recursal/Fanatic-Fandom huggingface dataset:
Aquilla Mesi

**Aquilla Mesi, the Queen's Blade**, also known as **The Executioner** is a Mer of Aquilla.

## Personality

Cold. Towering above the masses, she carries out her duties professionally and as quickly as possible.

## Story

Having lived in the Lagoon slums for most of her life, Mesi was forced to learn to fend for herself, her poorly mother and three younger brothers. Apathetic and burly, she would fight over everything and anything to protect them.

Her brash nature soon caught the eye of Queen Naida, who wanted a vicious executioner, one who hadn't been exposed to the greed of Merkind. She wasn't paid very much, but it was enough to keep her brothers fed - her mother had sadly passed away.

Hiding the pain of the loss behind a neutral mask, Mesi adopts the facade of the cruel, calculating executioner if it means she gets paid for it.

## Resources

A home in Siren's Lagoon, money from her executioner duties.

## Equipment and Weaponry

A jagged sword and weighted anchor used to wound and drown criminals.

### Specialisations

Perfect poker face, unfazed by any type of violence.
Alfenheim Port

Alfenheim's Port is small compared to those of the other kingdoms in Edenfell. The Alfen have never been great sailors or seafaring people and only tolerate the hassle of traveling by ships and boats when necessary.

The Port receives ships from all over the continent everyday and is active enough to warrant being patrolled by the Kingsguard.

Samedi Ylani and Aquilla Reydar can both be found here.
Set's Shrine

Set's Shrine is a gigantic high-rise structure opposite the Royal Palace and on the other side of the Town's Square that serves as the primary worshiping place of the followers of Set, Alfen god of creation, wisdom, justice and numerous other virtues.

The Shrine is a work of art and the interior is a class in Alfenheim's architectural mastercraft. Statues from the tales and epochs of the father god line the walls and function as pillars in many parts, holding the complex building in place.

Hundreds flock in and out of Set's Shrine in droves, on a daily basis, and just as many come to see it for its raw beauty as they do for prayer and divine solace.

Zora can be found here.
The Town's Square

Alfenheim's Town Square serves as the kingdom's center and its beating heart. Festivities, bazaars, ceremonies, trial and ritual combat are but a few of the vivacious activities that take place here round the year.

The festivals are an opportunity for merchants, traders and swindlers alike to make a little more than their regular upkeep and for men, women and children to dance, eat and drink for nights on end.

The Town's Square, as it's name suggests is a quadrangle and can easily hold almost everyone in Alfenheim, even on its rowdiest days.
The Throne Room

The throne room or great hall is a location within Westhold, seat of the ruler of the Three Kingdoms. In it stands the Imperial Throne, the symbol of the power and authority of the King over all of Edenfell. Within the throne room, the King, or his Hand, in the former's absence, holds court, receives petitioners and oversees official ceremonies.

The great hall consists of a large, cavernous room. Its entrance is made up of two huge bronze and wood doors. The Imperial Throne sits on the opposite side, atop a raised dais climbed up to by two sets of wide steps of rough black stone; small chairs may be placed when the King or the Hand is accompanied by members of the King's council. The floor is made of different types of marble. Overhead is the towering vaulted ceiling, with massive arches and columns. On the right side of the Hall stands a raised gallery that connects to other areas of Westhold. To the left side of the hall, several windows with stained-glass depictions of the Imperial Kings and the gods allow light to enter.

The Imperial Throne is the throne upon which the King of the Anthros and the first men sits, located in the throne room of Westhold in the city of Ironhold. Besides the monarchs themselves, only their Hand may sit on the Throne. The Imperial Throne and The Crown are metonyms referring to the monarchy that rules the Three Kingdoms and the authority of the monarchy (e.g. "rebellion against the Imperial Throne").

The Imperial Throne was forged from weapons, armor and war equipment obtained after the Great War melted together with the skull of Ignis Baal's Giant Elk, Aries. Its jagged nature, owing to the protruding weapons, signifies the agony that befell Edenfell in the Dark Age and Aries represents the light of the Alliance and the New Age - a reminder of the great cost of peace and an incentive to maintain it.
Siren's Lagoon

Siren's Lagoon used to be home to countless Kraken now, the Lagoon has become home to the outlawed and the crooked. Infamous for its illegal trade and smuggling services, the Lagoon is where the wanted sneak into Viridi from - as long as they have the coins to pay their smugglers, that is.

The Lagoon connects to the Jade Estates through underwater caves. These are only typically navigable by Mer, due to the time taken and the need to breathe underwater.
World Locations

Edenfell is a continent located in the far west of the known world. It comprises every large landmass seen on the map and sits on 4 great bodies of water; Oceanna, the Great Sea, the Western Sea & Ocean Titane (east to west). All the action in this server takes place in Edenfell.

The continent is roughly the same size as the real-life continent of South America.

The entire continent is ruled by a single political entity known as the three kingdoms, which holds fealty to the King of the Anthros and the first men, who sits on the Imperial throne in the city of Ironhold. The terms "Three Kingdoms" and "Edenfell" can be used interchangeably.

People or things from Edenfell are referred to as "Edeners".

The continent's terrain varies immensely. There are significant mountain ranges, such as the Dwarf Mountains in the east and Yeti Mountains in the north. There are also several rivers, the largest of which is the White River in the north.

Climate varies between extremes of heat and cold across the large continent. The north is the only region in which snowfall is common, even in the middle of summers. Beyond the walls of Vanaheim, farther up north, the temperature becomes even lower and hostile, reaching into the truly polar regions of the Land of Snow, in the unmapped farthest north. In the far south the terrain becomes hotter and more arid in the far east, and Summerwind borders the continent's only desert.(edited)
The continent is also home to immense woodlands. South of the Edenfell, there are two major forested regions: the Southern Forest and Grundewald west of it. Numerous smaller wooded areas dot the continent.

## Kingdoms

### Summerwind

Summerwind: It's probably summery and windy...
Academia of Arcane Arts

Far east of Ironhold, on a smaller island joined to the capital by a giant bridge, sits the Imperial Order's Academia of the Arcane Arts; the capital of all sorcery in Edenfell and headquarters of every Imperial Sorcerer in the land.

Guarded by often unseen Militants of the Order, the Academia houses an immense collection of books, tomes, grimoires and relics as well as guides and the like. It is the place every Magic Sensitive must pass through to truly become a licensed sorcerer. Young mages are educated in their craft and in magicking, in the preservation of the good and protection of the land.

Gimmicks and funds for Imperial Sorcerers are also locked away here. Captives of magicking ranging from beasts - dead or alive - to Dark Mages - dead or alive - are held in the Academia's dungeons first before the latter are transferred to the Kingsguard Keep's cells.

The only known teacher resident of the Academia is the mysterious **Baeleth**; an ancient and powerful mage with unknown origins. It is unknown what powers the mage possesses, what race he belongs to or if even he is a living being; no one has ever gotten close enough to learn the truths of these questions.

Unseen and unheard yet he sees all, hears all and knows all. The sorcerer demonstrates these unnatural gifts by keeping order in all kingdoms and enabling the management of the land's magic for generations.

The Grandmaster likes to take the body of a Gaian when he must be seen but many are certain that is not his true appearance owing to numerous accounts of encounters with the sorcerer all around Edenfell in various forms - man, beast and object alike - and his age; having lived twice as long as even the Alfen. The extent of his magic is unknown.
The Jade Estates

Home to most Mer in Viridi, the Jade Estates used to house only the noble and affluent. Queen Nimiane passed laws against this however, making the homes more accessible to resident Mer.

Merfolk can be found swimming casually in the White River's *Marina Falls* behind the Estates, both to keep hydrated and just for fun.

One of their most notable pastimes; aquatic competitions, are occasionally held here.
Temple of Titane

The Temple of Titane was built in honor of the titular goddess of the oceans, and is said to be the oldest structure in Viridi. The Temple is under the care of the grand high priestess, **Ula**. They say she was blessed by the goddess herself, and still looks youthful despite her old age.

Sailors and Mer frequently visit to pray for calm waters and good fortunes on their travels, or - for the particularly morbid - rebirth upon their demise.

Additionally, those who come to the Temple seeking refuge can claim sanctuary, and be given temporary accommodation for however long the priestess sees fit. If the refugee is fleeing from the Royal Court, then there is a maximum of 3 days sanctuary, until they are required to leave.

Spilling blood in the temple is an unforgivable crime, punishable by death.
Ignis Kalion

**Ignis Kalion, N/A**, also known as **The White Wolf** is a Gaian of Ignis.

## Personality

Being part of the tribe of Ignis he was raised to value his family and comrades above all else. He tries to be a good person but in a world full of magic and powerful people it’s hard to always remain morally straight. Kalion is the type to lay down his life for people he barely knows as long as he believes that they are morally ethical.

## Story

Igris Kalion was born as part of the famous Igris tribe. However due to difficulties during his birth his mother ended up passing away. His father however still loved him with all his heart. After a fairly simple and happy six years, Kalion’s father decided that it was time for his son to begin to train for the battles that life will throw at him. He was taught to use spears, swords, daggers and even bows before reaching the age of 15. Along with that he was forced into an extremely tough training regiment to strengthen his body and mind. He had to hike up cliffs, mountains and other rough terrain with stacks of wood and / or rocks strapped on his back. He also sometimes had to sleep out in the wild to strengthen his survival instincts. Of course there are other harsh “training” routines he had to follow but that’s not really important. What’s important is that it worked just how his father intended.

By the time Kalion matured  he had become an excellent martial warrior in almost all aspects except the fact that he lacked any actual battle experience. Of course before he could go off to seek any he had to also train his magical prowess. However, doing that seemed to be yet another challenge. It took Kalion two years to reach the rank of disciple before his magic progress halted. At that time his father informed him that it was about time he headed out into the world so he could learn more about how to reach new heights of power from both friends and foes.

## Resources

### Equipment and Weaponry

Spear Of Magister - This spear has the ability  to surround the user with a shield when it's impeded into the ground. It can take up to 3 small spell hits or 1 medium spell hit, it can be used 4 times a day before needing time to recharge. (1 turn cooldown)

Ylon - This dagger is considered a family heirloom. It’s not really anything special other than having the power to make the blade grow so it can be used as a sword. It’s mostly used as a concealed weapon.

### Specialisations

* Spear Mastery
* Sword Mastery
* Bow Intermediate
* Dagger Mastery
* Hand-To-Hand Advanced Level
* Wilderness Survival
* Shitty Cooking
Summerwind Suburbs

The commonfolk and less affluent who can't afford the luxury of Castle Town all live in the clustered Suburbs where crime, corruption and violence are rife. The Suburbs district begins where the Summer Market ends and is therefore almost like an extension of it.

The Suburbs are noisy, dirty and would be almost as bad as Witsend were Summerwind more populous.

The illicit **Black Market** for goods and services can be found in this district , attracting even more cutthroats and criminals than already dwell in the Suburbs which does nothing to help it at all.

Most of Summerwind's population lives in the Suburbs district. As they say, hard places breed hard men.

## Slaver's Square

Slaver's Square is a collection of diners, brothels, inns and taverns located at the edge of the Suburbs district right next to the Summer Market. It was christened due to its regular sacking by pirates, raids by the Royal Guard and the trafficking of slaves that occurs nearby and within the establishments.

Visitors to the kingdom often end up spending nights in the unsavory neighbourhoods of Slaver's Square and while the more devious types may find it intriguing, it is certainly not for the faint-hearted.

**Flight Gate** is a Terminal carved into the side of one of the Square's buildings that serves as the primary gateway for outlaws within and outside the kingdom of Summerwind.

Its name comes from its use by fleeing criminals, escaping thieves and wanted men. The Gate is a well-kept secret and even many of the crooks of Edenfell cannot find it when they need it most.
Draco

## Guild Members

The first house of the blood-born Orcs, this tribe can be found all around the continent. Some of the land's greatest warriors, past and present, are Dracos. During the second age of war, they helped emancipate their race from centuries of slavery.

They are one of the most respected houses in Edenfell; feared for their power and prestige. They can be found in political circles and places of leadership and battle, alongside the Ignis and Ferro. To die in battle is the greatest honour among the Draco and a battle scar is worth more than gold.

A Draco is the greatest ally.
The Eastern Desert

*A few hundred meters from the Northern Wall of Summerwind, a large monument of the alliance of the Three Kingdoms - three great swords - marks the end of the desert kingdom's domain and the start of the unforgiving Eastern Desert!*

The Eastern Desert is the largest and only desert in Edenfell; a vast expanse of barren wasteland almost equal in size to Summerwind by landmass.

Not far from the Alliance's monument, figure of Set sculpted into the sand can be found standing and watching over the great Desert, keeping all travelers safe from harm as they canvas the harsh terrain, or so they say.

Numerous bones and corpses, especially of giants, are littered all around the Desert; an intimidating sight and a frightening reminder of what the Desert can do to even the most resilient of visitors. People often get lost in this wasteland and when they do, only by miracle do they survive.

Scorpions, snakes and even Dune Wyrms are few of the thousand predators out in the Desert, waiting for prey. May Set's Mercy and Gaya's grace help you if you encounter any unsavory creatures out here.

There are multiple highlands and large boulders in the Desert, steep dune hills and rocky climbs. Atop one of these many rocks, in the middle of the Desert, lies an Oasis and an abandoned Terminal both almost impossible to find without knowing the way.

It is often simply referred to by those who know of its existence and location as the **Terminal in the Desert** or **Gaya's Gate of Miracles** (as it provides a quick escape from the harsh Desert) and is still very functional, serving as a gateway back to any of the other Terminals within the Three Kingdoms.

Sir Elsbeth can be found here.
Central Temple

The Summer men are very superstitious and the worship of the gods, especially Urv and Gaya, is pervasive in the kingdom. The Central Temple serves as the shrine of both gods and is open to all believers and pilgrims around the world, hence making it busy round the clock as crowds flock in and out.

Leading up to the center of the Temple with statues of both gods, is a long passage of a great flight of stairs flanked by religious sculptures on both sides. The Temple is mostly made of gold and silver, giving it a unique glossy shine that makes it reflect moonlight at night; a truly divine sight.

Samedi Mariam and Mansei can be found here.
The Eastern Coven

Located in a cave within the Eastern Desert, the Eastern Coven is a lair that serves as the seat of **Umbra Dhoom**, Overlord of the east and one of the three Grandmasters of the Brood.

Knowledge of the Coven is only shared by members of the Brood and mages of the Dark Arts who move in and out of it in their hundreds and thousands, conducting activities, meetings, trades and interactions as they please. The Coven of the east as with all the others, is a safe haven for Edenfell's Dark Mages.

Dhoom runs the eastern arm of the Brood, dispensing bounties and payments as well making sure dues are paid and cutthroats honor their word when dealing with each other. His well-armed and equipped men patrol the premises, ensuring the security of the Coven and letting no outsider ever get close enough to the gathering.

The Eastern Coven possesses a Terminal that provides passage to all the Terminals of the Three Kingdoms, legitimate and illicit alike.
The Fangs

**Description**

The Fangs are a bandit group

**Areas of activity**

Foxhill and the surround areas.

**Current leader**

 (we suspect) is Dorbus

**History**

- Lars' brother Bhart died while on a mission against them - below is from his character sheet

"During their first mission there was an accident and Bhart was killed. People believed it should have been Lars who died, the less favoured of the two. However their mission was successful - a group of 10 militia went into a heavily guarded stronghold in search of local bandit and her crew (the Fangs). Only 3 escaped alive, including Lars, who managed to secure their escape while setting the place afire, ending the bandit's plunderous reign."
Direwolf Mountains

Beyond the Northern Wall of Vanaheim, the wolfswood begins and runs for miles as it becomes an expanse of terrifying Mountains and tundra. The blizzard woods here earns its name for being home to the great Direwolves that walk the snowy rocks of the Mountains and howl deep into the night in frightening harmony.

There is precious little beyond the Wall that is not frozen, including the trees which are all stiff as a board even in the middle of summer. The snow comes down on the Mountains round the year and it is almost impossible to imagine surviving out here even with the resources.

The Wall's Watch does sometimes wander into the woods and Mountains in parties, most times in search of fugitives from the law and other times to hunt or train but even they know they can only survive for so long out in the harsh cold.

The terrain closer to the wall is slightly more inhabitable during the warmer summers and small lakes of melted ice and puddles of streaming water can be found forming along the winding wolfswood.

Exiles are often expelled to the Direwolf Mountains and with the cold and beasts out to get you, the wolfswood often spells the end of most men no matter how strong they might be.

They say, the legendary Fenrir walk the wolfswood and that among the deafening howls that echo out of here every night, the loudest ones belong to the devilish Fenrir and that if one gets lost deep within the woods and Mountains, there is no chance of survival.

But, these are only scary tales used to frighten young ones...nothing more.
The Watchtowers

Viridi's naval fleet is undeniably the finest in Edenfell. While the Royal Infantry protects the city, the naval scouts watch over the River and Great Seas from their high perch.

Operating on the city's southern Watchtowers, they keep track of everything that comes in and out of the city. Whether you're there for residence, tourism or trade, you can expect to be searched thoroughly before being cleared for entrance.

Attempting to re-enter the kingdom once banished is almost impossible, unless you're smuggled in with significant effort and skill.
Currency

Gold runs the world and the wealthy have a lot of it. In Edenfell, it is almost impossible to survive without coin, silver or gold. These coins are manufactured in Ironhold, under the fire of the mint at Molag's Bank, the chief financial institution of the three kingdoms.

Coins vary in shape and size as well as in appearance, bearing the sygils of various houses and kingdoms and weighing as much as they are worth.

Gold coins are worth twice as much as their more common silver counterparts in Edenfell while Elixir is worth twice as much as its gold equivalent making it imperative that Mages earn significant wages.

An Acolyte's dragon is worth a thousand gold coins and a thousand more for each new rank it attains.

The wealthiest folk in the land include, in order of affluence, the nobles, knights, lords of the great houses, monarchs of the great kingdoms and the Imperial King.

The capital city of Ironhold is the wealthiest of all known cities and kingdoms, owing to its taxation of the other kingdoms, exportation of drugs, medicines and fine weapons as well as wine production and frequent loans to great lords and monarchs that yield immense returns.

The three kingdoms of Edenfell are regarded as equal in riches and resources. Trade between these kingdoms comprises a lot of goods but the most significant items to be found in each of them are listed below:

Vanaheim trades hide, skins, fish, livestock, coats and boots;

Alfenheim is famous for its wine, trading grapes and a plethora of fruits, Elvish Armor, books, paper, ink and wildlife;

Summerwind produces the largest amount of weapons, armor, metallurgical materials, cereals and major food crops.
Castle Town

Castle Town is Summerwind's equivalent of Crystal Crest; a highborn district within the kingdom where the wealthier families and members of society reside.

It gets its name from being in close proximity to the Castle on the Rock. The district is very secure as a result of this and the peace and quiet of the neighbourhoods make it possible for one to enjoy the beauty of Summerwind to its fullest.
Gaya's Fountain

Gaya's Fountain is a hot-spring that runs glowing, crystal-clear water down a kettle in the hand of a massive statue of the goddess Gaya, carved from rock within the cave in which it is located.

The cave and Fountain are located north of Gründewald and were thought to have healing powers in the past. Now, people who make it this far east of Alfenheim to the cave only do so in order to behold the marvel of the Fountain.

Illumi Baedrya can be found here.
Westhold

Westhold, previously known as Baalfort, is the residence of the King of the Anthros and the first men, his family and his court, located within Ironhold, the capital of the three kingdoms. It dominates the skyline of the city, and serves as the city's primary fortress and redoubt.

Located in the southwestern corner of Ironhold, Westhold overlooks the Western Sea. It is currently the seat of King **Illumi Fenlen**.

## The Holdfast

The Holdfast is a stout tower in the center of Westhold. It serves as a redoubt when the city is attacked. The royal apartments, castle dining hall and most other residential parts of Westhold are also located in the Holdfast.

## The Sword Tower

The Sword Tower houses the castle chambers of the Kingsguard. By definition, the Kingsguard are meant to protect the king and as such, residence is provided for select members of the valiant order who constantly guard Westhold and its residents.

A long corridor flanked by two rows of white knights leads to The Sword Tower on the eastern side of the castle, facing the city. The Sword Tower also serves as a secondary meeting space for the sworn brotherhood.
Samedi

## Guild Members

Samedi are a multiracial tribe from the north, founded by the Mer. They have opposed the Sangui and Umbra for generations and stand for liberation, unity and justice. They are regarded by many as a rebel group of freedom fighters, seeking to gain followers.

The Samedi wish to prolong the age of peace no matter what it takes. They are classified as low-end people and may be seen as a minority but many great mages are among them.
The Southern Wall

The Southern Wall is one of two walls that protects the top and bottom borders of Vanaheim. It borders the Yeti Mountains.

The Wall has manned castles with packed armories and equipped units of Kingsguard and City's Watch along it. The Southern Wall is an important defense from would-be invaders of Vanaheim.

Vanaheim's Southern Wall is 500m high and unlike the Northern Wall, has many large gates along it. It is also significantly warmer here than at the northern border, as is expected.
Fishing Village

On Vanaheim's eastern border, right before the Harbor (going west to east) lies the Fishing Village, so-called because it is rural home to the famous fishermen and farmers of Vanaheim. During the long spring, summer and autumn, most of the villagers are out, farming, fishing and storing food and wood for the winter.

The Village is important to Vanaheim's survival, especially during the deadly winters and as such it is heavily guarded and often patrolled.

The Village consists of a small market (for simple goods and food items), a well and numerous houses of wood and unadorned stone with chimneys leading up from wood-burning fireplaces.
Illumi

## Guild Members

This ancient Alfen tribe is the oldest house on the continent and has a history so immense, they are considered of the highest nobility. Great Elvish heroes of the arts and crafts, knowledge and peace, have all come from this house and they continue to be the torchbearers among the tribes of Edenfell.

Illumi believe it is their right to rule and govern the young races of the land but they value amity as well and therefore often refrain from engaging in conflict over such things. They produce great teachers for the academy of the arcane, keepers of laboratories and curators of libraries and the preservation of history.
Yeti Mountains

Comparatively warmer than the northern wolfswood, the Yeti Mountains is an expanse of frozen mountain terrain famous for its population of deadly Yetis whom often encounter travelers, resulting in very horrifying situations.

The Yeti Mountains are prowled by more than just Yeti however, and in general, it is a bad idea to wander off into the northern Mountains irrespective of what side of Vanaheim's walls they're on.

**Mountain Gate** is an active albeit hidden Terminal high in the Mountains that serves as a gateway to any Terminal within the Three Kingdoms.
City Center

Surrounded by everything else in the city, Ironhold's center is a combination of luxurious pool-houses, bath-houses for everyone, lavish gardens and an enormous fountain of carved dragons.

All roads in Ironhold lead to and out of the city's center and the beautiful fountain surrounded by guarded vineyards and golden flower gardens represents what a truly majestic city the capital is...at heart.
Races

### Alfen: The Immaculate

Elegant, brilliant and éclat; choose to be one of the Alfen, Edenfell's oldest race and understandably the proudest.
### Gaians: The Reds

Resourceful, strong and driven; become a Red and let the power of will drive you as you define the limits of this world.
### Mer: The Triton

Prudent, stubborn and true; join the Triton and demonstrate determination in the face of adversity as you overcome all obstacles in your way.
### Nords: The War-Born

Powerful, brutish and wise; born of war, fire and thunder, there is no better race in Edenfell with whom you may fulfil your hidden potential and climb to the top.
### Orcs: The Blood-Born

Crafty, honourable and noble; if your word is your bond and your wit is sharper than a sword's edge then the blood-born Orcs will welcome you as one of their own.
### Centaurs: The Equine

Learned, astute and keen of sight; with the Centaurs, you will find that all power comes from within, you will fight to the death for what is yours and bend a knee to no man you distrust.
### Fey: The Sprites

Clever, swift and divine; Sprites are dedicated, masterful and passionate to the point of obsession. They do not compromise or surrender. Do you have what it takes?
Aquilla Nimiane

## Aquilla Niminae

**Aquilla Niminae, The Gentle Queen** is a Mer of Aquilla.

## Personality

Impossibly kind. It's said that she was blessed by Titane at birth, and known to be one of the most virtuous women to ever exist in the history of Edenfell. It's difficult to not be swayed by Nimiane's nature or her words.

## Story

Born as the heiress to the throne, Nimiane was born with scarily powerful control over her magic. At the age of 5, she had tamed an intrepid as if it was as easy as breathing, earning many scared, but impressed reactions.

*"If she could tame such a beast now, what could she achieve in adulthood?"* the Court whispered among themselves.

And so, her childhood was one of nothing but strict lessons and regal studies, but Nimiane accepted it with a smile nevertheless - even when void of affection throughout her childhood, it was as if the girl drew love and compassion from the many small creatures she had tamed.

Crowned as Queen, she was quick to be adored by the masses. She was Queen of the Mer, and Empress of speeches; persuasion was her forte, and kindness her virtue. With this, it was difficult to not fall in love with the Gentle Queen.

Eventually, she wed Neron. She died some time after.

## Resources

Viridi and her subjects' affection is all she needs.

### Equipment and Weaponry

The multitude of sea creatures Nimiane tamed throughout her lifetime.
Ferro Wolfsword

**Ferro Wolfsword, Jack of All Trades** is a Nord of Ferro.

## Personality

Ferro Wolfsword is a dedicated artisan who values old-fashioned values like hard work, patience and determination. He is willing to go the extra mile to satisfy his patrons and believes good service breeds loyal customers. Wolfsword is an upstanding citizen with a strong moral compass and would never make intentional effort to undermine the laws of the land. He loves his spouse dearly and she is his only weakness.

## Story

Born low and with nothing to his name, Wolfsword grew up on the terrible streets of Thieves' end and was orphaned at a very young age when a fever took both his parents. The determined boy taught himself every skill he could and dabble in whatever he could get his hands on. Whatever he learned, he mastered and soon Wolfsword was doing business for himself.
Slowly, he established himself in the competitive Northern Market and is now the wealthiest known artisan in all the land. His effort comes from a deep-rooted fear of returning to penury and strong conviction that as long as he does what he does well and does it better than everyone else, he will continue prosper.

## Resources

*Wolfsword Boots n Armor!* - the most esteemed and reliable maker of fashion in Edenfell; boots, furcoats and dressings, armor and swords: the jack-of-all-trades has them all and at very high quality too.

### Specialisations

Dexterity, craftsmanship, salesmanship etc.
Gang Świeżaków 2 (gra)

**Gang Świeżaków 2** - gra wydana przez firmę ORO Games 18 czerwca 2019 roku.

## Bohaterowie

### Grywalne

* Pomidor Patryk - pozostaje i powtarza wszystkie akcje tak jak w tamtej części.
* Brokuł Bartek - bardzo szybko biega i skacze, a w dodatku może atakować mieczem, ze względu na trudności można też pistoletem.
* Pieczarka Piotrek - po prostu jako jeden z nielicznych potrafi pływać i nurkować, a w dodatku otwiera kluczem. Może też się bronić tarczą przed wrogami.
* Marchewka Marysia - może się posługiwać okularami technologicznymi, przenieść małe bloki, a duże przesuwać.

### Nie-grywalne

* Truskawka Tosia - myśli, co zrobić z Panem Choróbką, i ma pomysł, jak się wydostać z dala od Pana Choróbki.
* Jabłko Antek - mówi, jak się bronić przed Panem Choróbką.
* Gruszka Gosia - instruktorka basenu z wodą.
* Śliwka Sabina - przemyśla wszystkie sprawy dotyczące Pana Choróbki.
* Ron - gdy się podchodzi do niego, to robi żarty.

### Wrogowie

* Stara Próchnica
* Przykra Angina
* Panna Cukrzyca
* Szalone Nadciśnienie
* Zimne Przeziębienie
* Mysz-a-kysz
* Mecha-pies
* Klaun

## Ciekawostki

* Głosu Ronowi użycza *Jacek Kawalec*.
* Jest kontynuacją gry *Gang Świeżaków*.

## Przypisy

<references>

1. ↑ Pomidor Patryk, Brokuł Bartek i Marchewka Marysia jako jedyni muszą ominąć wodę, w razie czego można grać Marchewką Marysią w celu budowania mostku Jednak był pomysł. Wszyscy mogą pływać.
Ferro Griffin Lukvich

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**Ferro Griffin Lukvich** is a Nord of Ferro.

## Personality

A strong and prideful man with a good heart. Although he may seem a bit stoic and cruel, he is truly a kind soul whose loyalty knows no bounds and will do anything for those he considers dear to him. His cruel and cold demeanour are nothing but a facade to hide the overzealous and joyful man inside. Although he maybe be friendly, he's a wise man and has aged well for a Nord.

## Story

As a child he was rambunctious loud and a complete failure as a warrior. He was of the weakest of his tribe and could barely cast spell at the age of 16. This all changed when on a fateful day, his entire world came crashing down. His parents had been killed by a dark mage who they had come across in the woods. This left him traumatised and changed him forever turning into the cold and stoic giant he is now.

## Resources

Nothing too notable except a wolf companion with all white fur.

## Equipment and Weaponry

##### Gretta and Bertha

His axes he had forged from some of the finest material in the land. Used for attacks in quick succession.

##### Thor

His pride and joy, he watched as it was forged himself. If he were to ever consider himself in a bad spot, this would probably be the thing to get him out of it. Besides his life and dearest friends he values this axe over everything.

Gretta and Bertha.Thor.
### Specialisations

* Dual Wielding
* Hand-to-Hand Combat
* Strategy
* Making Friends
Smallholding

Smallholding is the name given to a series of Summerwind's border farms/fields and the settlements of the farmers who work on said fields. Smallholding is very rural but clean, organised and quiet.

Al agragrian activities and exports in Summerwind begin in Smallholding; here all crops, livestock and similar materials can be found. Smallholding is very important to the survival of the desert kingdom and is guarded by the Royal Guard of the city at all times.

Ignis Boda can be found here.
Edenfell Wiki

Welcome

Welcome to the Edenfell Wiki, an encyclopedic resource for the Edenfell Discord Server.

We currently have 131 articles.

About this wiki • Policies • Admins
 About the Server • Rules • Premise • Ranks & Roles

**Getting Started**
If you're new to the server or just need to refresh your memory, then go ahead and read the following pages below.
 If you have any questions, then feel free to ask questions on our Discord server.

https://discord.gg/T6gnZna

**The World of Edenfell**
 Lore • Locations • Magic
Beasts •  Religion • Currency •  Law & Order • Marriage

**Creating Your Character**
Races •  Schools of Magic  • Tribes • Alignment

**Characters**
 OCs •  NPCs
Bold Castle

Bold Castle is the ten thousand year old stronghold of Vanaheim and is considered to be the 'capital' of the north. Bold Castle is a large royal palace extending across many acres of territory, defended by two layers of strong stone granite walls. The outer walls are 80 feet tall and the inner are 100 feet tall, with a wide moat located between them.

The inner walls are crenellated with more than thirty watch towers built into them. The outer walls have guard turrets built into them. The main gatehouse, consisting of two large crenellated bulwarks, and drawbridge opens onto the Market and Town Hall of the town outside, but the gate on the opposite side of the Castle opens directly onto open fields and is favoured by jousting and training parties. All of the windows in Bold Castle are diamond-shaped panes of glass.

The Jarl/Warden of the South's **Throne Room** can be found within the Castle. The **Rookery** is where the messenger rooks of the castle are kept, permitting reasonably efficient communications with other castles.

Bold Castle is built above a warm lake which keeps it reasonably well-heated even in winter. Pipes move the hot water around the castle, and the Guest House, usually reserved for visiting dignitaries from the south (everywhere else is south to the northerners), is fed by hot springs to keep it warm.

Bold Castle has a well-appointed library containing many volumes of important written work, as well as what is believed to the be one of two surviving copies of Nordic Methods of War. The library has its own tower with steps corkscrewing down its exterior. The king's counsellors and wards typically spend much of their time in the library, rookery or attending the lord.

The Castle is protected by the northern arm of the Kingsguard.

The Castle also possesses a brewhouse and a round kitchen building.
Merchant Harbor

The largest harbor in all of Edenfell, center of most trades; importation and exportation, piracy and smuggling, Merchant Harbor is nothing short of a wonder of the world and a mighty sight to behold.

Thousands of ships dock and set sail from or to the Harbor, every minute and the sheer volume of business concentrated in this immense port makes it almost impossible to hear one's own thoughts.

Merchant Harbor is located on the western end of Summerwind and is fenced by the kingdom's wall that runs from the Harbor to other parts of Summerwind (except the Castle that sits on a rock directly above the sea).

The singular entrance to the Harbor is gigantic and leads underneath the gargantuan *Titan of Summerwind*, a 300m tall statue of a Gaian archer holding a torch in one hand, lighting up the Great Sea and illuminating the paths of sailors and seafarers so that they do not get lost at sea as they seek the great Harbor of the east.

Sangui Saron and his crew can be found here.
Crystal Crest

Crystal is the highborn district of Ironhold. Located atop a small hill, it is occupied by the great and affluent members of society, the highest class of nobles, knights and even members of royal families.

All the famed luxury and attractions of Ironhold can mostly be found here; illustrious people, extravagant buildings, pools, gardens, street lights, clean air and a beautiful skyline dominated by views of Westhold, Kingsguard Keep and the Great Temple.

People born into Crystal Crest life are Edenfell's definition of born with a silver spoon and it is said that it doesn't get much closer to being a king than living lavishly in Crystal Crest.
Vanaheim Suburbs

Everyone but the royal family and the king of the north lives in the Suburbs district where - in some unsavory neighbourhoods - crime, corruption and violence are rife. The Suburbs district begins where the Northern Market ends and is therefore almost like an extension of it.

The Suburbs are noisy and dirty with frequent violence and altercations, making the district the most heavily patrolled part of the kingdom of Vanaheim.

The illicit **Black Market** for goods and services can be found in this district , attracting even more cutthroats and criminals than already dwell in the Suburbs which does nothing to help it at all.

All of Vanaheim's greatest names were born in the harsh environments of the district's neighbourhoods. As they say, great men excel in adversity.

## Thieve's End

Thieves' End is a slum neighbourhood of diners, brothels, inns and taverns located south of the Suburbs district right next to the Northern Market. It was christened for to its notoriety housing no-goods, outlaws and enemies of the law and kingdom in general. Raids by the Royal Guard and the City's Watch are the norm here as they are always in search of one criminal or another.

Visitors to the kingdom often end up spending nights in the unsavory neighbourhoods of Thieves' End and while the more devious types may find it intriguing, it is certainly not for the faint-hearted.

## Crook's Gate

**Crook's Gate** is a secret Terminal whose gateway is the arch of a bridge at the end of an abandoned walk that instantly transports anyone that walks underneath it with a ticket. A lot of accidental transportation occurs beneath the bridge on occasion when people who are unaware of its function pass through it.

Its name comes from its use by crooks and criminals of the underworld and dubious Black Market.
Witsend

Witsend is the poorest slum district in the city of Ironhold, located on the eastern side of the big city and close to the harbor. It is a maze-like warren of narrow streets, ramshackle buildings, and dark alleys. Survival on the streets of Witsend is tough and hardening. The district is full of tanneries (which make the air stink), cheap brothels, low-class inns, alehouses, and pot-shops serving meager stews. Many of its inhabitants subsist primarily on a meager, slow-cooked stew containing meat of questionable origins known as a "Bowls of brown."

The slum begins where the market ends, which is the location of many bakeries. The worst sections are at the end of Witsend, where human waste flows down the pipes from both Westhold castle and Crystal Crest and into the gutters, which often overflow when it rains. The dirt that flows down from the pipes flows down to Black Alley, at the absolute bottom of the hill and the very worst part of Witsend; where the **Black Market** begins.

Here, amidst the stench and pungent atmosphere, Edenfell's outlaws and wanted criminals, who cannot risk being seen in the main market, come to trade goods and services ranging from mild things like food and bootleg alcohol to atrocious dealings like trafficking and cutthroat, assassination business.

Most Black Alley dealers are goblins and smugglers from around the Three Kingdoms. You can obtain; relics, weapons, armor and spells in the black market if you have enough coin and know your way around. Avoid getting into trouble here else you will get a sword in your heart from the numerous no-goods or even, the patrolling Kingsguard.

**Black Gate** is a Terminal provided by the sinister Brood for those who fall outside the laws of Edenfell. It is hidden beneath a bridge in Black Alley and facilitates travel between the Three Kingdoms, leading out to the illicit Terminals of the other kingdoms.

Be careful not to enter without a ticket obtained from any of the many goblins that peddle them, else terrible accidents may occur.

## The Komodo; tavern, inn and brothel

The Komodo is the most patronised and possibly the most well-known private establishment in Ironhold. Catering to Imperial Sorcerers, Kingsguard's men, merchants, drug-dealers, criminals and Dark Mages alike, the large castle-like structure, divided into multiple buildings, serves first as a tavern and brothel with its ground floors and an affordable inn with the higher floors and rooms.

It costs a single piece of Silver to get ale, two for the brothel and four to spend a night at The Komodo. Men come here to drown their sorrows, forget the present and relax in a mirthful atmosphere of jocularity, bad wine and cheap whores. Bards play their terrible music all night long and the sounds of singing, laughter and fornication echo round the clock.

The Komodo is protected by decree of the King, making it impossible to apprehend an outlaw within its walls as long as they are a paying customer. It's all about good service, eh?
Kingsguard Keep

Housing 50, 000 armed men, the Kingsguard Keep is a colossal structure at the heart of Ironhold's suburbs that houses the city's watch and serves as the main headquarters for Edenfell's sworn brothers of the Kingsguard.

The castle is circular, enclosing a court in its center, with massive statues of towering knights overlooking it. Within the Keep, there can be found the largest armory in Edenfell, criminal bounties and the incarceration dungeons.

## The Dungeons

The dungeons of the Keep are divided in four levels:

* On the upper level are cells with high narrow windows where common criminals are confined together.
* The second level has smaller, personal cells without windows for highborn captives and valuable hostages.

* The Black Cells are the third level. Prisoners accused of treason and other high crimes are kept within the Black Cells. Cells are completely dark, with no possible light sources (except when jailers enter with torches).

* The fourth level is spoken of only in rumors. Once a man is taken here, he never sees the light of day again and is subjected to the most painful torments.

Kingsguard Keep, according to rumors, is full of miles of secret passages running behind the walls and below the floors. It is said that the builders of the Keep were executed after the castle was completed to keep the secret of the passageways.

Sir Wilhym the Tall can be found here.
Bahamut's Mess Hall

Bahamut's Mess Hall, south of Summerwind, is a pub/tavern for mages of the Imperial Order, open 24/7 and always packed to bursting with illustrious, colorful and very interesting personalities in the magicking craft. Mages come to the Mess to have a nice drink and a good laugh while exchanging stories of their adventures in the comfort and security of Bahamut's establishment.

Violence is prohibited and unexpected on grounds as it is a gathering of lawful individuals. However, any unusual or malicious behaviour will be met with swift action by the numerous mages - and occasionally Kingsguard - present.

Sangui Bahamut and Illumi Chandra can both be found here.