recursal/Fanatic-Fandom huggingface dataset:
Namat Reading

### **Namat Readings**

Namat readings are a **Nadir** tradition of using cards to divine possible outcomes. As **Nadir Ascensionism** is focused around understanding and observing the cycles of the world around themselves, their readings are seen as recognition of these cycles, of using the past and present to divine the future from one's own understanding of the universe.

Often Namat readers tend to be older in age, close to or having reached Enlightenment due to their expanded understanding of the world, though younger Namat readers are not unheard of.

No two Namat readings are the same, as the reader must take into account the individual at hand, their own seat in the stars, the season, the cycles of the moon, all play a hand as the reader deals their hand, entering a trance to do so.

A Namat deck is traditionally made of two parts: Cornerstone Cards, and The Reader's Cards. There are 13 Cornerstone Cards, with set meanings and places in the reading. Most Namat readers would look down upon one who does not hold all of the Cornerstone cards within their deck.

### **Cornerstone Cards**

* **The Sun:** Life, Rebirth, Hope, Passion
* **The Moon:** Protection, Silence, Cycles, Control
* **The Stars:** Exploration, Multitudes, Fate, Destiny, Chance
* **The Heart:** Love, Soul, Spirit, People, Emotion, Fear, Health, Pain
* **The Ashbearer:** Death, Grief, Omens, Peace, Change, Reincarnation, Beauty
* **The Wayfinder:** Knowledge, Guidance, Foresight, Truth, Trail, Path
* **The Matriarch:** Leadership, Sacrifice, Responsibility, Burden, Family, Compassion
* **The Enlightened:** History, Age, Wisdom, Enlightenment
* **The Mountains:** Obstacle, Daunting, Challenge, Unchangeable, Immutable
* **The River:** Crossing, Change, Trickery, Direction,
* **The Plains:** Freedom, Stability, Travel, Carefree, Unchallenged
* **The Spire:** Faith, Scale, Splendor, Decadence, Hedonism, Unmoving
* **The Caravan:** Travel, Family, Nadir, Drifting, Temperance, Trade

### **The Reader's Cards**

The Reader's cards vary entirely on the reader themselves. There is no set number of them, no set meanings, but instead is built from the reader's experiences of the world, their observations of the cycles that guide our way. Some readers may hold very literal cards, some more abstract and dramatic.

**Example Cards**

Following are a select few example Reader’s cards from one reader's deck. Each one has a story behind it, and has been granted an overly dramatic title. Another reader may have much simpler cards “The Wolf”, “The Ocean”, and such.

* **The Jester**
* **The Diamond Rains**
* **The Bearded Lady**
* **The Fires of Ambition**
* **The Scarlet Bandit Rides**
* **The Ruins of Variman**
* **The Ashbearer’s Legacy**
* **The Golden Butterfly Glade**
Leatherworker

### **Summary**

*Able to produce armors and tools of survival, the Leatherworker is well suited to helping start civilizations.*

### **Tools of the Trade**

* Buckets
* Cobblestone Block
* Dyes
* Leather
* Wool

### **Types of Leatherworkers**

Tailors, leather workers, sail makers, armorers, and so much more, the Leatherworker combines the aesthetic decorative usage of Wool with a functional practicality for Leather. The ability to relieve demand for iron armor makes Leatherworkers very valuable, as such iron can be used for tools and various other crafts. Form a decorative standpoint, the ability to redye Wool and make less costly Banners, on top of having dyed leather armor, reduces frustration and speeds up progress on various projects.

### **Skills**

* **Leather Repair** - Repair light armor and bows. Use near an anvil.
* **Leather Craft** - You can craft light armor.

### **Custom Work and Crafting**

* When Crafted with a piece of Cobblestone, all Leather Armor will be upgraded into an improved form with defense equal to iron armor. The Cobblestone Block is returned after crafting.
* Chain Mail Armor is craftable as iron armor, but with a piece of Cobblestone, it will have equivalent defense to iron armor. The Cobblestone Block is returned after crafting.
* Crafting Eight Dyed Wool Blocks, or Eight Dyed Carpet pieces with a Bucket of Water will convert the Wool and Carpet to their undyed state. Carpet cannot currently be redyed.
* Carpet may be used in substitution of whole Wool Blocks when crafting a Banner.
Grom Hammerhand

A picture of Grom.

## **Background**

Hailing from an unknown Fortress, Grom Hammerhand worked as a miner and a smith before his travels to **Noruzim Thakom**.

## **History**

After arriving on the shores of the island and making the small trek over the icy wastes, Grom came across the entrance to Noruzim Thakom. In the early days, work was still starting on the Fortress and so his first job was to work as a miner on the Grand Shaft.

Some time after this work was completed, the first Overseer Wernim Stonefoot descended into hell, never to return. Work continued around the Fortress as ever, with new arrivals often asking Grom what work needed to be done. Such was his activity and presence around the Fortress that most assumed him to be the Overseer anyway.

A time passed in which Grom and a number of Dwarves set out to make a new Fortress. They travelled to the Iron Mountains, just north of **Southbridge** and proceeded to dig a small, secret antechamber hidden behind a waterfall. Unfortunately, six of the seven Dwarves perished in a small period, rendering the new Fortress obsolete. The chamber sat there, made in secret and discovered by none, until the end of the world.

Grom set up a small mining outpost in the Iron Mountains, in which he fuelled his fey moods. This was the small seat of comfort that Grom produced many  **Artifacts**.

After a while, he called for a proper election, so that the Dwarves could have a fair say in who ruled them. After the voting, Grom was elected as the second Overseer to Noruzim Thakom.

Grom's reign was not focused on external affairs, more of the fortifications of the Fortress. His notable order from this time is the gigantic stone box that was ordered to be built around the entrance of the Fortress. This move was not looked upon favourably by the other Dwarves and would, in time, crumble and eventually be remade into a new courtyard.

## **Death**

The arrival of a new Dwarf, Elgar Fortressbeard, would herald the death of Grom Hammerhand. Elgar, not realising the democracy involved and assuming whoever killed the Overseer would take the title, poured lava over Grom Hammerhand's head. Elgar was swiftly killed, but Grom succumbed to his injuries.

## **Skills And Belongings**

Grom was the creator of many artifacts throughout his life, but owned little else he could call personal property.

* **Falcon's Glory** - a golden axe, shaped like a bird with emeralds for eyes. The first artefact to be made in this world.
Kelp Farm

**Kelp Farm** / *noun* :

First Page Mentioned (By Name): ch. “Race to the Sea” – pg. 105

A major source of food and export from **New Megara** and the dis-incorporated Wildlands, **kelp** farms help keep the ocean life happy and healthy, while providing a sustainable source of nutrition that's useful in dozens of ways after processing.

Related Entry: **Geb (The Island Of)**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Harold

A picture of Harold.

## **Background**

Harold is from a small shortgrass Kingdom where he worked as a farrier for the royal stable. He was the head farrier there for 35 years, but always had dreams of becoming a full fledged master smith.

Harold has a wife who he's been with almost as long as he's been at the royal stables and a daughter of 13 who has taken a liking to horse husbandry. One day while watching his daughter ride one of his horses, Harold fell asleep beneath an apple tree and when he woke, he was in the  **Cave World.**

## **History**

Harold was one of the first Humans thrown from Mama Tater while it was still under the protection of the *[[[Shrine Maiden]]'* in **Rakust Dosîm**. The Shrine Maiden explained to Harold that he likely died in his previous life and was brought to this place to help. Harold spend the first several weeks of his time here in denial trying to find a way out, but ultimately decided that was fruitless.

He decided it would be a good time to complete his dreams of becoming a master smith as the Cave World has a lack of those who were capable. Harold quickly discovered being a bladesmith and an armorsmith were much harder than a farrier. Over time, he decided he wasn't looking to create great works of art, but instead settled in working to repair the armor of the people of Cave World and work with his horses.

Eventually, the subject of leadership in the settlement of **Petrichor**, where Harold lived. The people decided since he was involved with many of the projects and helped new spudlings thrown from Mama Tater, he would be best suited for the job. Harold was declared Schnitzel of Petrichor, although he didn't much like being a leader, but he did it the best he could. He established public farms, public housing, a ranch, a stable, military, peace treaties, and friendships with leaders of other settlements of Cave World.

Despite his best efforts, the people of Petrichor felt he was getting too close with the leaders of the other settlements and wasn't a good wartime leader. They enacted a coup d'état led by the Guard Captain of Petrichor, **Duredict Silvershield**. Harold was exiled from Petrichor and went into hiding with his horses in the caves. After several months in the caves, Harold came to Liba Riveni and asked Forest Warden, **Warden Valóna**, if he could stay, which they accepted. He was there for a couple days before Duredict Silvershield was killed and Harold attempted to retake Petrichor in the name of the Schnitzelhood, but it was met with resistance from the people, so he left again for **Liba Riveni** where he lived out his life in Cave World tending to the horses and stables.

## **Death**

Harold managed to escape on a void ship with many other folks!

## **Skills and Belongings**

Harold was a skilled smith, but no master. He was much better at breeding horses and several of the horses ridden in Cave World during his time there were bred by him.

He was a melee combatant and a skilled **fighter.**

He plied his trade as a **blacksmith** and often did repairs for free.
Second Verse (Same as the First)

There is one interpretation of the incompleteness of the verse that held that all that had happened, would happen again. That like how many songs worked their verses in threes, so too, did the Great Verse, and that what Rhania spouted that day was only the first of several repetitions in this song. So not only is one to prepare for the future events as described in the prophecy, but to also look back on the previous events in history, especially the ones that were foretold by the Verse, and prepare for them to happen again. Seekers of this sect pride themselves on keeping record of events, and their forethought and planning. While many seekers of this sect are Hjen, this sect is also popular with Cuthail and Kihai who strive to work on building new glades and expand the already existing ones.
Stone Cult

An anonymous member of the Stone Cult, wearing grey robes.

The emblem of the Stone Cult is unknown.

### **Purpose**

The Stone Cult existed as an almost-religious Dwarven movement, with members viewing the outside world as 'the Nightmare', instead extolling the virtues of the 'Stone' and all of its benefits.

They would travel from Fortress to Fortress, usually completely underground, spreading their influence and trying to gain more members to their cause.

In some cases, visiting the outside world was a death penalty, especially if those who did so were visibly affected.

### **History**

It is unknown when or how the Stone Cult was originally founded, all that is known is that it originates from Fortresses and holds that have never seen the light, being built miles underground.

When two members of the Cult entered **Noruzim Thakom**, they swiftly established a hideaway behind a shop set into the stone. From here, Brother Jaeger and Brother Ornzkund recruited those who could be swayed by their words and slowly grew in number.

When members suspected that Brother Ornzkund was hoarding supplies, mistrust grew amongst the group.

However, due to a slight architectural mishap, the Brothers were exposed to the Nightmare. Brother Jaeger went mad, screaming about seeing the light, but was swiftly executed by Brother Ornzkund.

Soon after, the remaining cultists would go insane, with the last member, Brother Ornzkund, leaving the Fortress and trying to slay the moon but quickly freezing in the icy tundra.

The Stone Cult would have a semi-resurgence, when the **Dwarves** of **Gishdist Rithzâm** took some of the teachings of the Stone Cult and began to incorporate them into their lives in the new Fortress.

The Cult had a presence within **Rakust Dosîm**, as Dwarves from every realm were gathered to the Fortress. Dalarin Linkspark, along with two of his close friends, founded a secret hideaway within the Fortress in order to grow their numbers.

### **Heirarchy**

The hierarchy of the Stone Cult is not known in great detail, with members often referring to each other as 'Brother'. As it is some sort of religious movement, with some greater power organising decisions as to which Dwarves travel where, it can be assumed there are higher ranks.

### **Formations**

No formations within the Stone Cult are known of.

### **Training**

Presumably, some religious teaching is to be expected within members of the Stone Cult.

### **Uniform**

The usual clothing of the Stone Cult was bland, grey robes, or grey leather tunics. This is most likely to keep with the natural colour of the stone.

### **Notable Members**

* **Brother Jaeger** - who was killed after seeing the Nightmare.
* **Brother Ornzkund** - who froze to death trying to kill the moon.
* **Dalarin Linkspark** - founder of the Stone Cult within Rakust Dosîm.
Ironflow

### **Appearance**

The exterior of the Fortress was a strange one. A single, protruding tunnel that resembled the head of a snake, or similar beast, led into the Fortress. Inside, a vast network of hallways connected living quarters, communal rooms and more. Lava was the main lighting system here and many halls were lit simply by the lava running down the walls.

### **Leadership**

It is unknown whether the Fortress had an Overseer, which is an uncommon occurrence. However, a Baron was present and was possibly the highest ranking Dwarf there. A number of other Dwarves had lower rankings and saw to the daily tasks of Fortress life.

#### **Known Leaders Of Ironflow**

* **Bardun Hammertrout** - Baron.
* **Ironhide Stouthammer** - Judge and Sheriff.

### **History**

Nothing is known of the history of Ironflow.

### **Notable Groups**

* **Kildred & Co.** - a trio of Dwarven mercenaries; Kildred, Jaros and Grimbeard Ironliver.

### **Notable Landmarks**

* **The Airship** - a gigantic airship that was chained above the Fortress.
* **The Sword Tower** - a vast tower whose top was fashioned into the shape of a sword hilt and portion of a blade.

### **Notable Occupants**

* **Sting** - a sheep which seemingly changed colour when Goblins were about to attack. This was completely untrue, but still did not deter the Dwarves from keeping it around.
* **Melbil Meatpick** - engraver.
* **Zulatobari** - blacksmith and guard.
* **Van Hammer Strangle** - doctor and tomb keeper.
* **Urist Idua** - solicitor.
* **Urgon Steelfire** - brewmaster
* **Weegli Blastfire** - engineer.
* **Forin Goldsmith** - axedwarf and builder.

### **Gallery Of Ironflow**

***The first hallway in Ironflow.**The inside of the entrance.**A statue depicting a warrior, above the Fortress.**The Sword Tower.**The Dwarven Airship.***
Artifact

An example of an Artifact.

## **Creation**

When a character falls into a Fey Mood, they have the chance to create what is known as an 'artifact'.

More often than not, an Artifact will result in an item related to that character's profession, for example; a brewer may make a unique batch of wine.

Artifacts can be used in the making of further products, for example when artifact tools are used, the end product will usually be of better quality.

## **Description**

These objects, often highly sought after, can range from tools and weapons, to more mundane items like work benches and clocks. Each artifact is crafted from whatever the character is inspired to create it from, usually very unlikely materials and is often made to an incredibly high quality, regardless of whether the character is capable of that skill level.
Ferrum Ner

### **Creation**

After traversing the desert for a short while, a cavern was quickly discovered. The size and grandeur of the cave quickly saw the Dwarves trying to find better ways in.

Upon securing a better entrance for the cavern, they set to work. Farms and defences were erected first, along with the plans for the Citadel. In no time at all, Ferrum Ner came to be a bustling hive of Dwarven activity.

### **Location**

Ferrum Ner was located in the far south-west corner of the known territories of Valyar. The city of the **Elves**, **Firebird Mountain**, lay a few days travel directly to the east.

### **Appearance**

The city of Ferrum Ner was set inside a gigantic lava-filled cavern. Paths were constructed around the outside to allow Dwarves to travel as safely as possible. A large pillar bridged the ceiling and floor, in the middle of the cavern and was soon carved out into a main defensive measure; The Citadel.

A large bridge spanned the distance from the gates of Ferrum Ner to the Citadel, ensuring that all travellers would have to pass by the largest concentration of guards in order to access the rest of the city.

The buildings of Ferrum Ner were simply made, mostly out of stone, or dug into the walls of the cavern.

### **Leadership**

The city was ruled by an Overseer; one voted from within the population to serve as a decision-maker for the city. As this was such a strange new world to the Dwarves, the position was not taken lightly.

#### **Known Leaders Of Ferrum Ner**

* **Ferrum Ironbeard** - expedition leader, appointed first Overseer of the city.
* **Lokear Highblade** - swiftly voted the second ruler after Ferrum's departure.

### **History**

The Dwarves of Ferrum Ner kept a close eye on the history of their city and **chronicled** every little detail.

### **Notable Groups**

As the Dwarves of Ferrum Ner had come from a single place, they would often be in the same  **clan** as others who arrived and lived there, often being related by blood.

* **Silverpeak Clan**.
* **Ironbeard Clan**.
* **Highblade Clan**.
* **Stoutbrew Clan**.
* **Hammerfist Clan**.

### **Notable Landmarks**

* **The Citadel** - a defensive structure, built to resemble a Fortress, carved out of a natural pillar in the middle of the cavern.

### **Notable Occupants**

* **Yngvald Ironbeard** - head smith.
* **Andi Ironbeard** - smith.
* **Thane Highblade** - warrior.
* **Baludir Highblade** - warrior.
* **Tibus Silverpeak** - stonemason.
* **Volstrikk Stoutbrew**.
* **Sigurd Ironbeard** - scholar and mushroom farmer.
* **Motgurd Stoutbrew** - scholar.

### **Gallery Of Ferrum Ner**

***The two flanking statues that guarded the entrance to the city.*The entrance to the citadel of Ferrum NerA more detailed view of the Porticulius**
Agua

Agua was the deity of water personified.

### **Location**

Although not a tangible being, the presence of Agua can be found wherever there is water.

### **Appearance**

To the Elves of **Xohal**, Agua appears as all forms of water; from tiny puddles and lakes to the ocean waves.

### **History**

The Elves of Xohal worship the water, personifying it as the Goddess Agua. She if often referred to as a female, but it is false to assume that she is a tangible being. Most do not think of her as a deity, but as a symbolic constant.

Worshipping her can take many forms, from ceremoniously bathing in the sea, or simply carrying a pouch of blessed water. Even the simplest act of drinking is considered an important, yet sometimes overlooked, aspect of paying homage to Agua.

### **Behaviour**

As Agua is the personification of water, her behaviour is not guided as such. She is neutral, flowing as the water does.

### **Abilities**

It is unknown whether Agua has any specific abilities.
Amphibian-Men

A member of the race of Amphibian-Men.

### **Physiology**

Amphibian Men resemble the creatures they are named after, mostly frogs and toads, although newts, salamanders and others are possible.

### **Personalities**

As with all races, their personalities will differ from individual to individual. However, on the whole, they are often slow to trust but life-long allies once friendship has been achieved.

### **Skills**

Often living in low-technology environments, Amphibian Men tend to be skilled craftsmen with rudimentary materials, such as stone and bits of wood.

### **Culture**

Living in small groups, usually in caves filled with shallow pools of water, Amphibian Men communities are tightly-knit.

#### **Families**

It is unknown whether Amphibian Men held any particular reverence to their family members.

#### **Homes**

Amphibian Men tended to live either completely underwater, or in partially-submerged dwellings. These would often be no more than damp caves with pools leading to the outside.

### **Leadership**

The eldest of the tribe will often lead them in all matters, as they have the years of experiences and knowledge that the others may lack.

### **Religion**

There are no known religious practises of Amphibian Men.

### **Relations**

Amphibian Men communities tend to be wary of strangers, but will deal with them if they are approached politely. The giving and exchanging of gifts is often advised.

As their homes as underground, **Dwarves** will tunnel into them on very rare occasions. This has led to full blown conflict between the two races, usually ending in disaster for both.

### **Language**

Amphibian Men have the ability to speak the common tongue, as well as produce sounds that resemble the croaking of frogs and toads. It is unknown whether they can communicate effectively with these animals.
Military Structure Of Aram

A member of the Aramite army, in typical uniform..

The banner of the City-State Of Aram.

### **Purpose**

The military of Aram was created to defend the city walls in the case of an attack, or siege.

### **History**

The history of the military of Aram is unknown.

### **Hierarchy**

As with the civilian leadership, the military of Aram is strict and unyielding.

#### **Ranks**

* **Polemarchos** - the supreme commander of the military.
* **Stratigos** - the equivalent of a General. They will command a Battalion.
* **Taxiarhos** - the equivalent of a Colonel or Captain.
* **Lokhagos** - the equivalent of a Lieutenant. They may command a Section, within the field of war, or be the head of military within a colony.

### **Formations**

* **Assemblage** - a group of 8 Battalions.
* **Battalion** - a group of 3 Companies.
* **Company** - a group of 3 Sections.
* **Section** - a group of 3 squads.
* **Squad** - a group of 10 soldiers.
* **Hoplite** - a single infantry soldier.
* **Hyparchos** - a single mounted soldier.

### **Training**

Each soldier within the military of Aram often dedicated themselves to the mastery of a single weapon, whether it be the sword, bow or other types of weaponry. As such, individually, they often have no comparison one-on-one.

In addition to that, each soldier will be extensively trained in hand-to-hand combat, tactics and specifically the ins-and-outs of warfare within the narrow streets of Aram, or on it's walls.

With advances in technology, small groups within the military have been founded with these in mind. Special groups of experts in siege weaponry, alchemical weapons and otherwise have been established.

### **Uniform**

Each single unit within the military was trained to be a capable fighting force individually. The City-State Of Aram boasts the most technologically advanced society in the known world, encompassing both metallurgy and alchemical.

With this in mind, each soldier is armoured in steel and other metals that would put most  **Caldanian** soldiers to shame.

### **Notable Groups**

* **The Enlightened Company** - an elite company of Hoplites, created to be the final and best defence for Aram.
* **The Emerald Cloaks** - a division of Hyparchoi trained for reconnaissance and mounted combat.

### **Notable Members**

There are no known notable members of the military of Aram.
The Five

The identities of The Five are unknown.

The Five did not have an emblem or sigil.

### **Purpose**

The Five were created to harass and terrorise the inhabitants of the land, presumably to get rich doing so.

### **History**

As five inhabitants of the various towns in the land grew unhappy with the status quo, they proceeded to join up and terrorise the land. Founding the fort of **Goldencross**, they used their new base to organise attacks, thefts and murders. They slew many, including two notable **Dwarves**, Angus Barkley and Tibus Shatteredheart.

This angered Thror Maddax, the Overseer of **Noruzim Thakom**, so he summoned the finest Dwarven mercenaries he could; a group of Dwarves known as the Reapers.

Travelling down to **Southbridge**, the Reapers, Thror and the Hammerer, Jax, met with the Lords of Southbridge and between them they sought to destroy the Five once and for all.

It is unknown when the Five were killed, but ultimately their reign of terror ended.

### **Hierarchy**

It is believed that all members within The Five were treated as equals.

#### **Ranks**

There are no known ranks within The Five.

### **Formations**

There are no known formations within The Five.

### **Training**

All members of the Five had some level of combat training. The Dwarven members were skilled in working with adamant and the  **Elven** members had mastered the arts of enchantment, allowing them to produce very high quality equipment.

### **Uniform**

The Five were usually clad in fully enchanted adamant armour, but there was no official uniform known of.
Exit The Dragon

An account of the death of Darkshiny.

After concocting an explosive device powered by the volatile remains of a  **Forgotten Beast**, the Hammerer, Torgen, travelled to the ruins of the Fortress and confronted the beast known as **Darkshiny**, who by now had grown comfortable in his new lair.

Luring the  **Dragon** into conversation, Torgen activated the device.

The intended blast was much bigger than anticipated. Aware that he would sacrifice himself anyway, Torgen's explosive blew the entire Grand Shaft open, effectively splitting the mountain and the Fortress of **Noruzim Thakom**. The summit of the peak had been blown clean open, with the shock waves destroyed all the stonework down the Grand Shaft and destroying the stone floor at the very bottom, uncovering the pit that had been sealed by the Dwarves in its early days.

Even with the horrors that were now unleashed from the pit, Torgen's heroic mission was considered a great success to the **Dwarves**. Darkshiny had been defeated, never to be seen again and Torgen had succeeded where even Dwarves like Tyrean Cyanblade had not.

The Hammerer's Hammer, unmoved from where it had fell, and the eye of Darkshiny, were both found by the  **Kobold**, **Grub**, who would be involved heavily with Noruzim Thakom from then on.
New Player Guide

A guide for our new players.

## **The Rules**

Our server rules have been created and tweaked over a few years. Some are to help you enjoy your role-playing experience, others are to protect you as a character and a player, whereas some are to help the server itself.

## **Character Creation**

In order to play as a character, you'll first need to make one. Check out our character guide which will help give you all the knowledge you should need to create a fully fleshed-out character.

## **Role-Playing Guide**

Within the world, you will be playing a specific character of your own making and choosing. Their story will be completely up to you, but it is expected that you act and think as though that character would act and think. Read our guide on role-playing for more information.

## **Community Guidelines**

These guidelines are here to express what we wish for everyone to get out of their experience on BWRP. We believe that these guidelines will promote the best enjoyment possible, and encourage members to uphold the quality of gameplay and community for all involved.

## **In-Game Commands**

A detailed breakdown of all the commands available to the players, including chat ranges and actions.

## **Combat Classes**

Our custom classes allow everyone to contribute to combat, with a vast range of mechanical skills available.

## **Professions**

Play as a number of different professions, each with their own unique, mechanical skills to help facilitate roleplaying!

## **Resource Pack**

Our custom pack for the server which replaces a handful of items with custom textures.

## **Server Modpack**

Our package of plugins and mods that make our server unique.

## **Server Staff Structure**

Find out about the server hierarchy here.
Firebird Mountain

### **Creation**

As the Elves are a semi-nomadic tribe, they have founded this location after their travels across the deserts.

### **Location**

Firebird Mountain was directly east of **Ferrum Ner** and directly south of **Othfel**

### **Appearance**

Built on a giant mesa, the houses of Firebird Mountain were relatively small and built of wood.

### **Leadership**

Elven leaders are known as Druids. This role is normally filled by female Elves, though male Elves are eligible in their absence. As a leader advances in rank, their title will change; ranging from the lowly Aspirants to the Arch-Druids.

#### **Known Leaders Of Firebird Mountain**

There are no known leaders of Firebird Mountain.

### **History**

Nothing is known of the history of Firebird Mountain.

### **Notable Groups**

Two families, or clans, were known of within Firebird Mountain;

* **Queca Macethae** - the 'Stone Dogs'. Strong-willed and determined, they find fierce loyalty to be among the highest of virtues.
* **Liba Birarere** - the 'Green Walkers'. Most recognised for training druids and artisans. They tend to be the scholars of the tribe, listening and observing where they can.

### **Notable Landmarks**

There are no known notable landmarks within Firebird Mountain.

### **Notable Occupants**

* **Oreme Ova** - speaker to the spirits.
* **Thiyira Lulo** - a giant of an Elf.
* **Mari Ocade**.
* **Yicethu Acithe** - scavenger and trader.
* **Thana Erina** - spreader of the Green Word.

### **Gallery Of Firebird Mountain**

No other pictures exist of Firebird Mountain.
Broken World RP Wiki

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

 **Welcome to the Broken Worlds Wiki, a guide to our role-playing server, written and maintained by our players.
Our unique settings, changing maps and memorable characters have helped us last for over 7 years!**

If you want to contribute, remember to check out our **Style Guide**.

**1 users** have created **308 articles**. With **6,944 edits** since **May 2017**.

**See our Archive of Previous World Here**
Slaying Of A Prince

An account of the death of Prince Meismyr.

Sailing from Auric's Landing, Overseer Bord Lightaxe led his  **Dwarven** soldiers to the gates of Haven.

There, they demanded the head of the  **Elven** ruler, Prince Weismyr, who had recently severely limited trade with the Dwarves, for no entirely good reason and for cancelling any trade negotiations.

Calling the Prince out for being a liar, a tyrant and for preparing war against the Dwarves, Bord Lightaxe stood firm outside the walls and the Prince himself looked down upon them from the towering stonework.

With firm belief in the sturdiness of the city walls, the Prince condemned and criticised the Dwarves. Scaling the walls, the Dwarves gained entry to the city and slew the defending Elves. Meeting the Prince in single combat, Hammerer Tyrean Cyanblade bested the Elf in a swift battle, with some claiming that the Dwarf's sword seemed to cut everything it touched.

Upon capturing Prince Weismyr, they took him to the very top of the Home Tree.

The Prince, oblivious to the possibility that he was no longer in control, began to taunt the Dwarves and proclaim his power as the heir of 'The Dragon'. The skies blackened and the wind howled as hoards of **Dragons**, seemingly summoned by the Prince's haughty claims, flew over the city of Haven.

Spurned by the claims that the Prince might equal themselves, they spewed dragonfire across the city. The Dwarves managed to escape, the breath of the Dragons at their heels and the Elven Prince was left to burn in the flames.
Abandoned Espérer

An account of the landing of the fleet.

As the fleet of ships assembled by **The Great Alliance** set out for the remote island, few make it to shore. The churning sea, unregulated by any God, swallows most of those who brave the waters. However, a constant trickle of new castaways wash ashore.

The first few groups of stragglers discovered that the island is a dangerous and twisted place, replete with undead and monsters and subject to spasming geography that seems to have swallowed most evidence of the lands missing  **Human** and  **Dwarven** populations. However, the ruins of Espérer's former capital; **Vallecrosia**, still stood and, in it's center, a shining beacon; proof of divine presence.

A slowly growing band of survivors set about fortifying and rebuilding the small city, but not without difficulty. Much of the island's former human populace lingers on as maddened undead and dazed spirits. Only with the utmost care and patient were the new settlers able to appease those haunting the city.

Eventually, the city's divine protector revealed itself. It was not a God, as many were hoping, but rather a somewhat-powerful, animalistic spirit; **Lycanoia**.

Some  **searching** revealed that Espérer's former ruler; Duke Pardaillan, along with his head alchemist Nicolo, had resorted to forbidden alchemist and dark magic in an attempt to stave of the growing darkness, experimenting on his own people. The ultimate fate of the Duke and of Nicolo remains unknown.
Races

Each world is populated by numerous races; from advanced civilizations to dangerous wild creatures. Some of these races will be available to the player at all time, others not at all and some may only be available in special circumstances.

Click on the links below to read about each of the races.

Any world-specific racial lore, as found on each race page, will over-rule any of the 'base' information.
Naminari Valóna

* Pre-Surgery
* Post-Surgery

## Background

Naminari Valóna was born to a poor family in her homeworld, and was sent into an orphanage early-on in life. She was later adopted into a small family home where she would make her first lifelong friend, and later spouse, **Civeri**. Fate did not prove kind to them, and a sequence of events led to their separation when Naminari was some seventy years old, and to her unfortunate life experience of living on the streets and fending for herself.

As an adult around the age of a hundred years old, she served as an odd-job handy elf, picking up the trades of carpentry and moderate blacksmithing skills, both of which later became her trademark talents in **Liba Riveni**. Her intimidating appearance and towering height led her some success as a guard for merchants and vendors to scare off potential thieves, and Naminari spent most of her life traveling her homeworld and a few adjacent ones reached by portals with that career funding her ventures.

She struggled with alcoholism and a past dependency on opiate drugs, and was living quietly in a newly begun career as a stablehand trying to sort out her problems when fate intervened.

She ended up in Liba Riveni after taking a trip through a "cheap portal" that broke mid-use in her homeworld and landed her in the wrong destination, but subsequently reunited her with her long-lost childhood friend, Civeri.

Her first many months were spent largely inhabiting the Liba Riveni territory claimed in Grubistan, located outside of the **World Spine'**s forest. After her golemetric surgery to fix amputated legs and poor hearing, she moved into Volstrikk's Laboratory for a time as one of the few beings welcomed to live in residence alongside its primary inhabitants, **R3P41R** and **M43K**.

She was the first appointed Treasurer of the Artisan's Guild and a skilled Medic, responsible for rounding out **Blair's** medical training and beginning the tutelage of her apprentice, **Narsil Andaron**.

## Skills and Abilities

**Blacksmith -** Naminari's blacksmithing abilities were functional and utilitarian. She created no works of beauty or of grace, but was well regarded for her reliability in performing repairs on equipment and tools. She served as Liba Riveni's primary smith for equipping newlings and running the Forgeworks in her shared home with Civeri, originally constructed by Pepper.
Goblins (World 5)

The average look of a goblin.

### **Physiology**

Goblins stand little higher than a  **Dwarf**, with tough green skin and muscles that'd easily put that of any other race to shame. In a Goblin's lifetime, they will grow one to two teeth of excessive size around adulthood, oft referred to as "tusks".

### **Personalities**

Goblins delight in violence, eager to jump into conflict at a moment's notice. Though the common races often perceive Goblins as thick-skulled and dim-witted, some Goblins rise above their brethren and develop intelligent minds.

### **Skills**

Goblins are often fearless in the face of danger, for better or for worse, allowing them to attempt things that other races would easily reject on the high amounts of risk involved.

### **Culture**

Goblins often partake in physically active activities amongst their own kind when not in battle, such as wrestling or boxing.

#### **Families**

It is unknown whether Goblins hold any particular reverence to their own blood.

#### **Homes**

Goblins live in dugouts, strongholds, Fortresses and most other structures designed for war.

### **Leadership**

Only the strongest of goblinkind lead their tribes. Leadership is inherently found as a result of conflict, thus keeping the strongest in control. Should such a leader fall to weakness, or have an unfortunate accident happen to them, power could be contested immediately.

### **Religion**

Goblins have no uniform religion, instead opting to "worship" things that they do.

### **Relations**

Goblins, with their penchant for violence and conflict, can be guessed to be making preparations for war when not actively fighting in one.

### **Language**

Goblins speak the common tongue, however accented or garbled it may sound to an outsider.
Kihai Mythology

Before the Verse swept through the land and united the Wildchoir, each culture held unique beliefs and legends to be true. As Kihai are the first recorded civilization within the Venswood, their old myths consist of spirits guiding natural forces, great heroes maintaining a balance between the physical and spiritual realms, and many other ways to explain the world around them. Though some legends have been lost to time or left as stories, those remaining are still passed on for young and old Kihai alike to learn from.

## A Beginning

> *"It is important to remember how everything came to be; the earth we stand upon, the sky high above, the sun warming both, and the unseen spirits between."*
>
>

One Kihai creation myth begins simply: the earth forming from the endless cosmos with its siblings. Kept warm by the sun and embraced by the sky, it delighted for eons without care. Creativity between the three formed a boundless herd of creatures, filling the corners of the land and sky.

Time passed. Simple creatures rose up to become a civilization; taking similar joy in their acts of creation, the earth molded itself into sweeping valleys and teeming forests for them. Safe havens were planted throughout the world to promote growth and community. Each grove tended to their own. Each culture developed, nations rising independent of one another. As competition grew, so did tensions between each group until war finally broke out. The earth struggled to shape itself, carving mountains and canyons between each nation to quell the violence—to no avail. Looking on in horror, the sky could do nothing but weep. Winds gathered mighty storms that began to drown the earth and its people. The earth was submerged.

Time passed. Finally, when the sky had no tears left, rays of light broke through the clouds. The sun grew larger, brighter, hotter; boiling away water until the Amatl Dreadwaste formed and the Uncovered Sea remained. The earth settled once more. It held greater wisdom than before, and as it set to work recreating lost wildlife, a vow was made. Never again would the earth shape itself for another. The spirits of those lost to the flood were bound to the earth. They cared and served it by tending to the natural forces of the world from then on. As the next form of life was formed by the earth, it entangled their bodies with the plants rooted into it. Thus the Kihai were born and settled in the Venswood before any other peoples, shaping the world to their needs and being equally shaped by their attunements.

Some say that millennia later, Singer Rhania communed with scores of spirits who shared their secrets during her trance. As they did not understand the limits of her mortal form, the strain of communicating across the veil with so many was too much. No mortal was meant to linger between realms for so long. Though the Verse was left unfinished, perhaps the spirits meant to prevent history from repeating itself; for the sky did not make any promise to keep the world from flooding once more.
Professor Astor

## **Background**

Astor's background is a very mysterious one. Not much is known of where he came from, nor can any record be found of his first name.

## **History**

Originally, Astor trained as a professor, however, he slowly started to research down the wrong paths of learning eventually stumbling onto information regarding the demons of the world.

At this point, the **Great Alliance** were starting to make preparations for their trip, so Astor joined the exodus. Being one of the lucky ones to arrive onto the island of Espérer, he spent his days constructing the town library.

As days passed, Astor did not worry himself with his research, however when he discovered the Flammengrotte; a region of ash and fire where demonic entities and monsters seemed to spawn. Immediately, Astor began his research into demons once again. After a frantic period of research and construction, he built a demonic shrine, unknownst to the other townsfolk.

Through some foul ritual he invoked Squalumous Galatia, a minor demon in the form of a polar bear, with rotting flesh and maggot-eaten eyes. The fiend ordered Astor to murder someone for the 'greater good' and, in his not-yet-insane mind, decided to murder Gabriel Soth.

After proceeding to attempt to murder Gabriel and failing, he was found discovered when excavation works uncovered his shrine. Fleeing town, he decided to build a bigger shrine in order to invoke more powerful demons and constructed a large tower in the Flammengrotte.

Keeping an eye on the goings-on in Vallecrosia, but keeping his distance, he discovered a washed up man on the shores, a small distance away from the south and beset upon the man with a knife.

Astor, in his now very mentally unstable state, skinned the man and turned it into a man-suit, nailing the flayed body upside-down to a tree. Using this convincing disguise, he was able to sneak into the town and actually establish a shop, masquerading as Justin Tempest; the man he had killed.

Astor's demonic writings began to show up in town, but they were quickly stifled by the members of the **Order of the Sacred Lights**.

## **Death**

Eventually, Astor's disguise was damaged beyond repair and he retreated back to his tower.

At some point, he was beset upon by demons within the tower and ripped to shreds.
Beor's Deliverance

On how Beor saved his realm.

With a world crumbling to an end at his feet, **Beor Fellhammer**, First and Last  **Dwarven** God of the Second  **Pantheon**, cradles in his palm his cherished homeland. On every side is the end of all things, and so Beor closes his hands around his homeland and plunges into the void between worlds: a fate long thought of as death to a deity.

He finds that he and his homeland are safe from the rapture but oh, so alone. Growing concerned that his dwarves will live out their lives in his hands, he forges a mighty blessing of stone to keep them frozen in time until a better fate awaits them.

Ages pass in the void, Beor striding on, intent on finding a new realm. On occasion, he crosses through doorways into other worlds, old and new and plain and exciting but none of them suit his needs. Sometimes, he will pass a window and take note of a valiant dwarf, stalwart and on the precipice of death. He invites these dwarves through the aperture and claims them to join in his new realm.

As he passes one window, something catches his eye. Yes, that's what his dwarves would need: A seed! A small crumb of a world toppling into the void. Plucking this morsel from the void, Beor finds himself faced with a hulking, one-eyed  **Dragon** with sleek black scales. Between its two claws it also clasps the seed.

A tense aeon briefly passes. A pact is made.

Between them there grows a new world from the seed of an old one. On the new land Beor placed his home, breaking the stone with which he blessed his kin. On this world, the Dragon placed his chosen, starting to follow the example of the Dwarf and taking noble kin from worlds near and far.

Though the two peoples would clash, the two gods would watch over it eternal, letting it spin alone on its own axis, old gods be damned.
The Cirdoniel Schism

Notes on the schism of Cirdoniel.

The city of Cirdoniel was a testament to the prowess of the **Elves**. They used their skill in magical artifice within their building styles; garden terraces, waterfalls, stone pathways and floating orbs of light were all built to please their patron deity, Luna.

The High Council slowly grew mistrustful of each and became incredibly displeased with their inhabitants; specifically with the Dark Elf population. Miriam Darkwood had been taking **Kobolds** through the city's underground, whilst another, Ariel Dawnsinger, had been promoted to Vigil-leader and head of the Cirdoniel military. The drew immense jealousy from the High Elf population and sparked a rift between the two sub-races.

Ariel was cast out, along with Elves sympathetic to her cause. She went into the world seeking military assistance to return her to her rightful place. Slipping back into the city under the cover of nightfall, she recovered her artifact sword and liberated captive Kobolds. The city was ransacked and a number of Elves were killed in the ensuring rioting.

The battles resulted in the Elves abandoning Cirdoniel almost completely, with each of the Elven sub-races settling in different places. The High Elves retreated to Bastion; their refuge deeper in the western forests. The Wood Elves founded Luanport and the Dark Elves, along with a small band of **Humans**, founded the town of Freehaven; a ramshackle collection of huts which was a melting pot of outcasts and criminals.

Cirdoniel, once a grand city, was now shattered and no citizen would return to their ruins; a constant reminder of what their foolish pride had wrought.