it not for his formidable, curved horns, Tajir would stand significantly shorter than most people on Isla Cobre. Black and curved like those of a sable antelope, he can almost use them to scratch his own back. Together with his peculiar, horizontal irises, it'd be near impossible to miss his elven heritage. Like most people of the Izir desert, his complexion is dark, and his long, wavy hair is charcoal black. Despite a life of less than legal dealings, not a scar would be visible on the man’s face.

Always dressed in layers upon layers of expensive silken robes, it’d be easy to miss Tajir’s narrow, almost scrawny build.

## Personality

Tajir greets every morning with overwhelming enthusiasm, and every situation as an opportunity to get ahead in life. And though he’d love to spend every moment peddling his wares and wonder-cures, he (usually) knows when to keep quiet or kiss ass.
The Cabal

The Cabal are a criminal organisation, sanctioned by the Erdannian Government, which secretly run many aspects of the empire from behind the scenes.

The Cabal are an insidious organisation, which extends its influence into every aspect of politics within the Empire. They walk among high and low society alike, and take on a multitude of disguises and personas. The Cabal are never caught, their schemes are never uncovered, as they secretly manipulate the fate of the nation. They are a dark combination of a Secret Service, a Shadow Government, and a Criminal Syndicate.

### Affiliation

The Cabal act towards the best interests of the empire, but this doesn't make them lawful, or ethical. The Cabal engage in standard criminal practices such as racketeering and the trading of illegal goods, but their most valuable resource is information and power. Espionage, blackmail, assassination and corporate sabotage are all standard practices for them.

Despite being patriotic towards their city and empire, the Cabal do not work for anyone. They work towards their own secretive agenda, which probably involves world domination. They would likely see a million Erdannian citizens dead if it meant the survival of the empire. Their authority goes beyond even the royalty.

### History

The Cabal was created by a group of wealthy nobles, in collaboration with smugglers and assassins, during the time of the Great Sturvandian Empire. At the time, the Cabal's purpose was to free the city of its oppressive rulers, which it succeeded at in 18.26. After achieving independence and restoring the rightful king, Erick IV, to the throne, the king turned the Cabal into an official government organisation.

Since then, the Cabal has grown in influence and power, to the point where it is beginning to take over the empire entirely.
Dark gods

The Gods of Darkness are psychic entities who inhabit the Divine Realm, and can empower their most devout followers with powerful magic.

The Dark Gods are the opposite of the Light gods, they usually represent fears and failings. Dark followers can be found among the beaten-down, and the lower sides of society. These followers tend to stick to the shadows and use trickery to their advantage.

The Dark Gods understand and forgive humanity's failings, and empower those who need it. However, they often don't like people leaving the dark places of their lives, and like to feed their fears and insecurities.

Dark worship is outlawed in most places, because it is seen as evil. Worshipers of Darkness form secret cults, or are lone wanderers.

The Dark Monks of the Black Monastery are a sanctioned group of dark worshipers, who specialise in fighting undead, and those who use divine magic for evil purposes.

## Gods of Darkness

### Tyrranean Pantheon of Dark Gods

These gods are reviled by Tyrranean society, but are still worshipped in secret across Tyrrus and the Shattered Sea.

The Faceless God - the masked god of trickery and deceit.

Zekin - The Butcher, god of slaughter.

Dakana - The Fallen, god of rebellion and retaliation.

Shoggor - The Dweller of the Abyss, god of depths, knowledge, and madness.

Venefica - The Crone, goddess of revenge and curses.

Morvelen - Watcher of the Spirit Realm, god of restful death.

### Shavhani Dark Gods

These gods are prominently worshipped in Shavhan, particularly the steppes.

Kanzayong - The Destroyer, Dark god of War.

Shidiqura - The Exiled Sister, Goddess of trickery and shadows.

### Nothindrian Dark Gods

These gods are prominently worshipped in Nothindria.

Kryvyakhy - God of Ice.

Mynkesska & Mynkessky - The Bastard Gods, patrons of those without families and those who wander.

### Shattered Sea Dark Gods

These gods come from Savage Islander religion, and are generally hated across the Shattered Sea.

Vashargo - The Great Corpulent One, God of gluttony and sloth, worshipped by the N’Shari

Ogravo - The Slave God, God of slaves, and slave of Vashargo. Often abused by dark magic users.
Zaramythia

Zaramythia (also known as "Fallen Zaramythia" by some) is the name given to a cluster of tribes and towns on the southern tip of Izir, the last remnant of the ancient Zaramythian Kingdom. The area is a major docking point for trade vessels which dare to make the trip around the coastline of Izir, past the Ruined Lands, to the ports of the east coast. The area is also home to a unique civilisation who revere the Eternity Constructs, particularly Anankhe.

The only city in the region is Zarkarat, a poor city that mostly serves as a safe anchorage for ships, and a minor trade port.

The people of Zaramythia are incredibly wary of magic, and have banned its citizens from practicing it. They blame magic for the fall of old Zaramythia, and for causing the Cursed Lands.

### History

Zaramythia as a civilisation first emerged millennia ago. During its golden age it was a powerful kingdom which ruled the southern portion of Izir. Settlers from Zaramythia settled great cities such as Ocathia, and Azathica. However, when tragedy befell Azathica, and that city fell to evil influences, the corruption spread and destroyed the kingdom. For many centuries, it was assumed that Zaramythia had been destroyed entirely, and the rest of Izir did not even attempt communications. But much later traders starting braving the southern coasts, to more quickly reach the other side of the landmass, and discovered a small civilisation on the southern tip of the land.

A remnant of Zaramythia had survived somehow. The people claim to have been protected by ancient constructs, which they now worship as gods.
The Kraken

*This article is about the Ship. For information about the creature, see: Krakens. For information on the ghostly Kraken, see: The Last Kraken.*

*The Kraken* was the ship of Vanessa Fang, and the original flagship of the Fang Fleet. It was a triple masted galleon, fully fitted with cannons.

Originally, the ship was named *The Krakensbane.* It was constructed in 19.96 for the Duke of Turkhana, but on its journey it was stolen by the dread pirate captain Salamanca. In 20.8, Salamanca was slain by his first mate; Viciente Fang. This was actually Vanessa Fang in disguise. 'Viciente' renamed the ship to *The Kraken*, and took it as 'his' flagship.

in 20.16, Vanessa Fang took *The Kraken* to Hirokir on her quest to prevent Greenblood from returning to the world. The ship was sunk by a fearsome ghostly Kraken, under the control of the Azorak Lazara o'Garabok, who was allied to Greenblood.

When Vanessa Fang slew Greenblood, and became the new Ascended of the Seas, she became able to summon wrecked ships in the Spirit Realm. She now sails the seas of the Spirit Realm in a returned form of *The Kraken.*
The Light

The Light is a force in the world of Coryphiel, which can empower the most devout followers of the Light Gods. Those who follow it would call it a force for good in the world, but it is actually more of a force of aspiration and idealism. The Light is one branch of the Divine, and is starkly opposed to Darkness.

### Light Magic

Ever since humanity first migrated into the known world, divine forces have guided them. The most prevalent of these forces was the Light, which inspired humanity to forge their own path in the world. Where there is a following of the Light, there is always those chosen few who can wield it. The Light can grant a variety of powers, usually dependent on the ideals of the wielder, and which god they have chosen to follow. Those who are compassionate and merciful are often given the ability to heal. Those who seek justice gain the power to smite their enemies.

Not every priest and devotee wields light magic, it is only granted to a chosen few "champions" who are tasked with the responsibility of spreading the word of their gods, protecting their fellow believers, and enforcing the gods' will on the mortal realm. Such champions only retain Light Magic while they continue to serve this cause, if they give up or go astray, their powers are often removed.

Attaining these powers is unpredictable, and relies mostly on the will of the gods. It is common for devotees and priests to randomly receive a vision in their dreams of the gods commanding them to do something, and then wake up with the powers of Light magic. At other times, a priest may pray for the power to do what they believe is right, and if their prayers are sincere enough, they gain such powers. Prominent religious leaders, such as the Heirophant of Sollan are sometimes able to grant those they deem worthy powers of light magic, but these are often diluted, having been passed down from a human, rather than the gods themselves.

### Philosophy of the Light

The Light teaches that every aspiration is good, and should be sought. Varying different gods may have different approaches, and even opposing views, but they all encourage what they see as virtue. The single-minded determinism of these gods makes them seem a little naive, and followers of the light are often unable to see the bigger picture. As such, crusading paladins seeking "justice" will often commit horrible atrocities in the name of their gods, and go unpunished for it, justifying it all as the pursuit of justice. Churches of the light are often incredibly ostentatious, bedecked with gold and incredible artistry, as they pursue beauty in all things, and ignoring the poverty outside their doors.

In the four-pointed cosmology of the divine, Light is adjacent to Life and Death, and opposite to Darkness. Followers of the light usually despise those who follow the dark, and hunt them down zealously.

### Limitations

The Light is less powerful in dark places, and during the night, but more powerful in the light of day. Light magic is heavily associated with the sun. One way to completely remove a light caster's power is to put them in a pitch-black room.
The Necropolis

The Necropolis is an empire of the dead, which makes its home in the ancient tombs and catacombs beneath Izir.

The Necropolis is ruled by the ancient necromancer, Aziz Al-Ahmed, who calls himself the Grand Death Vizier.

Many of the ruined cities of Ancient Izir have been secretly taken over by the Necropolis.
Toredig

Toredig was a prominent Elf of Caerland, who suffered a tragic injury that left him paralyzed from the waist down.

Before this accident, Toredig was an excellent hunter, an elegant dancer, and a powerful druid. He was friends with the ancient elves Aderyn and Llyn'Hedfan, and an inspiration to his clan.

After the injury, Toredig was no longer able to even hunt or gather food for himself, and so was shunned by elven culture. The human druids of Liathae took pity on him, and provided him with food and shelter.

Decades of remaining in Liathae, surviving off the pity of humans, unable to travel, unable to do any of the things that are part of elven nature, Toredig became more and more depressed.

In 20.88, Llyn'Hedfan visited Toredig and conspired with him to release the Green Man, Un'Coeden. Toredig sent away Cerridwyn McDughal, and manipulated Aidan Branwen and Morgan Asalaine into releasing the entity. They later confronted Toredig, and Morgan killed him.
The Blackspire

The Blackspire is a legendary magical monument, located in the far north of Tyrrus. It was originally designed by Nekrus the Runic King and his apprentice Zaikerik, and built by a legion of workers, wizards, and rune-smiths. It is an immense tower of sheer black stone, covered in intricate runes. A steep and narrow staircase winds around the outside. While it was complete, it was the tallest structure in Tyrrus, and perhaps all of Coryphiel.

The Blackspire is built on a very specific and very important location, it is built far away from the Skyspires, but also equilaterally between them. It is designed to disrupt their network of power, and one who controls the Blackspire can control the structure of the realms themselves.

After its creation, the Blackspire was immediately used to break the First Veil, the barrier between the mortal realm and the Spirit Realm. This caused lost souls to wander into the mortal realm, and allowed for the use of Death Magic. Shortly after this, however, it was destroyed by Velkyn before it could do any more damage. Zaikerik built the settlement of Mortholme around the fallen Blackspire, and began to study necromancy.

Many centuries later, long after his death, Zaikerik began plotting to rebuild the blackspire, and use it for a new ambition. He created the Cult of the Blackspire, mortal followers who had studied the teachings of Zaikerik and Nekrus, recovered from Mortholme and Runeholt. Construction began in 19.80, and the Blackspire was fully reconstructed in the winter of 20.18. Just as Zaikerik was about to use it to restructure the realms once more, the Saviours arrived, carried by Velkyn, and defeated him. After this, Velkyn once more destroyed the Blackspire.

The ruins of the Blackspire are guarded by undead warriors, Knights of Velkyn, lest anyone attempt to rebuild it again.
The Shrouded Continent

The Shrouded Continent is a large and mysterious continent which lies far to the South-West of the known world. In order to travel there, one must cross the Sea of Seasons, which is almost impossible to cross with standard sailboats. As such, it wasn't until Skyships and Steamboats were invented that the Shrouded Continent could even be reached.

Many millennia ago, the Shrouded Continent was home to the first civilisations of mankind; the Vexii, the Gruushi, and the Illushi. It was corrupted by a dark presence which destroyed all life on the surface of the continent. Within the last century, life was returned to the Shrouded Continent when Emilio Ventura and Ayla Vanderstone rescued the Eternity Construct Mycozoa from a malign corruption.

The Shrouded Continent is named such due to the thick mists that often cover the coastal regions of the continent. Another bizarre aspect of its geography is the way the landscape shifts and changes over time; chasms open and close, landmasses swap places or drift out to sea.
Umberlain

Umberlain is a region within the White Cape, in the Kingdom of Whytehold. It is a landlocked region, famous for its vast sprawling forests.

Umberlain is one of the wildest regions in the south of Tyrrus, and most population centres exist on the cultivated edges of the region. Many aspiring knights and hunters train in the forest, seeking the dark creatures that are said to lurk within.
Hedgehogs

**Hedgehogs** (ハリネズミ, *Harinezumi*) are a species that appears in the video game, comic book and television series, but most of all, the *Sonic* series. Unlike the real-life species, hedgehogs in the Sonic Universe are anthropomorphic animals of said species, and many prominent characters in the franchise are hedgehogs, the most recognized of them being Sonic the Hedgehog. Several robotic copies of hedgehogs also exists, most of whom were created by Dr. Eggman in imitation of Sonic, the most famous of them being Metal Sonic.

"*.*"

—About Hedgehogs.

## Description

### Anatomy

Hedgehogs appear mainly as anthropomorphic animals of their namesake species with anatomy closely resembling humans' shapes, though their body proportions varies. Features they do share includes large heads, short fur on most of their bodies (excluding certain areas that differ between each individual) which is frequently brightly-colored, short muzzles, and spiky quills on their heads of varying styles, similar to human hairstyles.

Like humans, male hedgehogs have more masculine figures and female hedgehogs have more feminine curves. Also, while hedgehogs' exact height measurements remain ambiguous between each media, they appear to be about one meter tall at average.

### Characteristics and Culture

Character- and culture-wise, hedgehogs are no different from humans, meaning they are sentient, intelligent, have their own unique personalities and can be either good or evil. They also have no known customs or culture associated with their species.

### Powers and Abilities

Hedgehogs often (but not uniformly) possess special abilities including, but not limited to, Speed (Sonic and Shadow), Strength (Amy), Telekinesis (Silver) or the ability to tap into the Chaos Emeralds powers to use Chaos Powers (Shadow). It is also implied in *Sonic Pokémon: The Dark Brotherhood* that all hedgehogs in the games or series naturally possess the innate ability to move at high speeds.

## List of Hedgehogs

### Living Hedgehogs

* Sonic the Hedgehog
* Amy Rose the Hedgehog
* Shadow the Hedgehog
* Silver the Hedgehog
* Professor Charles the Hedgehog
* Breezie the Hedgehog
* Scourge the Hedgehog
* Sir Lancelot
* Sir Galahad
* Nimue, Lady of the Lake

### Artificial Hedgehogs

* Metal Sonic
* Metal Amy
* Metal Scourge

## External links

* Hedgehog *Wikipedia*
* Hedgehogs *Sonic News Network*
The Dragonclaw

The Dragonclaw is the tallest mountain in Tyrrus, and perhaps the world. It sits in the centre of Tyrrus, and was supposedly created by the Dragonlord Shoguvhan.

Since the year 0, the Dragonclaw has been the residence of the Dragonqueen Zythia, and her Arcane dragon brood. Her followers, the Zythan Dragon Devout, have resided on the mountain's foothills since she took residence there, eventually founding the city of Haven.

The Dragonclaw is where the Dragon Summit takes place, a rare event where representatives from each dragon brood meet to discuss events.
Tyrran-Izero Resurgence Union

The Tyrran-Izero Resurgence Union was a political union based around the western region of Izir shortly following the events of the Legends of Tyrrus. The Union was an alliance between the Erdannian Empire, the Kingdom of Whytehold, the New Empire of Izero, and the Fadil dynasty of Alatheen, with its primary goal being the re-establishment of Izero as the foremost power in Izir, and the establishment of trade posts and settlements by Tyrranean colonists in Izir.

After Tyrrus was opened up to the world, the nations within quickly set about working out who in the world were going to be their friends and enemies. Having conquered Alatheen together, it was an easy assumption that Neo-Izero would be an ally to the Tyrranean powers. However, despite Izero's "right" to rule Izir, they lacked resources or any knowledge about the modern world. The Tyrranean powers were eager to aid Izero in achieving this, as they valued the Empire as their only ally in Izir, and an important buffer nation between Tyrrus and the slaving cartels and mercenaries who plagued the rest of the region.

Arguably the beginning of the Union was the establishment of the puppet King Khalif am-Fadil in Alatheen in 20.19. However it is generally agreed that the Union truly began in 20.28 when Emperor Saa III met with Queen Victoriana I of Erradan and High Marshal Theodoric Helmsgarr of Whytehold. The three world leaders set the Union into writing and the Emperor declared that the area between Izero and the sea to the south would be under the care and protection of the Tyrranean powers, within limits. Erdannia and Whytehold split this between them, Erdannia getting the coast and Whytehold getting the majority of the land. Nominally, the Empire of Izero still owned that land, but did not have the resources to protect it and so relied on their Tyrranean allies.

In response to this, the other cities and cartels of Izir began to discuss confederating against this western threat. Eventually they would do so under the reign of the authoritarian Grand Sultan Asagwara, in 20.60.

The Union collapsed shortly afterwards, in 20.70, after the death of Emperor Saa III. Erdannia and Whytehold had lost their former friendliness with one another, and were jealously eyeing each others territory. Rather than work to maintain the Union, they allowed it to collapse and begun minor hostilities. They also overreached the boundaries agreed upon with Izero.
Sullivan Dragoncrest

### Relatives

Cyrus II (Older Brother), Warwick Dragoncrest (Twin Brother, Deceased), George III (Father, Deceased), Victoriana II (Grandmother, Deceased).

## Physical Description

### Notable Features

Wears an eyepatch over his left eye

Sullivan Dragoncrest is the Lord-Admiral of the Erdannian Imperial Sky Navy, as of 20.88. His older brother is King Cyrus II.

Sullivan is a mysterious and devious man with a ruthless reputation built up after years of fighting in the Shattered Sea. Rumour has it, Sullivan has explored all the seas of the known world, from Nothindria to the Dark Isles, and has found things that would drive other men insane.

Sullivan often argues with his twin brother Warwick.
The Council of Thassalus

The Council of Thassalus is a politically focused campaign featuring Antonio Blaccard, Conroy Gormaire, Lysander Aldonne and Sylvia Charlemont navigating the political landscape of Silvershire. The aim of the game is to control the titular Council, whether by sitting on it to dictate policy or by placing allies on it.

## The Council of Thassalus

### Player Characters

Antonio Blaccard, Conroy Gormaire, Lysander Aldonne, Regina, Sylvia Charlemont

### Antagonists

Bishop Conviction, Cain of Sollersby, Octavius, Queen-Commander Anjelika Weisenberg, Verner Kerzenberg,

### Other NPCs

Duchess Julietta Theracoure, Deacon Hope, Ar'gos, Grand Baron Lykos Treugard, Grand Baron Cosimo Morvay, Grand Baron Filippo Charlemont, Grand Baroness Ophelia Avamore, Archmage Cyrilla Sauvigna, Ambassador Cassandra Silvair

## Structure

The campaign initially adopted a free-form style of play with each player character seeking to advance their own interests with a great deal of independence and limited direct collaboration. There were two key world stories that the players focused around, the independence of Silvershire and a conspiracy against the country by their neighbours the Dominion of New Haven.

As the game went on, the players teamed up in order to take down the New Haven conspiracy and in the process, formed an alliance that could and would dictate the future of the nation. This became cemented as the party visited Morvay and, despite the secret murder of Sylvia Charlemont by Conroy Gormaire, their connections were strengthened by the time they concluded their business there. These bonds were affirmed in the climactic visit to Avamore where they confronted last of the conspirators and caused them to defect.

In the final act of the campaign, the players dealt with the issue of their independence from the Kingdom of Whytehold, the suzerain state and their religious differences. By using all the friends and allies that they had accumulated, they were able to peacefully liberate Silvershire and create an independent and equal nation named The Grand Duchy of Thassalia while retaining strong diplomatic ties with Whytehold.
Sollan

Sollan is a tiny independent nation owned by The Church of the Light and ruled by Heirophant Benevolence XII. It is situated on Sollan Isle, in the White Bay, just off the southern coast of Tyrrus. Sollan is the centre of worship for the Light in Tyrrus. All citizens of Sollan are devout priests and monks.

The most important structure in Sollan is Sollan Temple. This huge cathedral also serves as its centre of government, and the residence of the Heirophant.

There are no major towns or cities in Sollan, but there are multiple farming villages and small ports.

## Sollan Temple

Sollan Temple is a large complex of architecturally awe-inspiring buildings. The centre consists of three huge connected temples, of Athin, Aldin, and Aysa, the temple of Athin being the most central.

Outside of this are four smaller temples, dedicated to Annor, Alyssa, Ardella and Alshin.

## The Sollan Dominion

Between the collapse of the Great Sturvandian Empire in 18.26, and the Tyrranean Coalition in 19.70, Sollan expanded its territory and power in the power vacuum. At the height of its power, in 19.16, the "Sollan Dominion" controlled the coast from Lanver to Alderick, and from Fort Battlecry to Candlepoint. During this period, Sollan hired mercenary armies from the Stormcliffs and the Skolmorgen Isles to defend their territory, and even fought multiple wars. These mercenaries were the first Lightguard.
Warlock

A Warlock is an individual whose magical power is dependent on the whims of another specific entity, with whom they have entered a pact. A Warlock is a practitioner of magic, but their powers are mostly determined by this external entity. Warlocks do not always get a choice in the matter, and are often merely puppets of greater powers. The greater powers in question are able to, at a whim, remove the powers from their warlocks.

There are many different entities which can act as the patron for a warlock's pact. Most often they are Demonlords, or Ancient Dragons, however there have been cases of warlocks forming pacts with Archangels, Fey creatures, powerful Spirits, Ghosts, or even Arcane entities. In some cases, the warlock patron is an item, such as a sentient weapon, which binds itself to the wielder.
The Saviours

"The Saviours" is the name given to five heroes who arose in the late 20.10s to oppose the dastardly plans of Zaikerik the Betrayer. These heroes began at odds, a strange group forced together, but eventually managed to work together and defeat the vengeful spirit and his minions.

the Saviours first met each other in 20.16. Over the next two years they travelled across Tyrrus and Izir, at first simply exploring but soon uncovering and foiling Zaikerik's plans.

In 20.18 they had a final confrontation with Zaikerik at the peak of the Blackspire.

### The Five Saviours

The five saviours were as follows:

Cedric Gallows, legendary arcane mage and author, who documented the adventures of the saviours and is one of the main reasons for their popularity.

Gaius Lestrade, formerly a dishonoured knight of Whytehold, who, in his search for honour, found his spirit companion Sentinel and joined the Dark Monks.

Ayla Vanderstone, initially a thief with an interest in archeology, Ayla died early in the adventure, but managed to stick around due to sheer stubbornness. She was eventually brought back to her body as a lich, and then turned into the Jailor of the Damned by Zaikerik after she slew the last one.

Bartholomaus Steiner, a legendary doctor and priest of Aysa, who founded the Steiner Institute and is the main reason most of the saviours survived the adventure.

Kevin Valentine, the last member of the noble Valentine family of Varawyn, a reformed murderer, and the inventor of the Clockwork Prosthetic, among numerous other inventions.
The Six Laws

The Six Laws are a set of laws set out by the Supreme Magistrate Que'Naroth that form the core rules of the society of the Denizen Commonwealth. These laws are treated as a religion by most of Denizen society, having been lain out by a figure equivalent to a deity.

The laws are placed in a particularly deliberate order of priority. For example, if following the sixth law would cause you to break the third law, then you are within your legal rights to ignore the sixth law in this case.

Disobeying these laws results in a Denizen being instantly demoted to the Maletha caste, whereupon they are stripped of their rights, and is punished either by death, or being sent to one of their extra-dimensional prison camps.

## The Laws

1. Thou shalt not kill, or act with the intent to cause death or serious injury which results in death, another lawful Denizen of the Commonwealth, without just cause. Just cause can be defined as self-defence, or the intention to prevent aforementioned Denizen from breaking one of these Six Laws.
2. Thou shalt not grant favour to Divine, Abyssal, or other extradimensional entities. This includes acts of prayer, gifts, communication, the use of magic granted by aforementioned entities, or allowing such entities to trespass upon territory belonging to the Denizen Commonwealth.
3. Thou shalt not spread information exclusive to the Denizen Commonwealth to any non-Denizen sentient creature, which has not been pre-determined to be a member of the Seventh. This includes any significant knowledge which has not been deemed public, such as the magical, legal, governmental or military secrets of the Commonwealth.
4. Thou shalt not hinder the capture of members of the Maletha Caste, or any other sentient creature determined to be a public enemy. This includes deliberately sheltering or protecting such a creature, aiding the creature, refusing to aid relevant authorities in the pursuit of the creature, or not reporting sightings of the creature to relevant authorities.
5. Thou shalt not submit a lawful Denizen of the Commonwealth to judicial or extra-judicial punishment without fair and reasonable trial, during which they are entitled to legal representation, and judgement by an unbiased jury and magistrate, regardless of caste or crime.
6. Thou shalt not disobey a direct order from a lawful Denizen who outranks them according to the Caste system, or break any contract they are currently bound by, without reasonable cause.
Un'Coeden

Un'Coeden is an ancient fey entity based in Caerland, also known as "The Green Man". Un'Coeden means "One Tree" in the Caerth language. Though it is a fey entity dedicated to the preservation of life, its methods are considered horrible by most humans and elves. Un'Coeden assimilates all other beings into its own hive mind, and can spread its influence incredibly far.

### Creation

Un'Coeden was created by the Elves to fight back against dark incursions into Caerland by demons and Fomorraigh. Unfortunately the creature quickly grew out of control, and started assimilating all nearby creatures and plants into itself, the entire nearby forest became under the control of Un'Coeden. The Green Man believed that the best way to ensure purity of the forest, was to take it over.

The Elves who created Un'Coeden quickly set about aiming to *un-*create it, however it proved far to strong to defeat, and could always spread to other parts of the forest to escape. Instead, they sealed the entity at Carchar Barrow using a powerful ritual, which combined the crafts of men with the magic of elves.

Locked away, and hidden away, Un'Coeden passed into myth after the centuries.

### The Breaking of the Seal

In 20.88, Llyn'Hedfan, the Dragonfly Queen of the Sapphire Lake, visited Carchar Barrow and broke some of the seals keeping the Green Man locked away. She needed humans to finish breaking the seal. When Aidan Branwen and a number of other druids from the Grand Academy visited Caerland, she conspired with another elf, Toredig, to manipulate the druids into freeing Un'Coeden.

Aidan Branwen and Morgan Asalaine managed to break the Green Man's seal, and only realised that they had done something terrible after finding the dead bodies of druids that the Green Man had slain, in its efforts to reclaim the forest. With the aid of their elven mother Aderyn, and a number of friendly trolls, they managed to defeat Toredig, and imprison Un'Coeden once more.
The Horde

The Horde is an Arch-Demon that takes many forms. It is one of the few Arch-Demons that was not originally human, rather it was formed from numerous corrupted animals. As such, it is a wild beast, fractured into many different pieces. It is both the predator and the prey, and it has hundreds of different conflicting goals. The Horde is both a single creature, and many different creatures. Though it often manifests itself as a horde of creatures which may act independently, and even fight each other, it is a single Arch-Demon entity. The horde changes its appearance frequently; sometimes it is one creature, sometimes it is hundreds.

The Horde is a force of chaos. It represents unbalance, change, and disorder. it actively defies the "Balance of Nature", and despises human civilisation. The Horde loves to make possible what may seem impossible, and enjoys unexpected results. Often its actions are inscrutable, and this is likely because of its various warring natures.

The Horde is one of the most powerful Demons on Coryphiel, but its feral nature and fractured mind mean it is often unable to complete any of its goals.

When it was first formed, the Horde destroyed the remnants of the Rune Kingdom, and to this day it violently prevents the efforts of humanity to build civilisations within the Hinterlands.

The symbol of the Horde is a circle formed of beasts biting each other's tails.
Vasteros

Vasteros, "The Craven", was an Archmage of Haven during the beginning of the Zythan Civil Wars. He was loyal to the Royal Dragon Strazakira, and was an Arcane Specialist.

In the mid 10th century, the dragon rulers of Haven, Vercassetir and Strazakira, had a disagreement, which forced Vercassetir to leave. Some say he was actually exiled. Many years later it came to the attention of Strazakira that Vercassetir was spreading dissent and forming his own kingdom in northern Dragonvale. In order to quell this before it could become a major threat, she sent an army, lead by her most trusted archmages; Vasteros and Artura. This was mostly just to intimidate Vercassetorix and his followers.

However, as they marched, the army was suddenly ambushed at Carmacea by a mysterious army, lead by a powerful unnamed mage, referred to in history only as the "Mystery King". The battle was a brutal ambush. Artura fought bravely, but Vasteros seemingly fled. After the battle, neither Vasteros nor the Mystery King were seen again.

The loss at the Battle of Carmacea is regarded as the cause for the following Zythan Civil Wars. Strazakira's forces were depleted and she had lost two archmages, allowing Vercassetir to build up his army. For this reason, Vasteros is widely regarded with disdain, and many believe that they could have won the battle, and therefore prevented the wars, if he hadn't fled.
Zythia

Zythia is one of the Draconic Sovereigns, and is the Dragonqueen of the Arcane. She watches over all humans who utilise Arcane magic, and is undisputed leader of the Arcane Dragon Brood.

Zythia is often credited with the creation of Tyrrus. With aid from Shoguvhan, she created an idyllic valley at the centre of Estiel for her chosen people to dwell. She went to great lengths to prevent the people of Tyrrus from leaving, or outsiders from entering, out of an overprotective desire to keep them safe, even going as far to ask Akrazur to create the Storm Barrier, preventing sea travel.

Zythia has one of the largest draconic cults centred around her, and resides at the summit of the Dragonclaw, the tallest mountain in the world.

In 20.18, the saviours met with Zythia, and implored her to help them against Zaikerik the Betrayer. They not only managed to convince her to aid, but after the discussion she realised that the humans of Tyrrus no longer needed to be protected from the outside world. In 20.20, she collapsed a few of the mountains that surrounded Tyrrus, and destroyed the Storm Barrier.

The old city-state of Haven was built on the foothills of the Dragonclaw, and was secretly ruled by servants of Zythia; the High Chancellors. Even after its destruction, Zythia kept her clutch on the people of Drakevale. The city of New Haven, which was formed by refugees from Old Haven, is ruled by her second-in-command, Mirvalbadir.

### Appearance

Zythia is the vainest of the Draconic Sovereigns, and as such pays a lot of attention to her own appearance. The result of this is that she is considered to be the most beautiful dragon in the world, no matter what form she takes.

In dragon form, Zythia is a huge, yet graceful, dragon. She has the form of a traditional Mountain Dragon, yet much larger, and with brightly glowing blue scales.

In human form, Zythia is a beautiful, tall, slender woman, with long blue hair.
Due Milioni

**Due Milioni** (ドゥエ・ミリオーニ, *Due Miriōni*?) is a kaiju that is part of the Zero Society, a Zero Dragon with the alias "Immeasurably Big Dragon Bet". (無量大龍𐤁ベト, *Muryō Tairyū Beto*?)

## Abilities

Due Millioni is a dangerously powerful adversary to be challenged by even the high-tier kaiju, as evidenced with its abilities.

* **Power Drain** –

### Attacks

* **Catcher In The Climb -Type Bet-** (夢罪放免キャッチャー・イン・ザ・クライム-𐤁ベトノ型-, *Kyacchā In Za Kuraimu -Gamaru no Kata-*?) –

## Trivia

* Its name **Due Milioni** is Italian for "2 million". Its category symbol "Bet (letter)" (𐤁) is the second letter of the Aramaic alphabet written in Phoenician script, as a Semitic equivalent to "beta".