recursal/Fanatic-Fandom huggingface dataset:
Army of the Augkarate

The *Army of the Augkarate Otheia* was created in 192. It should not be confused with the *Army of the Augkara*, the personal army of the Augkara, comprised chiefly of the Hundjlei forces.

Despite to the contrary, the Army of the Augkarate Otheia did not constitute a permanent standing army that is always at the ready to fight for the Augkarate. Rather, that position was held by the Army of the Augkara. When there was danger, an Army of the Augkarate is mustered from among the Realms, in order to conduct a military campaign. In practice, the Augkarate troops often had local allegiances stronger than their loyalty to the Augkara, typically to their own Realm or ruling Mage House.

### Composition and Funding

The Army of the Augkarate is comprised entirely of Circle Soldiers, those men and women drawn from the 12 circles of the High Kingdom. Each circle, when called upon, is required to send a specified number of soldiers to the Army of the Augkarate. Whether these be soldiers raised and equipped from their own realms, mercenaries or auxiliaries hired from elsewhere, or any other means of recruiting. These troops, along with a predetermined amount of money for their upkeep, are sent to the designated mustering point, where the army is gathered for the coming campaign.

The composition of the army is fixed at an approximately 4:1 ratio of infantry to cavalry, aside from the 12th circle, which supplies cavalry at a 1:7 ratio. It consists of 50,000 soldiers, in the *Standard* number (As specified by the *Register of Troops*), though there also exists a *Double* and a *Triple* (100,000 and 150,000 respectively) for use in emergencies. These soldiers are organized into regiments, though sometimes circles can be provided to fulfil the military obligation to the Augkara, which often goes toward paying for the raising of those soldiers who would otherwise be supplied by the circle.

The cost of keeping the Army of the High Kingdom in the field for a year is approximately 1.2 billion naudu. This cost is referred to as a *Rasek Year*, after the city which the High Diet, which is the only entity which can call upon the army to be raised, is located.
Wonders of the World

The world of Nomos contains many wonders both artificial and natural. This page is meant to record the greatest builds created on the server and the most interesting sights created by nature.

**Artificial Wonder** — a complete MC build constructed on the server. Usually done as part of a city in a nation. It's creators must be credited in this list.

**Natural Wonder** — a notable place on the world map that has existed since the start of the server.

# Artificial Wonders

## Ur-Wall

***THA UR-WALL***, as Dwarves of Kamengrad call it, is a mysterious structure deep under the Kamen mountain which acts as a well of Dwarven souls. According to "Tha Epic Tale", written by Dwarves themselves, the Ur-Wall is what is left of their progenitor god Mudro. He was transformed into such state by "tha Judge God" both as punishment for almost destroying the universe in drunken stupor and for the sake of preserving the Dwarven race.

Ur-Wall is located in a lush cave rich with life and water. It is where, ages ago, the Dwarven kingdom began its new existence in the world of Nomos. From here they slowly crawled to the surface and eventually established their only city. Remnants of ancient settlements and mines carved in cave walls can still be seen to this day. They all surround Ur-Kapesh — a structure resembling Mudro's hand, the place where Dwarves must conduct their "procrafting" rituals in order to create new members of their kin.

# Natural Wonders

## The Heads

Mysterious ancient statues dot the coast of the Yanvalo peninsula and the islands of the Warm sea. Shaped like strange humanoid heads, their purpose or history remains unknown to this day. Some, however, say that the pattern of their placements in the world is not random...
Binafawonai

The people of the Dsuðedzatu Chefuchu are a hard-working peoples, spending hours toiling away in mills, ship yards, at sea and many other professions so that they may do their part for the Republic. However, on rare occasions the whole island will seemingly come to a halt, with shops left un-opened and houses empty as the people move to celebrate the gifts life has granted them. These festivals are celebrated with music, dancing and plenty of food and drink to keep spirits high and a centre piece of festivities is the Binafawonai [Celebration Dancing].

The Binafawonai is a large, vertical column, including trees, stone supports or special wooden poles erected in fields with multicolours ribbons that reach down to the ground and them a bit more. People will hold onto these ribbons and, in time and to music, dance around the pole, plaiting the ribbons around the pole in a beautiful pattern. A full dance involves completed the pattern then doing the dance in reverse so that the fabric free hangs in turn for the next group of dancers. Parents will practice with their children, husbands and their wives and young lovers looking to have fun all have special dance routines they practice, resulting in different patterns, each unique to one another.

The dancers wear clothes that are completely red, with men and women both wearing trousers and a shirt with an over coat, normally their everyday one, to fill out the dress. Women often do their hair in plaits, to resemble a completed Binafawonai, with colourful fabrics twisted in and out of them. This is one of the rare times a dofvai will not be seen in their usual whites and has been observed by outsiders only a few times due to the closed off culture the dofvai have.
Eó-Ros Bor-Gildeth

Walking the stone halls of Kamengrad Eó-Ross ponders the beauty of his home with utmost content. In doing this he lives only to endeavour to maintain and heighten the home he is so proud of. He steels his resolve and prepares for any situation: military or domestic. Somewhat of a jack of all trades, but master of none, he will work tirelessly at any job that needs completing. Once the days work is done he will rest well knowing his home is a better place then when he began his day of work.

Eó-Ros is speculative of outsiders but harbours little resentment, he knows his place is with the rock and iron, deep underground, and will gladly celebrate that with his peers. That said, a life of isolation has led Eó-Ros to become exceedingly gullible. If a dwarven face tells him something is true, then to him, it is as they said.
Advanced (Title)

Part of Culture of Otheia

"Advanced" was a title awarded to various people from the Late age of Kings until the end of the Warlord Period of Otheiae history. It could be awarded to anyone of any noble rank by their king.

The title itself has various meanings, though it is generally used to display either the king’s favor with the individual. A person with the title “Advanced”, is universally understood to be of a higher social rank than others with the other titles. For example, someone with the titles *Lord <Name>, Advanced* will be higher in rank than only Lord.

The rank, unlike others, could be revoked by the Kara at any time.
Aslock Warm Sea Company

*Part of Companies of Otheia*

*Part of Armies of Otheia*

*Part of Trade and Transportation of Otheia*

The Warm Sea Company of Aslock is a large public corporation based in the Coastal Realm of Aslock. Boasting a fleet of more than 150 ships, and more than 50,000 men under its employ, as well as a private army of over 10,000 soldiers to ensure the security of its assets. It is the single most powerful non-state organization in Otheia, and is more powerful than some countries.

Formed in the year 290 by Kara Aules of Aslock, by amalgamating several existing merchant companies operating in the Warm Sea, it is the first joint-stock company in Nomos. Having been originally granted a 15 year, and subsequently a 50 year, monopoly on Aslock trade in the Warm Sea, it came to dominate all Otheiae trade in the south by the time it’s monopoly ended.

Shares in the company can be bought and sold by any resident of Aslock, and then may be bought and sold in open secondary markets. It is a powerful company, possessing quasi-governmental powers, including the ability to make war, create colonies, negotiate treaties, carry out its own laws, and strike its own coins.

The WSC has eclipsed all its northern rivals in the Warm Sea trade. It’s amalgamated fleet has made it possible to carry thousands more tons of trade goods than its closest competitor, and it’s large convoys can carry larger sums of goods than even the powerful Moonfleet of the Falkeni can field in a single convoy. The WSC has enjoyed huge profits throughout its monopoly.

Recently, it’s monopoly expired, and was not renewed by Kara Lindril of Artsby. This has resulted in many other, smaller companies to stake a claim in the Warm Sea trade, and a slight decrease in the company’s profitability. However, it remains the largest single company on the seas, and is still responsible for over 70% of all imports of southern goods to the north.
Esul Handra and the Kaxep Lobsters

*Part of Armies of Otheia*

*Part of Characters of Otheia*

The Kaxep Lobsters are a 700-strong regiment of heavily armored cavalrymen from the Petty Realm of Kaxep. Founded by their current colonel, Esul Handra, they are the most noteworthy of the few remaining heavy cavalry units in Otheia

### The Colonel

Handra is an eccentric man. Noted for a fondness for flamboyant clothing and an outspoken nature, he was granted permission to raise a regiment of cavalrymen by the Kara of Kaxep in 359 to fight in the Kaxep Civil War. Inspired by historic units of cavalry and the cavalry of Ariac, he chose to equip his regiment in extremely heavy armor.

The colonel himself is known as a highly opinionated man, always ready to start an argument, in which he takes great pleasure. He wears gaudy clothes and large feathered hats when off the battlefield, and wears a set of black heavy armor when on it. He studied history in the city of Hihhill, which may have influenced the creation of his unit.

### History of the Lobsters

Raised in 360 by Handra, the unit first fought at the Battle of Eddiyll Bluff, where it saw massive success, overrunning infantry in a shock charge, before storming the positions of the enemy mages and cutting them down, allowing none to flee. Soon after, however, they met with defeat at the Battle of Asras, where they were routed by a large formation enemy infantry, and fled down a sheer drop. Suffering 40% casualties from the engagement, and a further 10% (with 50% horse losses) during the rout and fall, they were reformed and fought successfully at the following Battle of Neyus, seeing the Colonel cut down the enemy commander in a duel, which brought the war to an end.

Following the Civil War, the unit was placed into reserve, but was rapidly remobilized when their strength, such as their near-invulnerability on the battlefield, became apparent as a useful tool. Today they are stationed in eastern Kaxep

### Equipment

What makes the Lobsters unique of all soldiers in the Augkarate is their equipment. They are enclosed from their heads to their knees in thick, black riveted armor, which is able to resist most small calibre projectiles thrown by mages, and also lends them the name of “Lobsters”. This armor is very thick and heavy, weighing over 30 kilograms, and is extraordinarily expensive, costing over 450 silver naudu. As such, the regiment is comprised primarily of those who can afford the armor, the wealthiest of Kaxep. Their horses are also armored, though in a lighter fashion.

Aside from their signature armor, they are equipped with curved kilij swords for slashing at opponents, and some carry short pistols.

### Legacy

While other realms acknowledge the effectiveness of the Lobsters, they are hesitant to equip any of their own regiments as such. Most realms balk at the expense of equipping a regiment in such expensive armor, preferring instead to equip more, cheaper soldiers. In addition, the mixed success rate of the unit has some questioning its overall effectiveness
Ang Thong Provincial Stadium

**Ang Thong Province Stadium** (Thai: สนามกีฬากลางจังหวัดอ่างทอง หรือ สนาม อบจ. อ่างทอง) is a multi-purpose stadium in Ang Thong Province, Thailand. It is currently used mostly for football matches and is the home stadium of Angthong F.C. The stadium holds 10,000 people.

The media hasn't let us know enough about this stadium.
The Revolution and its continuous role in Society

It is a well known fact that the people of this Republic hold the original revolutionaries in extremely high regard, and that the Republic they live under now is not the only government system to have existed after the removal of the Monarchy. Something many do struggle to understand is the state of “continued revolution” that the Republics constitution has in its first few lines, so lets look into it.

The current state of the Republic is a stable one, with fresh elections having been held recently and a healthy and happy populace. However, it has not always been like this. Currently, the most recent example that can be used to explain the concept of a “continued revolution” would either be the “Revolt of the Slaves” or the “Black Monday Revolution”. We will investigate the “Revolt of the Slaves” in this article as it has more sources to get reliable information from. The basic run down of the revolt is that the Republics government was attempting to put through a large reform to the country’s laws around slavery, attempting to re-legalise the practice in the small enclaves where foreigners were allowed to visit freely. This proved to be insanely unpopular and resulted in a revolt to remove the current senate and have new elections held withing the next 6 months.

From this event it can allow us to explore the idea of a “continued revolution” much better, with the event showing us that if people view the government as, in this case, tyrannical, they are willing and have the power to topple it. In many other states, a system like this would ultimately lead to a failed state, with it being impossible for a government to get anything done for the fear of being cast out. This doesn’t happen, however, as the islands people recognise that change is necessary for the small nation to continue into this age of empires. This, combined with the effort of a revolution and the decrease in business that often follows them the idea of overthrowing the government is not an idea to be taken lightly.

There is another slight misconception that the people of the Republic are simple peasants republic and that the Dofvai are simple farmers who toil in the dirt all day. This could not be further from the truth, with a wide range of skilled and passionate workers who weave imported wool into fine textiles or craftsmen who make intricately carved furniture or the many merchants and shop owners who sell their own personal wares in the large cities of the island. These workers are often able to then sell their produce to the I.ð.U, where it is certain to find willing buyers in the world and turn a profit for the Republic. The large amounts of spending the income from the I.ð.U provided the government also allows for many advanced systems not often seen outside the nation, such as free schooling for all children 5-16 and monetary support for those who cannot afford food.
Circle Soldiers

Part of Armies of Otheia

Circle Soldiers are contingents of troops placed at the immediate disposal of the Army of the Augkarate by the 12 Circles. All circles are required to provide continents of soldiers in the event of a mustering of the Army of the Augkarate.

### Emergence and Structure

In the Circle Decree of 250, the 12 Circles of the Augkarate were created. During the creation of the decree, it was stipulated that these circles would be required to provide a specific number of soldiers in the event of a war. The first Register of Troops provided basic direction and number of soldiers to be provided, though further division of responsibility was delegated to the Circle as its own business.

The office of Colonel of the Circle was created to provide a long-term military leader for each circle’s contingent. He is appointed by the circle for the management of its troops, and his staff and circle regimental commanders are paid for by the Circle’s budget. The appointment and pay of the remaining officers is carried out either by the Circles or by the individual Realms, depending on the situation.

### Register of Troops

The Register of Troops specifies the number of soldiers to be sent to the Army of the Augkarate in the event of a war. The Register is meant to be updated once every decade, though in practice it has only been updated three times since it’s creation in 273. It simply specifies horsemen, footmen, and battlemages, with no regard for individual classes thereof.

The current Register, last updated in 340, has fixed the number of soldiers in the Army of the Augkarate to 50,000, called the Standard. In the event of an emergency, additional troops can be called up, called the Double and the Triple, which number 100,000 and 150,000 men respectively.
The Mountain Dragon: Defenses of Hihhill

*Part of Technology of Otheia*

The defenses surrounding the city Hihhill are formidable. Over the centuries, enormous sums of money have been poured into the improvement of its defenses. The House of Roral, which keeps the city as its seat of power, have kept its defenses at the state of the art, to keep their rivals from the city.

### Natural Defenses

As the city is built on a mountainside on the edge of the Eastern Highlands, with the Great Mistwood to its east, the only viable approach is from the northwest. Here, the wide River Dasdrile provides a formidable natural defense, separating the city from the Aselad Plain to the northwest. There is only one bridge crossing the river for several dozen miles in either direction, which enters the city itself.

### Artificial Defenses

The city itself is constructed on the steep slope of a cliff. This is possible due to the great terraces dug out of the hillside. These terraces, rising dozens of meters above the level before are all fortified with large bastions.

Below the terraces lay the lowest level of the defense before the river, which is a wall an average of 5 meters high, and over 10 meters thick. Also bastioned, this wall is comprised of thick packed earth and gravel, and provides a wide fighting platform for the defenders of the city. Facing the River Dasdrile, it prevents an enemy from using the river to infiltrate the city itself.

In the river itself is the Castle Dasdrile. The oldest part of the city’s defenses, it is built upon a natural island where the river bends from north to west. While it is ancient, the superstructure has been demolished, and the space between the walls filled with earth, so as to improve its survivability under fire. It is through the Castle that the one bridge to the city passes, and so it is considered vital to the city’s defense.

On the banks Plains of Aselad, where the river bends, there is a great fortress built. This citadel, built in the shadow of the city, shields the riverine wall from direct fire, and commands the whole of the plain. A state-of-the-art fortress complex, it comprises bastions, ravelines, demilunes, all surrounded by a large most and glacies. The road from the city passes through the fortress, and is designed to allow the attackers minimum cover from the defender’s attacks.

Throughout all the defenses of the cities are cavalier towers with the great furnaces common to the fortresses of the Otheiae, designed to allow the mages to throw stones with far greater force and range than they would otherwise be able.

The defenses of the city have, time and time again throughout recent history, prevented the city from falling to enemy attacks. No enemy has breached the city’s defenses. For this reason it has gained the colloquial name of *the Mountain Dragon* among military planners and engineers. It’s reputation of an impregnable fortress is known far and wide, and it is studied across the land.
Gozonar

Part of Trade and Transportation of Otheia

The Gozonar is a common type of boat used by the Otheiae. Found along the coasts of the southern Realms, gozonars range in size and use from small fishing vessels less than 4 meters in length, to large merchantmen or military vessels of over 20 meters.

These boats are almost universally half-decked, though some have no deck, so as to carry more cargo than otherwise possible. With a crew ranging from 4 to 12 (who handle both the sails and the oars), Gozonars ply the channel to and fro, delivering cargo, passengers and messages between the coasts in a rapid manner. Indeed, a gozonar can make the trip from Rasek to the eastern ports of Berlby, a trip of nearly 300 kilometers, in a mere 30 hours.

Gozonars are most famously used as merchant craft, transporting tens of tons of goods and numerous messages rapidly. Despite this, fishing fleets comprising hundreds of smaller vessels prowl the shoals of the Channel, and some boats are pressed into service as raiders and naval vessels. Indeed, there are a few large craft built for such a purpose, with full decks, up to three masts, and banks of oars along each side.

Gozonars, being built for the confined waters of the Channel, are small, and have a low freeboard. However, they can be found within the rivers of Otheia, many miles upstream of the river’s mouth, and many captains will make the journey beyond the straits of Janiko, and north to Wyalien, or south as far as the lands of the Falkeni. There are even fishing fleets of the craft, operating on the Great Shoals, three days west of Janiko, though this is a voyage of danger, for a storm which a Galleon of Talensi could easily weather, would doom a Gozonar. Gozonars have ranged so far, in fact, that there are reports of their crews sighting land in the far west, though these are by large unsubstantiated, and the Talensi have claimed never to have spotted a Gozonar prior to their landing at Janiko.
Wiklöf Holding Arena

**Wiklöf Holding Arena** (located in *Idrottsparken*) is a multi-purpose stadium in Mariehamn, Finland. It is used mostly for football matches and is the home ground of IFK Mariehamn and Åland United. The stadium has a capacity of 1,635 seats, with standing places increasing the total capacity up to 4,500. The first stadium was built in 1932.
Hloshir (Animal)

## Hloshir

One of the few native animals that was located on the great island of the nation of Sigjariahlæm when the Vinaaðvik reached its icy shores. It is these very horses (Hloshir) that the main island of Hloshiríc partly derives its name from. The horses themselves are small, almost pony sized and tend to not be easily spooked, probably the result of not having any natural predators on the island. These horses are known for their sure-footedness and ability to cross rough terrain with some horses able to reach up to 30 miles per hour on flat ground. The breed comes in many coat colors which has a double coat developed for extra insulation in cold temperatures. For the Sigjarir the horse is an important component of society, helping with draft work and for travelling the island in the harsher months of the year. It is a common saying that it was not the Sigjarir that constructed the Home of the Gods (Valirafoyd), but the Hloshir who carried the great blocks of snow into the sky. While not often used in warfare due to the requirement to sail them across the Sea of Riches (Aaðmærmenyøahlvikrs) for raiding, they are capable warhorses and can often find themselves used as such if feuding families take up arms.
Sacred Honey of the Onaet

*Part of Culture of the Onaet*

*Part of Religion of the Onaet*

The honey of the Liligregs is the sacred hallucinogen of the Onaet peoples. It is gathered by delving into Liligreg nests and extracting honey from secretions upon the walls and from specific forms of the liligreg. This honey is then taken to the surface for processing.

Liligreg honey, called Tenesuee, of the Sacred Honey, by the Onaet, forms the basis of their culture. It is used by their people for its hallucinogenic properties, but also in smaller amounts as a sweetener for their foods. It is also commonly traded as a form of currency among their people. It’s medicinal properties are also well-known to the Onaet, and it also has a place on their religion; as when high quantities are ingested they believe it enables them to perceive divine visions. For this reason their shamans commonly take high doses of the honey to determine the will of their gods.

Recently, the outside world has begun to take notice of the Sacred Honey. With the slow opening of trade between the Onaet and states of Nomos, scholars and merchants have begun to document the usage of Tenesuee, which is the raw form of the valuable Honeyspice, a highly desired commodity in the north of Nomos. Sources of Honeyspice are minimal in Nomos, but seem plentiful further south. It is unknown what the effect of this discovery will be, and how it shall change the trajectory of the Onaet, and Nomos at large.
Haloe Esher

*Part of Characters of Otheia*

Haloe has always preferred the wilderness to the comfort of the civilized world.

Born to an Uthono mother and an Otheiae father in Stecer in the Steel Realm, he was trapped between two worlds in his early life. Neither would accept him, and he was alienated from his neighbors from the beginning. When his mother was killed, he made the choice to abandon the civilization that held him in contempt.

While on the streets, he was taken in by a man named Rakek. Rakek saw talent in the young boy, and inducted him into the Highstreet Gang, a band of criminals. There, Rakek mentored him on the ways of the criminal world, and how to survive. Haloe rose through the ranks of the gang, from a simple runner to a smuggler, and eventually he became a full fledged bandit in the gang.

One day, however, on the prospect of a big score, the gang raided a village. However, the silver-laden convoy they had expected was not present. Enraged, Rakek ordered the deaths of all the villagers. While Haloe had done many things he was not proud of, this would prove too much for the young man.

That night, he snuck away from the gang’s camp, and left that life behind. He would join the Landguard of the Steel Realm, and vowed to protect the people of the country. His ultimate goal is to facilitate the downfall of the Highstreet Gang, and see Rakek brought to justice.
Laurices

Part of Otheiae Cuisine

Rabbits are a common domesticated animal in Otheia, being raised for their meat, and less often their fur. One method of consumption of rabbits is laurices, a delicacy favored by the wealthy.

A Laurice is either a newborn (which is usually preferred), or yet-unborn (less common, as it requires the mother to be slaughtered), rabbit, consumed in Otheia. They are often served either in a stew, fried or grilled, usually without the bones removed.

Laurices, eaten in pairs or more, often serve as appetizers at the tables of the wealthy, or may be served as snacks at events where the nobility gather. They are often spiced, and are said to pair well with Rejerrei wines.
Races and Peoples

This page is created to monitor all sentient races, present and exinct, and categorise them in an orderly manner. All peoples are listed in alphabetical order

### Template for describing a race:

1. One-sentence-description
2. Full description
3. Authors commentary (optional)

The full description usually includes: lifespan, physical description, certain tendencies, strengths and weaknesses, area distribution.

Sub-species can be described under a sub-heading.

## Dwarves of Kamengrad

***Dwarves born of rock and soul, able to reincarnate and live their lives to the fullest.***

The Dwarven race is old. Very old. Dwarves themselves believe that they have been around since the very creation of Nomos. And ever since that moment they practically never expanded beyond their grand mountains, where their capital and the only city of Kamengrad is located.

This underground city guards the legendary source of dwarven souls — the Ur-Wall. Only through specific rituals of "procrafting" can the dwarves expand their population. They are technically immortal, as their souls always return to the Ur-Wall, ready to enter a new body, though losing all memories in the process. This gift of reincarnation has generated a special culture. One which is less bothered by death than others.

All dwarven souls may be ascribed to one of the three "lineages" or "houses". Thorth-Orths are natural merchants, schemers and designers; Bor-Gildeth ones are stalwart warriors, brave and ignorant of anything outside the city; Lorgnomms are the book-worms and librarians, grumpy and fixated on recording everything without much thought.

## Humans - Otheiae

Awaiting description from Inquisitor Donklas

## Humans - Berlons

The Berlons are men who inhabit the Gap of Tist, north of the Mittelsea. Their realm is split by dark woods and hills, forcing the men to live in the fertile estuaries of the realm’s many rivers. Berlon society relies on its sea trade and merchant class to export its agricultural goods to cities such as Janiko and Rasek, and down through the Mittelsea into the wider world. Despite this, Berlon society is dominated by the noble class, who, despite being less than a fraction of the population, control all the wealth in the central ports along the realms southern shores. Due to their reliance on the rivers and coasts for trade and travel, the Berlons are excellent brown-water mariners, with many becoming merchants or pirates throughout the coastal waters of central Nomos.

## Humans - Lirei

Awaiting description from Blandie

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## Humans - Sigjarir

Awaiting description from Hosker

Lorem Ipsum

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Realms of Sabrim Server

**Realms of Sabrim (RoS)** is a Discord community centered around creative worldbuilding and gaming. It is a place to find fellow enthusiasts interested in fictional cultures, nations and worlds. The main focus of the server is to create a respectful and engaging environment where anyone can join in the collaborative project and implement their own ideas in the vast world of Nomos.

The community has a long history dating back to 2021, when it used to be a Towny Minecraft Nations server with a survival gamemode.

The community takes its name from the world of Sabrim — the first complete custom map of the aforementioned Minecraft server. A plethora of old nations of that era is featured on the artwork above.

Sabrim was ran from Febraury 2021 to January 2022, when the world was reset and replaced with Nomos, which in turn was active up until May 2022. A revival of Nomos is planned to be conducted on June 2023.

## History

RoS was initially founded as a collaborative worldbuilding project with Minecraft as its base. Dissatisfied with the state of other MC Worldbuilding servers, a group of players decided to open their own Towny Survival server and develop a more healthy, vibrant community for roleplaying nations and cultures, where people would genuinely respect each other and their fellow member's creations.

The goal of Sabrim was to be a public server where anyone could contribute with their worldbuilding effort and interact together for the sake of creating history and lore, whilst also retaining the Towny (later — Lands) plugin with survival, wars, banditry, theft and "politics" done by players in real time.

Unfortunately, it failed. The Minecraft server was closed after a year and a half due to a number of reasons, including the dwindling numbers and the conflict-generating factionalism in the community. The Discord server itself remained as a hub of worldbuilding though, with majority of active players choosing to continue writing about their nation projects.

On March 1st 2023 it was announced that the MC server would be re-opened. It would be remade into a whitelisted Creative server with a greater focus on consentual worldbuilding.

## Key Values

We strive to create a community void of factionalism and one-upping. It is our goal to create a peaceful place where people can discuss each others projects and plan together imaginary events, wars and other developments in the common world of Nomos.

With the reopening of the MC server and the turn to Creative, we prefer to focus less on in-game grinding or politics and more on collaborative writing experience and building.

## The Discord Server

Realms of Sabrim discord server is the main community hub. All announcements, news and discussions are posted in there.

Link to the server.

## The Minecraft Server

The Minecraft server is a Creative server with a number of plugins and resource packs integrated for better worldbuilding experience and building. Lands plugin is used for claim protection, every member has access to WorldEdit in his claims.

Link to the rules document.
Emrylír

Emrylír or magic is a power wielded by members of the Sigjrarir tribe, although it is possible for others to acquire it. Said to be passed down the line of Boltunri, emrylír allows the wielder to harness this ancestral power to creates intricate spells of beauty and wonder as diverse as the very elements themselves. However, this does not come without a cost, wielding this ancestral power is greatly taxing and an unskilled users may kill themselves trying to do the most mundane tasks.

The most powerful Emrylírrar are often those with the highest concentration of blood passed down from the wanderer God Boltunri. Although, most members of the Sigjrarir are descent in some form from him, and even the smallest amount of blood can wield as great a power as any other with the right amount of training and attunement. Additionally, as the power is derived from the Gods, Emrylírrar are at their most powerful during an eclipse, followed by vinlǫrnookr (polar lights) and during the daytime.

Some practitioners however, forsake the teachings passed down by the Gods and rather than using their own physical ability to wield emrylír, steal the essence from all-living things in nature. This practice has a corrupting effect on the the soul and physical appearance of the user, twisting it into a grotesque mockery of what it once was as it's very nature is in contrast to the sacrifice that was undertaken by the Gods. The energy that is stolen is tainted, and it's purity it lost forever. As such, users of this form of emrylír, or rather nunalír are exceedingly rare and often banished by the Sigjrarir.

(Author's Note: For the purpose of explaining how the magic system works in practice, an example would be trying to run a marathon without doing any training beforehand, you would struggle to complete it and those that did may find they cause themselves serious harm. The same is the case for using emrylír. For nunalír, think of it as drinking twenty pints of beer every night, it's great at the time, but you wake up in the morning and you can feel the damage it has done, the more you do it, the more damage it does to you until your body gives up.)
Sra. MacIntosh

Era la maestra de tercer grado de Hank quien durante ese tiempo se refería a él como "Hankie".

## Descripción

La Sra. MacIntosh es un personaje único y una anciana que fue maestra de tercer grado de Hank. Por casualidad (y para sorpresa de), la Sra. MacIntosh se da cuenta de que Hank está hablando con una recepcionista en una sala de espera del Centro Médico del Condado de Heimlich mientras espera su cita con el Dr. Morley, un proctólogo.
Nomos

**Nomos** *(Talensi: "East-Land")* is a far-reaching land comprised of much of the central continent in the known world. It is inhabited by a wide variety of peoples, who diverge greatly in appearance, prevalence and fantastical nature.

Discovered by the Talensi seafarers a century ago, it has been steadily researched and cartographed by scholars and captains of the Talensi Empire, which established the trading post of Janiko, marking the beggining of the current age.

## Overview

   Nomos is a continent comprising westernmost peninsulas and islands of the New World. Located both in Northern and Southern Hemispheres, it encompasses many climate zones and contains dozens of various biomes.

Extremely long mountain ranges separate Nomos from other continents. A continuous chain from Kamen mountain to Skathglav Peaks forms its eastern border, beyond which lies what the Talensi scholars call Nom Incognita - the Unknown Lands. The southern border is formed by mountain chains stretching from south-western shores all the way to Adareg mesas and Noruni Mos - the Eastern Mountains.
Olbut

Olbut is a a polytheistic and animist religion native to the Álfar.

##### Deities

Most deities rule over certain areas of nature and are worshiped by many different Álfar tribes. Shrines to these gods are carved from floating blue crystals. The most important deities are as follows:

##### Mythology

Álfar have many myths about their gods and heroes which are passed down through oral folklore.

##### Sacred animals

The Álfar are great hunters, since the harsh wilderness where they live forces them to be. Due to this, they have great respect for the animals they hunt. Among these sacred animals are bears, which are hunted during a ceremonial hunt after which the fur of the bear is worn out of veneration for the beast. Álfar also hold an affinity for all kinds of water birds, such as swans or ducks.

##### Shamanism

Álfar shamans are wise figures of the community with ties to the spiritual world. They are tasked with interacting with spirits of nature or ancestor spirits.

##### Soul

Pagan Álfar belief about the soul is that the soul is composed of three beings. The first, known as the lifeblood, is present in a person’s breath, the warmth of their body and their heartbeat. Lifeblood is given at birth and taken away at death. The second being of one’s soul is the guardian spirit, which is given when someone grows their first teeth or receives their first name. This spirit presents itself in the form of luck and can be strengthened or lost. Newborns are especially vulnerable before they receive their guardian spirit. The third part of one’s soul is a spirit given around the time of birth said to grant an Álfar their personality. Like with the guardian spirit this third spirit can also be lost which results in great sorrow and illness until it is found.

##### Longevity

In order to extend their life, many Álfar seek the unity of the three parts of their soul through practices meant to help their physical, emotional and mental well being. Álfar master their inner flow of energy through meditation with the ultimate goal of immortality. This mastery of their soul, has caused many Álfar to reach old ages of several centuries.

##### Burial

Álfar bury their dead in graveyards with marked stones that serve as supernatural barriers from the land of the living and the dead. These stones are carved from the floating blue crystals which are abundant in the cold lands of the elves.

After death, a soul would search for the land of the dead within one complete cycle of the moon. During this time a soul may visit their family until they move permanently to the afterlife. Cursed souls are forbidden from entering their afterlife and instead haunt the wilderness as restless spirits.

##### Ancestor Veneration

Álfar fear most spirits but look to the spirits of their ancestors for guidance. They offer sacrifices at sacred sites in order to commune with their ancestors.

##### Afterlife

Álfar believe their resting place lies at the bottom of Lake Sulus. It is a dark afterlife, of eternal sleep which shamans may enter through a ritual but this ritual risks the sudden death and rot of the shaman if they are caught by the dead.
Encyclopedia of New Taragos

Part of Literature of Otheia

The Encyclopedia of New Taragos is a widely distributed nonfiction work published in multiple volumes. It was authored by Barisson Hemah, and is common across the Augkarate of Otheia. The full title reads New Taragos, or the Academy full of all science, divided into subjects and classes, for the wise ones to record, for the fools to learn, for the politicians to practice, for the melancholics to entertain, and so forth.

Judging from the content, and inclusion of numerous stories, anecdotes, and description of exotic phenomena and countries, the work was intended for popular consumption rather than scholarly sourcing, and is aimed to arouse the readers curiosity and desire to learn.

The encyclopedia has been subject to ridicule throughout its history, being viewed by the enlightened as an example of ignorance, superstition and stupidity, contrasting with common Otheiae thought. Despite this, it is seen as a comedic work, and so is found in many households. This is due to several memorable entries, often quoted.

One such entry is the entry for Cow. “Cow: if you don’t know what a cow is, all hope is lost.”

Many of these definitions are often quoted, used as a colorful equivalent of the statement "the concept is more obvious than it appears to be from its more technical definition".

The humor was unintentional, the author likely saw no benefit to defining such common objects. Nevertheless, there are some 20 pages dedicated to the history and breeds of cattle.

The work is well sourced, including data of more than two-hundred writers dating from antiquity to the present, with the addition of personal annotations and opinions from the author himself. One such relates to the topic of Dragons, Hemah writing: “Dragons certainly exist, I myself bore witness to one such skeleton upon my visit to Ariac. Each rib was larger than a common sabre, the beast must have been fearsome indeed.
Highland Burial Customs

Part of Culture of Otheia

Excerpt from “Study of the Highlanders”, by anthropologist Rean the Preservationist

Among the Highlanders of the Otheiae, each family has a crypt located to the back of their cellar. Once the body has decomposed, the family will then methodically fracture each bone save the skull, and the remains will be placed inside a stone box engraved with the person’s name. The chest is then deposited in a sanctified place in the rear of the crypt.

This form of desecration is considered a necessary evil, as while it is indeed desecration, it is far better than having one’s bones come be enslaved to the will of a mage tampering with powers he does not understand.

This is all done, according to the Highlanders, because at one point, the region was plagued by magical spirits and necromancers, who would attempt to raise the dead, and periodically form armies of living bone to battle one another and the living lords for dominance.
Siege of Carfth

The siege of Carfth was a battle during the Third Execution War.

Carfth castle is an old hilltop fortress, dating to the Age of Kings. While it dwindled in defensive capacity, following the introduction of Battlemages, it remained an important strategic site, as it guarded the Carfth Pass into the Petty Realm of Arno.

During the Arno Revolt, an army loyal to the Augkara was marching to the war. Their way was blocked by the castle, which they promptly laid siege to. Despite the age and lesser defenses of the old fortress, it successfully held out for 2 months, against a continuous bombardment of magic and projectiles by the Roral army.

Following the construction of an earthen ramp to the castle’s outermost walls, an assault pushed the defenders back to the inner Bailey. However, being built on a high cliff, the inner walls were unable to be penetrated or Escaladed. Thus, the Roral army elected to undermine the keep, to collapse it upon the defenders.

The mining efforts began on the 67th day of the siege, and were going well by the 98th. However, by this time, the defenders had discovered the mines, and began countermining operations. On the 102nd day of the siege, the defenders breached one of the tunnels, and fearsome confined combat broke out in the confines of the mines. A continuous stream of soldiers, both attackers and defenders, poured into the tunnels, but eventually, the defenders collapsed the mine’s entrance.

Despite this small victory, there were still several other mines in the gallery. The effort continued, as did the countermining. However, on the 136th day of the siege, another underground battle began. Beginning much the same as the first, it ended when the hill, destabilized by the constant digging under its foundation, collapsed, bringing the keep and most of the castle with it.

Almost 500 Roral soldiers were killed in the fighting and subsequent collapse, and every single defender was slain. However, despite the eventual victory, the siege slowed the Roral army to a crawl, enabling Arno to muster its armies. Though Arno would eventually be defeated and later dissolved, they were able to resist for 15 further months, a feat impossible if not for the extra preparation allowed by the staunch defense of Carfth.

The siege of Carfth showed to the world that, despite their age and poor defensive capabilities against mages, the old castles which dot the landscape of Otheia are still capable of putting up a staunch defense against more modern foes.

Carfth castle was never rebuilt. The Roral army elected to further ruin the castle by slighting those buildings which survived. Carfth now stands as a ruin, and the mines, some of which are still partially visible, and can be explored for several dozen meters, are considered haunted.
Fire Breathers of the South

Deep in the south of the great Kingdom of Vasadla lies the peoples known as the Vezjet Hlada, a semi nomadic people, with large towns that are centres of trade with the lands further south and the vast steppe between these settlements patrolled by people who migrate on foot and live in wool tents. The conquest of this land was partly completed by King Grifilo, with most of the Vezjet being subjugated and slowly being assimilated into the larger culture of the kingdom. However, his armies met heavy resistance once they reached the deep south, where the great volcano dominated the landscape and strange yellow rocks fall from the sky and the people use staffs that spit fire and metal.

The defeat here would end the eastern conquests of Grifilo, as he focused his gaze westward to the ill guarded lands of the Othiea but the myth of the southern fire breathers would live on and eventually end with the conquest of the whole region by Otillia when he came to the crown. The people of the south are more settled, living on fertile land that is dusted with ash from the volcano. Large metal mines exist here, reaching deep into the earth to extract iron and a strange white rock unlike anything else the vasadlas had seen. This rock is milled down and mixed with charcoal and yellow sky-rocks, as the locals call it, and is the spark for the fire they are known for.

Wooden staffs are fitted with metal tubes, similar to the cannons of the Othiea only smaller then loaded with the black powder and a small iron ball wrapped in fabric. The fire-shafts are then handed to trained soldiers to defend or attack any enemies they would happen across. These new soldiers where incorporated into the larger army of the vasadlans, serving as back to foot archers and swordsmen that made up the general infantry of Otillias new army.