recursal/Fanatic-Fandom huggingface dataset:
Diary of the Dead

The Crypt of the Ancients

## Summary

Caretaker Lyra needs you to return her diary from Groundskeeper Dempfry.

## Objectives

1. Find Groundskeeper Dempfry and retrieve Lyra’s diary.
2. Recover artifacts or tomes of importance to Lyra.
3. Return to Caretaker Lyra.
4. Quest complete.

## Journal

1. I have been given a task by Caretaker Lyra of the Dead Plains Lorehouse. She wants me to try and find her diary, where she records all there is to know about the Dead Plains and Periand. She suspects that Groundskeeper Dempfry has it one his person, and would like me to find him in the Crypt of the Ancients, underneath the Dead Plains.
2. I have located Dempfry and retrieved Lyra's diary from him. Now, I must find some of the important artifacts and tomes she describes and recover them for her so that they might be saved.
3. I have retrieved all of the artifacts and tomes listed and can now return to Lyra in the Dead Plains lorehouse.
4. Lyra was satisfied with my work and rewarded me for my efforts.
Fort Serpent Head

Fort Serpent Head on the South Sea

Fort Serpent Head is a Charselorian fort build on the South Sea near Archya. It was constructed around 800 years ago, based on the best information available from Lorekeepers and officials. Abandoned around 100 years ago, it once stood as the southern-most watchpoint for the Kindgom of Charselor, in order to keep an eye on the shores of Arcyha just beyond it. As time went on and reports of enemy ships movement became rarer and rarer, the decision was made to abandon the fort for good.
The Destroyer

A mysterious being of darkness who speaks with a vile hatred in its tone. It is an enemy of great power who seeks the destruction of all life, seeing those who draw breath as mere insects desiring nothing less than to crush them beneath its heel. It is unknown how powerful this being truly is, but if anything it says is to be believed, there will be consequences for any actions that directly contradict its own.
Ghost

Ghost guarding the entry to the Thieves Guild

## Description

Ghost, as his name suggests, is a master of stealth and the art of sneaking. He is a master of locks and lockpicking, and gets no better satisfaction from knowledge of new locks and lockpicking techniques. While he does still take jobs, he is also entrusted with guarding the vault in the Charselor Thieves Guild - which he spends most of his time doing, while tinkering with locks in his possession.
Captain Timonie

Captain Timonie is the captain of the Salty Scourge, a ship he loves more than any other fleeting love in his life.

Many would call him a “free spirit”, often going where the wind takes him. He is a loud, charismatic man who enjoys knowing that all eyes are on him when he enters a room. He is a bold, confident man with no filter who often gets what he wants. Though for all of his strengths he also has his weaknesses; his boldness often gets him into trouble and he finds himself with just as many enemies as he does friends. He believes in the strength of a loyal crew but is often distrusting of them, leading to much inner-conflict and cutthroat behavior in his presence. At his worst, Timonie is seen as another dirty sea merchant, but at his best Timonie can be a charming man and generous to his friends and companions.
Loganwynne

The city of Loganwynne.

Loganwynne is a small city located within the Steel Pact lands, on the edge of Mirror Lake. It is considered one of the most beautiful cities in all the land, with multiple canals for travel and drinking, personal gardens, and an arena that combines a church with fighting grounds. It maintains the ideals and beliefs of the Steel Pact, with lots of Valkyrie imagery and statues placed around the city and a lady more fierce and beautiful to watch over the people who live in peace here.

It's location in the world is advantageous to trade from both the lake, and road that passes through the birch forest beyond its walls. It enjoys trade with Vale, Clandestine, and Dalton's Wall along the water and other Steel Pact cities and towns through the land.
Mage

## Description

The mage is a class the encompasses the majority of magic users, whose power comes from arcane energy. The source of this energy remains one of the greatest mysteries on Paryllyx, and is harnessed either through great knowledge or great confidence in ones abilities. Those who have skill in the magical arts are welcomed at most magic academies through The Realm with the exception of those who use magic to kill or profane the Ancestors. Mages also have a compliment of magical items in their arsenal; usually a staff, wand, tomes, or talismans which enhance their powers or add protections that enable them to become formidable opponents in battle. Adept in light armor and robes, their defenses are left wanting - leading to them being labeled "glass cannons", since their powers can continue to grow at the cost of their protections.
The Dead Plains

The above ground graves of the Dead Plains

## Description

*The Dead Plains are what remains of the ancient city of Periand. Now a graveyard, it is a site of many battles and countless deaths. Those who died are entombed here, many without names and only the armor they bore in death. The few named are given places of honor in mausoleums on the plains in hopes that their spirits will keep an eternal watch on them and that they will find peace in the place that they fought so hard to protect in their final days.*

## Notable NPCs

* Caretaker Lyra
* Groundskeeper Dempfry
* Periand Ranger
The Sinking Swamp

*A swamp situated just west of Aldersley which provided fertile farmland and fishing grounds for those that dwell there. It is crisscrossed with many boardwalks that allow for easy transport through the swamp and is the final resting place for many shipwrecks that wash in from the Bay of Tears during high tide.*
Redfort

The Redfort on the Bay of Tears

The Redfort is a fortress located on the Bay of Tears outside of Charselor. It is a land and naval fort that protects the sea as well as the road to Charselor. Overseen by Captain Callum Wolfe, most defensive tactics and patrols of the kingdom start here. Recently, there has been increased activity of raiders and pirates in the Bay of Tears and the Redfort has seen a lot of activity as knights, soldiers, and marines move through the fort as they deploy all over the Eqynorian shores and beyond.
Lost Her Way

Tasharia

Tasharia, a mercenary from Rensteel, lost a map on her way through the Lost Woods and wants it recovered. She didn't promise a reward, but said that the map pointed the way to a lost artifact of some sort that could be very valuable. All she wants is the map returned to her, and is willing to let you keep whatever you find with it.
Hoplite

## Description

Hoplites are warriors who have chosen to hone their skills with shields and spears or other piercing weapons. They pride themselves on being agile fighters whose strength may appear to many as dexterity - but they would be wrong - instead, Hoplites rely on superior combat training to wield heavy armor and weapons like a second skin or limb. One Hoplite by itself is a deadly enough, but in large numbers they represent one of the most formidable soldiers known to guard The Realm.
The Eqynorian Alliance

The Eqynorian Alliance is made up of the four founding members; the Kingdom of Charselor, the Steel Pact, the Amraphel Dynasty, and Emynent Alliance. They united their banners and took up arms together, combining their unique strengths to help them turn the tide of the war against the Archyan Usurpers - one of the original tribes that found themselves in a barren land and forever changed by its harshness.

The founding members are also the strongest of the reconnected tribes of old - the other tribes being those of the Allamarainians and those of Frojystwyck.
Wifenapped

Barico's Farm

## Summary [WIP]

Barico, a farmer in the Lower Aldersley Farms, hasn't seen his wife Janeli in days. He suspects that she may have been kidnapped in the night by bandits and wants you to look for her.

## Objectives [WIP]

1. Search for Janeli in the nearby ruins above the Lower Aldersley Farmlands.

## Journal Stages [WIP]

1. I have been asked by a farmer in the Lower Aldersley Farms named Barico to find his missing wife, Janeli. I should search the nearby ruins for any sign of her, and convince her to come back home to Barico.
Fort Precipice

Fort Precipice guarding the Emynence townlands.

## Description

Fort Precipice is the largest fortress in the Emynent Empire, standing between the foothills enclosing the townlands of Emynence along the main road. It is one of the largest, most well defended, and most strategic locations in the entirety of The Realm. Built on a gap in the foothills outside of Emynence, it straddles the main road going into the city with large battlements towering over either side of the road as a warning to any who would seek to test the might of those stationed there.
Whiteharbor

Whiteharbor on the Sea of Eternity

## Description

Whiteharbor is a major port city located at the far edge of the Kingdom of Charselor, on the Sea of Eternity. It is characterized by it's white stone or terracotta walls and it's glistening red-roofed buildings and fortifications. It is an important city for Kingdom of Charselor and is very well protected on all sides; nearly impossible to penetrate by either land or sea because of it's terrain and geography. As such, it is far removed from the conflicts of Eqynor and is considered by most, the most safe haven in the eternity of the kingdom.

It is bordered on two sides by the South Sea, and the Sea of Eternity, seeing many ships passing on to further ports in the kingdom such as Charselor and Lochhill and Skopelos off the South Sea. Fewer ships pass through the Sea of Eternity, which connects it to the furthest extensions of the Emynent Empire, but it is not unheard of. On its land borders are the Labyrinthian Mountains and the Forests of Eternity - both considered extremely difficult or impossible to cross by most traders and travelers of The Realm.

## Points of Interest

* <Whiteharbor Castle>
* <Whiteharbor Cathedral>
* Lighthouse
* <Mages tower>
* Whiteharbor Marketplace
Urebryn

An old elf, considered by most to be the oldest living elf in Tir’end. Urebryn has dedicated his life to science and the knowing of the planes. He lives in the White Palace and studies in his lab at the Observatory of Planes.

As an elf, he retains nearly all knowledge he has come across, thus making him very possibly the smartest elf still alive.
The Rift Wiki

**Welcome to the The Rift Wiki!**

You - as the player - are a traveler from another place, who awakens to find yourself in a strange realm. As you attempt to get your bearings you are approached by a strange being of light who tells you that your presence here is an accident and that it is their job to send you back from whence you came from and close the rift that has brought you here. Your objective is to find answers to the origins of the rift that brought you here and help the realm’s inhabitants in order to gather more information about it and reasons as to why the rift has formed here.

The Realm is an old, mysterious place with vast structures and ruins that keep millennia of stories and secrets alike. Along the way the player makes friends and enemies, all while keeping your origins a secret for fear of further damage being done to this place and its people. As you grow in renown (or infamy), you become more deeply embedded in the conflict taking place, as your own story becomes more intertwined with the inhabitants of the Realm. You become more noteworthy in the eyes of both good and evil forces and become faced with more and more difficult decisions as your choices have greater effect on events as they play out.

From sprawling cities and empires to forests and plains you must take or make the paths that will lead you to the climax of your journey as a lingering, ancient evil begins to emerge, threatening the fate of the Realm and all who live in it - which now includes you for as long as you remain trapped here. Will you use your abilities to become a battle-hardened warrior who fights for the Realm and its people, or do you prey upon their weakness in the coming war and escape before the Realm burns and collapses around you? The choice is yours, Traveler.

## Important articles

TimelineQuestsLocationsCharactersClassesWeapons
## Gallery

Tir'end - The Hidden CityThe Ebon CastleWhitespire AcademyThe Barrier MountainsRenee EstateLoganwynneThe Broken CoastAllennemenRazenfaar

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.
*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Yoystan

Yoystan in his shop

Yoystan is the owner of Yoystan’s Wares in Aldersley.

He is a kind man, growing up in a small town he understands the importance of forming connections with other people and being fair in his dealings with them. While he understands how to run his business, it is also said that he has allowed customers to pay what they can for his wares and pay the rest when they have the gold. Though he doesn’t confirm or deny these claims, his demeanor says what his mouth will not.
Aldersley

The Forsaken Town

Aldersley is a small town situated on the Bay of Tears. Known mostly for its fishing exports, it is a quiet town nestled safely between many major cities and across the bay from Charselor - the capitol of the Kingdom of Charselor. Other than it's exports, It is far removed from the excitement of the wider Realm and thus under-equipped to deal with many problems that arise within. It is ruled over by Lord Snyder, a prideful man who can often be found pacing in the throne room of his castle, seemingly unsatisfied with his holdings and the people he rules over. The townspeople do not care much for their lord, often mocking him and his so-called castle in the tavern where they go to drink after a hard days work.

But even with all their hard work, the town has begun to decline in recent years - not economically but spiritually. After many cold, rainy seasons the townspeople have started to believe that their town is cursed, and may even be swallowed by the nearby Sinking Swamp before too long. Some believe that the unending rain is a direct effect of their unanswered prayers, as rumors circulating state that anyone native to the town who prays to the gods hear nothing but cold, dead silence in return. In addition to that, a group of bandits who began as a small band of ruffians causing trouble in the local tavern have turned into a full-blown faction who threaten the town, burning crops and pillaging the goods of traders along the road.

Despite their appeals to Lord Snyder, he has refused to do anything about the bandits plaguing the countryside, stating that they are a minor nuisance and the townspeople should focus on maintaining their crops through the rainy season. The town guard have also been ordered not to leave town at the behest of Lord Snyder, so many have taken to either hiring mercenaries to guard their crops or just abandoning them altogether. Times in **Aldersley** are hard, but its people are tough and resilient - but that hasn't stopped them from describing the town as "forsaken", and their lord corrupt to any travelers who travel through.

Points of Interest:

* Castle Snyder
* Church of the Waves
* Rockpoint Lighthouse
* Swamp Slime Tavern
* Town Watchtower
* Yoystan's Wares
Castle Caravigne

Castle Caravigne off of Ebonset road, south of Ebonset.

## Description

*The home of one of many lords who rule over the rich but dangerous fiefdoms of the Amraphel Dynasty. Castle Caravigne is the biggest occupied castle in all of the Dynasty lands, situated off of Ebonset road just outside of the Ebonset townlands.*
Benyen

Benyen with the Traded Blades

## Description

Benyen is the leader of a small party of adventurers known as the Traded Blades travelling the Realm in search of danger and excitement. Hailing from Rensteel, he ran away from home at a young age to get away from his father who saw him as nothing more than a waste of the space he inhabited. After taking as much abuse as he could handle, he decided a life free in the world could be no less harsh than the life he experienced under his father’s care. He has seen much of the known Realm, including many of its ruins and forgotten places - including the Lost Woods, which he often boasts he has successfully navigated several times. He makes for a great companion and a good friend to those he trusts.
Mercy

Mercy in the Thieves Guild

## Description

Though her name may make her sound soft, those who know her know that Mercy is anything but. She is a ruthless thief, preferring heists as her form of thievery. Using her looks to her advantage, she can easily persuade others to give her information and items of interest that they would not otherwise part with, which she then uses to perform great heists. She is one of the most successful robbers in the Charselor Thieves Guild.
Emynence

The Capital of the Realm, landlocked in a mountain valley that now acts as the near impenetrable outer wall around the city. When the last inhabitants of the Old Realm fled south they sought refuge where their tall, exposed fortresses had failed them before - opting instead to build down, instead of up as they were accustomed.

Therefore the citizens of Emynence built downward first, delving their houses and facilities into the caverns throughout the valley, connecting them through tunnels as they honed their mining and masonry in the process. By the time they had spread underneath the valley, piling the excess rocks above them, the threat to the Realm had dissipated. They then used the delved stone above them to begin reshaping the valley, using their skills of old as well as their newly-found skills to shape the very mountains above.

Now, tall houses and towers of multi-colored stone fill the valley - but even they are dwarfed by Castle Emynence which was carved out of the most prominent peak making up the north face of the valley. It stands testament to the unending resolve of those who survived underground in generations past, longing to see their designs stretch to the sky as they had done in ages past.

Points of interest:

* Archive of the Realm
* Castle Emynence
* The Crystal Cathedral
* The Windy Theater
Zacho the Thief

A thief whose name is uttered on the lips of Aldersley’s citizens often.

He is suspected to be a crafty thief who has had a hand in quietly draining Aldersley’s coffers and robbing its citizens in the night. Some say he uses a secret underground network of tunnels to operate, but no light has been shed on those rumors to this day.
Feroze Folley

Feroze Folley on the Isle of Lost Souls

Close to the city of Allennemen lies the ruin of Feroze Folley, a large ruin partially carved into a large hill, and built on and around it. It is located on the Isle of Lost Souls, where the tribe that made up the original Archyan's settled on the land-bridge that once connected Eqynor to Archya. In those days, it was a city on the southern coast of Eqynor that prospered despite the harsh climate that surrounded it - but the men who lived there envied their northern neighbors and their fertile lands, and frequently launched skirmishes and raids against them. Then one day, a magister came to King Feroze claiming he knew how to use the Dark Artifact entrusted to their tribe to bring fertility to the coast by sacrificing men, women, and children to Apollyon. The king, being discontent with his lands and the wealth he held, began to see visions of grandeur and an empire that would cover all the lands. So the sacrifices began - and for a time, the lands began to become fertile and grow crops - but at a great cost. Through their greed, the artifact worked great evils and began to corrupt the lands around them, which would ultimately lead to the breaking of the land.

King Feroze, seeing the pain and suffering the Dark Artifact was causing, implored the magister to find another way to bring fertility to their lands that would not require suffering. When the magister refused, King Feroze took the artifact and attempted to use it to break the cycle. But the king did not understand the power of the artifact and the evil energy that flowed from it, and so it cursed him and all of his lands, killing him as a wave of dark energy passed through him and over his lands. And so the will of **Apollyon** was done. The artifact continued to provide fertility to the lands and its people remained fed - but the water that flowed from the artifact was cursed - bringing pain and misery to those who drank it.

Much of the kingdom's land fell into the sea and the land-bridge between Eqynor and Archya was swallowed by the waves, isolating the people from the two continents and forcing them to survive only on the food that remained within Feroze Folley. The people of the isle were cursed by the water, and any who left the isle would quickly find themselves in agony if they did not drink from the waters of Feroze Folley. None who ever left the island survived, and none who set foot on it left it again, and so the isle was made forbidden to enter by the other kingdoms of Archya, and the ruin of Feroze Folley would stand as a stark reminder of the price of tampering with Apollyon's artifacts of old.
Maurice Helsyng

Maurice Helsyng in his shop

Owner of Maurice’s Lycan & Vampire Shop in Ebonset. He is a very eerie man who believes that the city is under the influence of vampires and, as such, he has made it his job to ensure that the townsfolk always have plenty of weapons and items to help them combat the undead.
Wizard

## Description

Wizards are a subclass of Mage, who have dedicated themselves to the pursuit of knowledge, spell research, the bolstering of their intellect. They consider themselves at the forefront of everything concerning magic and spellcasting, which can often lead to them coming off as condescending and full of themselves, but in reality, it is a projection of pure dedication to the advancement of knowledge and their drive for excellence.
Paladin

## Description

The Paladin is the shining example of a defender of the faith, using their piety in battle to banish the undead and fortify themselves and their allies in battle. They are proficient with heavy weapons and armor, but faith is their primary weapon and defense against those who would oppose them and their allies. They are usually seen in places where the dead have been raised by necromancy or in places where they have been called by other practitioners of the faith, or the Ancestors themselves.
Captain Rollins

Head of the town watch of Sidonia, he is a faithful servant of Lord Ashaler.

He was a faithful servant to Lord Ashaler for many years, managing the defense of the town and the patrols of the countryside beyond the walls. When Apollyon attacked, he attempted to rally the forces of the town and coordinate a counter-attack on whatever force assailed them. It took mere moments before he realized that there was no hope in mounting a successful defense of the town as Apollyon’s forces torched everything in sight and the bodies of those who fell were quickly added to his own forces. He knew the only thing left to do was to make good on the oath he had made to his Lord and come to his defense immediately. But as he made his way to the throne room, he was struck down by a fireball and burned to death. He rose again as one of the first Men to be added to Apollyon’s army along with the rest of the town of Sidonia.
Arcane Archer

## Description

Arcane Archers are marksmen who have dedicated themselves to the study of magic that can aid them in battle, imbuing their weapons with magical energies in order to perform otherworldly combat feats. Once practiced in their art, they can enhance their bow and arrows to become deadlier than the sum of their parts, raining down in a hail of arrows, exploding into fireballs, or seeking their target's heart and slamming into them at incredible speed... and all before their target even knew they were there.
Elves

King Elynril of the Elves

This story does not account for the Elves who also existed in the world for a time before Men,  away from their curious and prying eyes. Many say they came from another place and were not born on Parallyx like Men were, but there are some who believe that they were indeed born on Parallyx in the faraway and hidden lands unseen by Men. Only the Elves themselves can give any clarity to this information, but they were a very secretive and wary race, only revealing themselves when there was no other option.

But what is known about the elves is that they were lovers of nature, often shaping their houses and structures to be open to the world and decorated to match the land around them. It is thought that they also possessed greater agility than Men, as they would often build tall structures with narrow walkways connecting them above the ground in order to save space for gardens and forests on the ground floor. They also had a knowledge of the world that was much more informed than Man's - having knowledge of lightweight yet durable materials that they used to make their structures, weapons, and armor. Additionally, their knowledge of nature too was unparalleled since many among them were also magistars who gazed at the stars and discovered the existence of the planes.

When the elves left through the gateway to a new universe they had created after The Last Stand at Periand, there was a general sense of sorrow and regret that Elves and Men had not been closer allies, especially after they helped save Parallyx from the threat of Apollyon. They proved themselves to be a reserved, private race - but also protectors and warriors when the need called for it. Now, all that remains of the elves are their structures found where nature thrives; usually in forests, meadows, and along rivers. These tall, white stone ruins stand as a testament of their time in the world and as a reminder of Man's lost brothers and sisters, whom they barely knew.
Rogue

## Description

The rogue is a master of using stealth to their advantage in order to access hard-to-reach places, avoid traps and pitfalls, and do sneak attacks. Although they are usually considered shady characters, not all rogues are the same. Many enjoy friendly competition with others rather than always being thieves and assassins though there are many who take those paths.
The Valkyrie

The fair Maiden of Death who watches over and protects the fair people of Rensteel and all the lands within her sight. She was built in the likeness of Queen [name], who began the line of Queens who would rule the city instead of the Kings of old. She stands as a proud reminder of the strength of women in the times of need and a monument of their prowess for all those who would forget.
The Crypt of the Ancients

An ancient crypt located under the Dead Plains, housing the bodies of the dead from the ancient battle the took place long ago in the distant past. It was excavated in the years following the battle to house the thousands of dead who littered the battlefield above.

There are three layers that are traversable through a shaft located in the middle of the crypt. The upper layer - known as the Soldiers Tier - is the largest of the three and contains the most bodies. The second tier is known as the Officers Tier, and is where the more decorated soldiers were laid to rest after battle. The third tier is known as the "Champions Tier", and is where the leaders and heroes of the fiercest battles were finally laid to rest. For those who remember him, it is said that King Winter's tomb is somewhere on this level, though it has not been seen by anyone but the groundskeeper, with rare exception, in hundreds of years.
Laura Ellis

Laura Ellis

A quiet young girl from Vale who stands out like a sore thumb amongst the flowers and vibrant colors of the small town.

She tends to shy away from other people, usually found lurking in dark corners or in the shade of buildings or trees - but never seen in direct sunlight. This has led many to suspect that she is a vampire, but a hard look at her reveals that her pale complexion is merely a result of staying out of the sun and heavy makeup. Her fascination with vampire culture is considered unhealthy by most but she swears that she would never do anything as foolish as actually seeking one out - but she does believe that vampires are just misunderstood rather than the monsters they are portrayed as.
Queen Halina

Queen Halina in her throne room in Rensteel

The beautiful yet fierce queen of Rensteel. She is known for her striking looks and ferocity in combat. Many judge her by her looks first, thinking her to be just another pampered queen in a safe castle when the truth is anything but. Her combat prowess is on par with most men and her agility and dexterity with the blade makes her a nightmare for her enemies.

But she is also a fair queen, and though she sees combat as the true test of one’s strength, she also acknowledges the power of words and respects the wisdom of her elders. In that regard, she also has no tolerance for those who cling to archaic beliefs about a woman’s weakness when compared to men and will gladly be the first in line to disprove any who would spout such ignorance in her presence. She has little time for pleasure, (besides when she is training with the blade), but there are a few who exist who tell tales of her fierce and passionate love when her guard is down and she is not required to maintain appearances for the sake of her kingdom.
Mendelyn

The ruins of Mendelyn

## Description

Mendelyn was one of the largest cities and the jewel of the Old Realm and a bastion on the frontier lands while the Realm was under siege. Now a ruin, it straddles Castellan Road on the border of the Lost Woods and is considered by most to be dangerous or even haunted according to those who dwell nearby.

During the Time of Darkness, while Apollyon was laying siege to The Realm, Mendelyn became a haven for refugees and displaced people of the war. As more castles, forts, and cities fell it became increasingly obvious that Mendelyn would be an easy target for the wave of darkness and death that was quickly spreading outwards from the heart of The Realm. Because of this, the decision was eventually made to focus all efforts on the construction of Periand, the strongest fortress ever designed by the builders of those times. As Apollyon's armies neared Mendelyn, the order was given to evacuate, and the largest exodus ever attempted began. The evacuation was extremely difficulty, given the large population of the city, and once Apollyon's armies reached the city the soldiers of The Realm were forced to abandon some of the city's districts before they could be fully evacuated, resulting in the massacre of those left behind..

Today, Mendelyn remains a deserted ruin - very rarely seeing more than traveling merchants within its walls. Although there have been attempts to resettle the city, all have been met with failure. It is unclear whether its proximity to the Lost Woods or its crumbling walls and buildings that stand as a stark reminder that even the most beautiful and prosperous cities can fall are the biggest deterrent, but whatever the reason for its stain on those who live nearby, it remains a ghost city and any who inhabit it - living or dead - do not do so with the purpose of restoring the city's status back to that of its glory days.

## Districts

Though in ruins, books and notes have survived with some indications of the original district layout of Mendelyn. These districts include the Gold District, the Upper District, the Lower District, and the Temple District.

## Points of Interest

* Cathedral of the Ancestors
* Dome of Manycolors
* Palace of Moonlight
* Mendelyn Ampitheatre
* New Mendelyn
Skopelos

Skopelos, named for the Coral Sea on which it is built and overlooks, is one of the youngest cities in The Realm. Founded long after the Eqynorian Alliance was first chartered, it represents a collaborative effort between peoples of all nations of Eqynor. It is considered an independent city, since it is the work of the Alliance, but it is still bound by the laws of the alliance in which its territory resides. It is considered to be one of the most ambitious and pure cities on Eqynor, representing the combined skills of the best masons, planners, and governors Eqynor has to offer. This is reflected in its architecture, which is considered by some to be a perfect combination of every known style or, as others describe, nothing like any of them. No matter what your background, trade, or political opinions are, Skopelos welcomes you with open arms!

But, like all cities, Skopelos is not without its dark side. Although its white marble walls glisten as clear blue waters and every-colored coral reefs dance along them, its proximity to Archya is an ever-present danger that has resulted in many skirmishes throughout the years. Just outside Skopelos' port bay is The Channel, which was created when the landbridge connecting Archya to Eqynor collapsed. Filled with the jagged remnants of shores lost to time and the remains of ships that found watery graves, it is a tight, treacherous avenue fought with danger at all times. Although the Eqynorian shore is fortified, Archyan raiders are renowned for the quick and brutal efficiency of their plundering, and can sack a large ship of all its wares in a matter of minutes. This has led to the common warning among traders and ship captains who frequent The Channel; "Look out for Sharks."
Payne

Payne holed up in the ruin outside of Aldersley

Payne is the ominous name for the brigand leading the efforts of the underground thieves in Aldersley. His name invokes fear in those who utter it and is seen as a curse to those who use it. It is unknown where he hides or what drives his need to ransack the town, but he is brutally efficient and continues to succeed admirably and pillage anything he sets his eyes on.
Alynor

The Lost Realm of Alynor

## Description

Once a kingdom of peaceful and prosperous people of a long-ago age, it is now just a grand ruin with a fraction of it's original population remaining. Its old borders straddle the lands between The Kingdom of Charselor and the Emynent Empire near the cities of Whiteharbor and <future Emynent Empire City>.

Its most notable features are the remains of the grand cities and fortresses that once stood in defiance of all evil-doers who would seek to take advantage of and/or conquer their peaceful kingdom. In its golden age, the Kingdom of Alynor was thought to be unassailable and the shining example of prosperity in The Realm... but over time, it was attrition that proved to be its ultimate downfall.

Scholars do not agree upon the cause of its ultimate downfall; some believe that its people simply no longer saw the need to build great walls when they had no enemies and moved closer to the sea. Others believe that a great calamity occurred from within the city, causing its people to forsake its walls and abandon the ideals that they had once held to the highest standard. It is unknown what truly happened, but its innumerable abandoned halls, towers, and fortresses suggest that its inevitable downfall was no accident.

## Notable Places

* Northern Alynor
* "Whitespire-like ruin"
* Southern Alynor
Redtooth Mountains

The Redtooth Mountains are the largest mountain range on Archya, splitting the Shifting Sea apart from The Greenlands. On the side of the Shifting Sea, the mountains stand as a barrier to keep all the hot sands contained on the far side of the continent. They are hot and dry, offering no respite for weary travels looking to seek shelter within them. On the other side of the mountains are the fertile lands known as the Greenlands. Here the mountains are wet and covered in trees, - mirrored majestically in the Sea of Sultans that they look down upon.

In more recent years. since the rise of power in Razenfaar. Many of the trees that dotted the mountains have been torn down to be used for building or have withered away due to the acid rain that showers them almost daily. Though they are a mere shadow of their former beauty, every once in a while a small speck of hope peeks out from the smoke and gives promise that perhaps one day, life will return to the slopes of the mountains.
Corr Morton

Corr Morton on the Southern Sea

Corr Morton was built early in the Time of Peace, once the Eqynorian Alliance was established and the people of the Charselorian Kingdom no longer needed to worry about the wars that had captured their attention in the ages before. Initially established by a wealthy lord in the region, the castle was built as a showcase of it - with a small contribution from the King of Charselor with the intention of garrisoning troops inside to maintain an eye on the Southern Sea. The castle saw many lords rule over it throughout the next few centuries, but few of them paid any attention to the neighboring hill on which stood the ruin of Celagon - which held a dark artifact of power for some time.

Eventually, a lord of Corr Morton would open up the castle to those who studied the magical arts and would allow limited access to Celagon, which was still full of old texts and artifacts of magical composition. Here, practiced mages could perform their art and enhance their abilities in safety away from those who would seek to limit or scorn them for the methods they used. Some say this practice will surely lead to the destruction of the castle and all the mages within and believe Corr Morton to be an evil place... but others see it as one of the few places in the Realm where mages can use magic without fear of reprisal from those who fear its destructive abilities.
Aldersley Townlands

Estate ruins in the Aldersley townlands.

The Aldersley Townlands are a very diverse area, full of swamps, forests, plains, and other features. The most notable among these is the Sinking Swamp - a large swamp surrounding most of Aldersley that is causing some of the land around the town to sink. Some people choose to live around the swamp, but it is hard to grow crops under the constant threat of Swamp Slimes - a gelatinous creature that thrives in swamplands and is constantly on the lookout for food it can absorb into its mass, including crops and people.

Also within its proximity is the Aldersley Woods, a sparse to medium density woodland that appears sporadically between the swamplands, harboring wildlife, hunters, monks, and bandits. Many ruins can be found in and around these forests, including old estates, castles, and other unidentified ruins. Upon the plains lie the farmlands, divided into the upper and lower portions. The upper portions were once reserved for lords but now only Lord Qyntin remains due to the constant bandit threat along the road while the lower portions are intended for the commonfolk.

The lower farms also define the border of the townlands, which are adjacent to the Dead Plains. The ruins of ancient estates dot the lower farmlands, suggesting that they were once a place of nobility and prosperity many years ago. All told, though beautiful to behold, the townlands are a dangerous place for both residents and travelers alike, fraught with deadly creatures, bandits, and the unknown lands that lie just beyond its borders.
Father Tonnan

He is the head of his order at the Silent Monastery outside of Aldersley.

As to be expected, he is a quiet man, often found in prayer or communion with his brother monks at the monastery. Some claim that he has no patience for teaching others who are not part of the order, often pointing them towards Father Maury at the Church of the Waves in Aldersley for spiritual advice. He is a devout worshipper of the Ancestors and performs many old rituals to further enhance his connection to them. Some go as far as to call him fanatical in his ritual-performing, though he would just call himself devout - whatever the case, he is a deeply personal man and does not share much with outsiders to his order.
Caretaker Lyra

Lyra in the lorehouse of the Dead Plains

An eccentric but wise lore-keeper and caretaker of the Dead Plains, she is often found deep in a book or writing in her journal.

She is tasked with the upkeep of the artifacts salvaged from the ancient battlefield that makes up the Dead Plains, and is entrusted with their safekeeping. Along with Groundskeeper Dempfry, she will often give tours and tell stories of the great battles that took place here - but only during daylight hours, as it is said the drums of the dead play a ceaseless song that plays throughout the night, lasting until dawn.
Cayr Marveyl

Cayr Marveyl

Cayr Marveyl, Elven for "Marvelous Fortress", was once a strategically-located fortress on the frontier of the Emynent Empire. Built on a hill overseeing the fertile lands between the Lost Woods and the Grass Sea, it was the first line of defense against the empire's enemies of old and has weathered attacks from; the Steel Pact, the Amraphel Dynasty and even the Archyan Usurpers in much older times. As the years passed, the fortress saw many victorious battles and was never once breached.

Now, Cayr Marveyl finds itself at the midway point between the cities of Emynence and Rensteel, and at the convergence of two major trade routes. In recent times, a town of the same name has sprung up from the roots of the trading posts that are located at the crossroads of Castellen Road and the Lost Woods Road. The fortress was converted to a castle and is overseen by the ruling lord, who enjoys the wealth generated by the ever-growing influx of trade between the members of the Eqynorian Alliance.

POI:

* Fort Cayr Marveyl
* The Guardian
* Stables
* Inn
* Church
Sir Gram

Head of the Red Knights of Charselor, Sir Gram is a knight of no small renown.

Seen as the epitome of a loyal knight, he exudes all of the traits a knight should have, namely courage, generosity, and mercy. He seeks to bring knights cut from the same cloth together and train new knights to the standards he holds above all else in life. The guild headquarters he operates is located in the merchants district of Charselor where the doors are always open to knights and those seeking to become knights for Charselor and the Realm.
Guard Captain Vance

GC Vance guarding the Throne Room in Charselor

Captain of the guard in Charselor, he is King Balyndor’s most trusted friend.

Some call him the “Warped Door” due to his tendency to make it nearly impossible for anyone he doesn’t implicitly know or trust to enter the throne room and have an audience with the king. Though some see this as an annoyance, most respect him and show him the same respect in return, making sure that they have all of the proper credentials and anything else required to lessen the hassle of getting through the door.
Cles

Cles is a young man, son of Jula and a father he doesn’t know. He lives with his mother in Hemlock Grove.

He is rarely seen outside, and is usually sheltered by his mother who is a victim of many past abusers. Despite that, when he does make his rare appearances he appears to be a mostly happy boy, seemingly ignorant of the dangers of the world around him. Sometimes, when his mother isn’t paying attention, he sneaks away to play with other kids his age - but it usually ends poorly for him as the other kids find him weird and un-relatable to them. He is scolded harshly when he comes back to his mother crying, further isolating him from others who are not his mother.
Archyans

Created as the result of one of the original tribes that set out from Periand after the defeat of Apollyon.

When the original tribe set out east from Periand, they traversed many wooded and rocky lands thought to be too infertile for their liking. The leaders longed for a lush, fertile land since they had witnessed so much destruction at Apollyon’s hands and were willing to risk everything to leave the lands he had corrupted far behind. So they walked on and on, even as those amongst them became weary and longed to stop and settle along the waters of the southern coast, even though the land was rocky and wooded. But their leaders, seeing visions of a sprawling, fertile empire, demanded them to keep marching and that their promised land was coming closer by the day.

Eventually, the wooded, rocky lands they had traveled turned into hot, desert lands. Instead of finding their promised oasis they found a hot, humid land and endured much suffering as their skin sweat and burned in the sun. As many of the tribe began to die off, much dissent arose amongst them and they soon began to demand that they turn back and settle along the coast. So while they fought amongst themselves their leaders decided to pray throughout the night for a sign to show them the way. While they were deep in prayer, some of the relics they carried to aid in their journey, recovered from the ruins of the Old Realm were stolen and used in an attempt to unlock their powers and grant them abilities that might save them from their plight. But they were foolish, and their carelessness caused a great earthquake that broke the ground beneath them and separated them from Eqynor.

They found themselves trapped in a harsh land, a divided people who had hoped to find a way to use Apollyon’s power to grant them gifts that would help them in the building of their empire. Many of them were buried in the desert lands around them but those who lived eventually found small oases in the desert that they settled and did what they could to survive in. The largest settlement became the seat of power for the people who had come to call the new lands “Archya”, and they continued to study Apollyon’s relics and placed all of their hope in the power they contained. Eventually, their efforts would pay off and the relics would grant them many powers that they would use to their advantage. Soon, the empire they had sought to build long ago would become a reality and they would set their sights on their brothers of old who had claimed great lands for themselves and made great cities and tilled fertile farmlands. They watched with greedy eyes and soon drew up their war plans in order to take back that which should have been theirs from the beginning...
Sir Jaryk

Head of the town watch in Aldersley, he is a just and fair man - keeping a clear head through the towns’ troubles.

As a former knight, he is used to adventure and combat but took the job in Aldersley in hopes of something a little less stressful. He does his job with duty and diligence, but has recently begun to lose faith in his abilities as brigand numbers have been on the rise in and around Aldersley recently and he feels as though his hands are tied and no new leads into their criminal underground have found their way to his desk.