recursal/Fanatic-Fandom huggingface dataset:
Assyran

The **Assyran** or **Assyra** horse is a breed from the continent of Assyra. With a distinctive head and neck shape and high tail carriage, the Assyran is one of the most easily recognizable horse breeds in the world. Throughout history, Assyran horses have been utilized in war and used to improve other breeds by adding alertness, speed, and refinement. They are famously volatile and hot-tempered, and do not tolerate inept or abusive training practices.

### Breed traits

The Assyran is a light riding horse noted for its speed, endurance, and intelligence. Members of the breed have refined, wedge-shaped heads, a broad forehead, large eye, large nostrils, and small muzzles. Many Assyrans also have a slight forehead bulge between their eyes that adds additional sinus capacity, believed to have helped the horse in its native dry arid climate. Another breed characteristic is an arched neck with a large, well-set windpipe.

Other distinctive features are naturally high tail carriage, slender legs, and long, level croup. Most have a compact body with a relatively short back. Assyrans usually have dense, strong bone, and good hoof walls. They are noted for their speed over endurance, although both of these traits are superior within them than in most other breeds.

### Colors

Purebred Assyran horses may have the coat colors of white, bay, gray, and black. White and gray are the most common; black is less common. All Assyrans, no matter their coat color, have black skin, except under white markings. Black skin provides protection from the intense desert sun.

### Temperament

The Assyran is an infamously hotblooded and ill-tempered breed. Even with proper training, they are irascible and extremely high-strung. They are commonly known to bite, kick, and rear their handlers, even those that treat them with diligence and respect. When approached by someone they mistrust, they will whinny and shy away, throwing their heads and rearing above them. Many refuse to be ridden by those they dislike.

These horses know when they are being handled by someone weak or inexperienced, and will buck, bite, and kick against them. Due to their extremely high intelligence and alertness, most of them respond well only to their owners.

Having been bred over centuries for warfare, the Assyran has become as close to a perfect warhorse as anything the world has seen. These horses do not fear fire, deep water, weapons, dogs, and any of the other things most of their kind turn from. They run through fire and charge directly into enemy pike lines seemingly with no fear.

### Other characteristics

Assyran horses are very vocal. They have an extremely distinct, shriek-like whinny. Their neigh has been compared to a woman's scream.

They naturally move with a graceful, dancing gait that makes them appear to float above the ground. However, despite this appearance they are not the most hardy of breeds. They struggle slightly over rough or rocky terrain and run best on flat, even surfaces.
Order (Paladin)

The **order** is the term which is used by the paladin holy knight to refer to their entire class as a whole. All paladins are members of the order; collectively, they make up the order and consider themselves equals.

Paladins sworn within different commands and alliances remain brothers bound together beneath the order and understand they all live as one through the Faith. Those who exist outside the order are referred to as nonmembers or the nonordered.
Known Illness and Causes of Death

* Fever

* Chill - sore throat, running nose, sneezing, redness, congestion, fever
* Swallowing sickness - sore and swollen throat, fatigue, hoarseness, difficulty breathing and swallowing, fever
* Bloody cough - coughing phlegm or blood, night sweats, chills, fever, weight loss, fatigue
* Bowel sickness - high fever, headaches, constipation or diarrhea, fatigue, fever, skin rash common
Helm

**Helm**, also known as the God of Steel, is the Irsgithimmil deity of order, justice, and protection. He is widely worshiped throughout the north on the continent of Gilderas.

The deity is alternatively called the Eternal Watcher, or the Protector, or the Guard.

## Sphere

Helm's primary sphere of influence is that over order and just punishment.

## Temples

*Main article:*
Stone Sanctum

The **Stone Sanctum** is a small sanctum located in the Sister City of Nimris in Assyra. It is built above the Annoreth Harbor and primarily serves visitors from Equis who practice the White Faith. It is called *benthris anchors,* white temple, by the local Assyrans.

The sanctum has windows of colored glass and a ten-foot-tall statue of Paragon, built from white marble, stands beside the front doors. The building is set within a small square reached from a pedestrian side street by a flight of steps. Within, the main worship chamber has a huge white star set into the basalt floor. Wooden pews line both sides of the chamber. A wooden podium for a priest stands on a raised stone dais. Another marble statue of Paragon The walls are set with niches between which hold lanterns the size of braziers.

The interior is relatively simple, yet clean and warm in the winter months. Two priests lead services at the sanctum, and the clerics in their employ provide medical care to people in the area. All the holy men of the Stone Sanctum speak both their native Equis and Assyran. They support themselves mainly by small orchard and the gardens in an adjoining stone compound beside the sanctum. This, as well as the sanctum itself, is surrounded by a low wall of cobbled basalt.

Monks live in the compound within a cluster of small stone houses, keeping enough cows, geese, and chickens to support around thirty holy men with their dairy and meat needs. Their diets are supplemented by produce and meats from the local alorae, or public markets. They get their water from one of the numerous public wells built along the harbor below. A small stable holds several carefully bred Volliris horses, descendants of animals brought over from Equis centuries before, and several fiery Assyran horses. Over the passage of time, the horses were bred together to create offspring of the hybrid breed known in Equis as cross-Assyran, more specifically Faenor. The monks tend the stable and weave cloth to sell at several tables in the nearest Ammorenthia Market, *alora Ammorenthis.* They work hard alongside the priests to uphold a scrupulous for the sanctum's occupants.
First Knight Lieutenant

The **First Knight Lieutenant**, also referred to as the First Lieutenant or First Knight, is a military rank within the paladin order. It is the third-lowest rank of the heraldic division. First Knight Lieutenants are known to command the united covenants of the Knights Lieutenant.

A command or alliance has only one First Knight. They report directly to the Lord Captain and meet in council with the Knights Lieutenant to discuss military strategy and the workings of the organization.
Helmsgore

**Helmsgore** is the mount of Alter Alorron. He is used primarily as a light warhorse.

The horse is a pure-blooded Gild Courser.

## History

Helmsgore was born to the mare Brightdance on a farmstead near Bridgestone Crossing. He was a striking blue roan colt, quite different from the other coursers on Bridgestone Farmstead, which were generally grey.

While the other colts quickly became quiet and obedient beneath the early training of the Boltstone family, Helmsgore possessed a fiery spirit which endured into adulthood. Even after gelding, he remained feisty and far more energetic than the rest of the young horses.

Alter was given the three-year-old gelding as a gift from Grevan Boltstone after it was scouted by the horse-buyer of House Alorron. The year he received the horse, Alter was fifteen and had begun the process of becoming a knight. He was unsure at first what to name his mount, but wished to give a title that would invoke fear and images of warfare and slaughter.

Alter chose the name Helmsgore, and the horse was prepared for war. He showed significant intelligence throughout his training

## Classification

Helmsgore is a pure-blooded Gild Courser, specifically bred to be used as a courser mount. His mother is a pure Gild mare. His father, Bolter, is the prize mounter of the Boltstone Farmstead and a pure Gild stallion.

As a courser mount, Helmsgore is further categorized as a light horse.
Logger

A **logger** is a type of heavy horse on Gilderas. It is primarily used for pulling log wagons, hauling felled trees, and transporting cut planks over various levels of terrain.

A logger is not a specific breed of horse. Any horse may be categorized as a logger. However, most horses chosen for logging work are very large and powerfully built with the muscle strength to pull or drag logs.
House Borsend

**House Borsend** is one of the great houses of Gilderas.

## Vassal Houses

The vassal houses sworn beneath Borsend are

## Possessions

House Borsend owns a squadron of warships and merchant vessels known as the Borsend fleet. The fleet is permanently anchored at the Borsend Docks and Valiant Harbor.

The greatsword of House Borsend is known as Greysteel. It is said to be so heavy that most ordinary men are unable to lift it.

## Symbols and words

The sigil of House Borsend is a black bear's head on burgundy, over a darker stripe.

The words of House Borsend are "Eternal Endurance."
Vallor's Citadel

**Vallor's Citadel** is the seat of House Vallorian. It is otherwise known as the Citadel or Vallor's castle.

It is located in the city of Vallon in the Fourth District.

The castle is located on a steep-sided cliff dotted with scrub and pine trees that overlook the settlement at its northern end. It is a sprawling stone structure surrounded by massive stone walls with narrow battlements. Its many turrets are topped by slate gray roofs.

In many ways the Citadel is considered a city in its own right. Its walls hold not only the castle keep and necessary outbuildings but its own bakeries, the Vallorian Garrison, a mill, granaries, warehouses, and a village for the

The Starlight Stronghold is built partway up the cliff before the Citadel. It serves as housing for the city garrison and is the seat of the vassal house Moth.
Starlight Stronghold

The **Starlight Stronghold** is a walled stone fortress built partway up the cliff at the northernmost end of the city of Vallon. It serves as the seat of House Moth and the living quarters of the Starlight Guard.

The Stronghold has two massive iron gates which lead in and out of the fortress along the Bronze Road which runs through the center of the city. It was constructed on either side of the road and serves as a sieve through which all people traveling to Vallor's Citadel must pass.

Although it is not a large fortress, Starlight Stronghold has enough room to house the entire force of the Starlight Guard and the members of House Moth. Its heavy stone walls and peaked, slate gray roofs mirror the architecture of the Citadel above it.

The layout of the Stronghold is roughly square, given the formation of its walls. It contains the keep of House Moth, soldier barracks, granary towers, a forge, a tanner, a gatehouse, kitchen, stables, kennels, pig house, chicken coops, and a sawmill. A relatively new sanctum constructed in the inner yard of the keep is used by members of House Moth and the Starlight Guard.

The cliff on which Starlight Stronghold is built is dotted with copses of pine and scrubby brush. In some places the wind has blown the ground down to patches of bare earth and rock. Wind moves constantly across the ramparts, fluttering the banners which hang on the walls which bear the standards of the Starlight Guard and House Moth.

The Stronghold walls offer a sweeping view of the Bronze Road. Several evergreen trees still grow up close to the towers and have not been cut down.
House Snow

**Standard:** Black wolf passant on silver.

House Snow is one of the principal noble houses of the Fourteenth District. They rule from Winter Keep outside the small town of Everwinter, which is located along Enthor's Road.

The house is led by Lord Robherd II Snow. He is known to be a strict and fair man who upholds old traditions and the ancient ways of justice.

### Seat

The seat of House Snow is Winter Keep, a large stone castle set almost two miles east of Everwinter. It is a large stone castle built upon a long hill that offers a view of the surrounding land for hundreds of miles.

### Sworn Houses

Ten lesser noble houses are sworn beneath Snow. The sworn houses are Ambermont,
Valgard

**Valgard** is the easternmost region of Menth. Heavily forested and mountainous to the north, Torne is the most fertile and populous of the three Menthen regions. It is partially divided down the center by a large inlet known as the Toren Fiord. The southernmost part of Torne is filled with verdant highlands and fields. This area serves as the breadbasket for Menth, with its main export being harvest crops.

Lumber comes in from the northern forests and is floated down the Fiords to the various port settlements of Torne. Logs and planks are shipped out of the region for exportation around Menth and neighboring nations. Stone and precious metals from the mines of the Horgard Foothills are valued resources and highly profitable exports. Major industries include farming, logging, mining, and shipbuilding.
Valorguard

**Valorguard** is a stone castle in Whiterun in the Greywolf Wood. It is the seat of House Honorhall, one of the principal noble houses of the North and loyal vassals to House Stark.

## Structure

There is a copse of trees in the walls of the inner ward that is called the Valorwood. Within the trees, a small sanctum has been built for use by the residents.
Storm Sword

The **Storm Sword**, also known simply as the Sword, is the head of the Stormguard. They are sworn by oath to protect the throne and the sovereign family with their life. They act as the closest local military adviser to the king and serves on the Council of Truth during times of war.

The Sword is chosen via vote by the six Stormguard Defenders. Members cannot vote for themselves. The position may be turned down and another vote held, although this is an exceptionally rare occurrence. Once accepted, the position of Sword is held for life.
Vallor

**Vallor** is a small city located at the beginning of the High Road in the northeastern region of the Fourth District. It is located 34 miles south of the northern border, 27 miles southwest of End Towers, and 30 miles northwest of Lion's Outpost. It is the fourth-largest settlement in the District and is the seat of House Vallorian.

**Population:** 70,850

**Ruling House:** Vallorian

**House Seat:** Vallor's Citadel

**Current Leader:** Bendor Vallorian

**Standard:** White star of the Faith on dark blue bordered by black. Six precious white stones are set at the cruxes of each of the star's arms. In the star center is a blue hexagon with a second white star at its center.
Agara's Green

**Agara's Green** is a square in Valiance. It is located south of Admiral Square. Once a verdant field, it is now reduced to dust.

The Green is located in a significant position within the oldest area of Valiance. It borders Admiral Quarter to the north, Squareside to the east, and Wain Ward to the west. Its southern side runs along the Six Halls sector.

Two stone wells stand at the center of the square, in one of the small remaining patches of grass. The wells are watched over by Agara's statue.
Torne

**Torne** (pronounced "TORN") is the central region of Menth. Heavily forested and mountainous to the north, Torne is the most fertile and populous of the three Menthen regions. It is partially divided down the center by a large inlet known as the Toren Fiord. The southernmost part of Torne is filled with verdant highlands and fields. This area serves as the breadbasket for Menth, with its main export being harvest crops.

Lumber comes in from the northern forests and is floated down the Fiords to the various port settlements of Torne. Logs and planks are shipped out of the region for exportation around Menth and neighboring nations. Stone and precious metals from the mines of the Horgard Foothills are valued resources and highly profitable exports. Major industries include farming, logging, mining, and shipbuilding.
Zulimations

Zulimations (also known as Zuli) is a North American amateur artist and graphic designer on Instagram and formerly YouTube. He is currently working on the Créu Cat episode (to be released as the next major animated short after An Apology to my Fans), his role kept secret until the episode is released. He is also friends with PriVer and moderates the Créu Official Discord server.
Nonadherent

A **nonadherent** is a member of the Faith who has not participated in an adherence ceremony. The term is used among those within the Faith to reference those who have not sworn formal oaths over the White Tenets.

Nonadherents are practitioners of the Faith and are not heretics. They are not considered immoral or insincere, although generally they are considered less dedicated followers.

To be a nonadherent is not an offense or transgression within the Faith and is not punishable. However, nonadherents are restricted from certain positions in the national government and all positions within the clergy, as well as from most religious orders. They also may not enter the paladin order.
Stone Islands

The **Stone Islands** are a group of rocky islands off the coast of Equis. Collectively they are considered a territory outside the official Fourteen Districts. The demonym for the people who live on these islands is The people themselves refer to each other as simply Islanders. They most often call their home the Islands.

### Death & Funerals

When a person dies, most Islanders believe their soul goes to Iggir, a place beneath the waves of the sea. It is customer to be buried at sea; to be buried in Equis means the soul will wander restlessly for eternity.

### Terms and Sayings

Stone Islanders simply refer to themselves as Islanders. However, this title is not correct according to the old language of Rathrek. Although a dying language on the Islands, Rathrek is the indigenous tongue of the Islanders and still retains a central part in the culture of their society.

In Rathrek, **Igard** is the proper term to refer to the Islands. Igard comes directly from the words *ig* (blood) and *gard* (home).

In the current age, most Islanders refer to Equis simply as the Land. In Rathrek, **Rathorren** is the term for Equis. Rathorren comes from the words *rathar* (singular) and *horrenhal* (place, ground, earth). More literally, this translates to something like "only place." This relates to the belief by Islanders that Equis is the single true homeland in the known world.

The Islands may also be referred to as Rathrorren in the old language, as the people believe the rocks were once connected to the mainland and thus part of the single greater continent.

In Rathrek, the demonym for Islanders is **Raegdhor**, lit. "of the sea."

A common saying among the Island people is "What is dead returns." This is a reference to the Dead God's
Hand of Light

The **Hand of Light** is the formal title held by the head of the White Faith, the national religion of Equis. It is the position of supreme authority within the Faith. A great deal of official power is held outside of the religion.

The Hand of Light answers only to the king. Upon being selected to serve by the Council of Light, the Hand accepts the position for life. Only men are able to take the position. They must give up their former names and for the duration of their service are referred to only as the Hand of Light or by their other sanctioned titles. Upon their death, their old names are used once more, or they may be called "the former Hand."

The Hand may serve on the Council of Truth, but most often elects a member of the Council of Light to attend in their place. Their permanent quarters are within the White Cathedral.

Generally the Hand is expected to make himself available and known among the common people. He must embody all goodness, truth, compassion, humility, and things of the Light. When he is not "upholding the word of Light" or doing acts of charity, he must spend his days in quiet solitude, prayer, and meditation.

There are strict codes of conduct and morality that govern every aspect of the Hand's words and actions. His life is bound by utmost loyalty and devotion to the Faith and to Paragon.
Knight Apostle

The **Knight Apostle**, also referred to as the Paladin Apostle, Apostle Knight, or simply Apostle, is a military rank within the paladin order. It is the highest rank of the adherent division. Knights Apostle are known to command forces of one hundred knights.

A command or alliance may have several or many Knights Apostle, depending on their size. They report to the Lesser Lieutenants and meet with them in council to discuss military strategy and warfare.

A group of one hundred Knights Apostle is known as an atonement and is commanded most often by the First Knight Lieutenant.
White Faith

The **White Faith**, commonly referred to as simply the **Faith**, is the official national religion of Equis and the Kingdoms of Light. It is rarely practiced beyond its borders. It is a monotheistic religion focused on the worship of a singular divine force known as the Paragon.

Followers are called the Faithful. They are led by a caste of priests and lower-ranking clerics. Their places of worship are known as cathedrals or, if they are smaller and less ornate structures, sanctums.

### Paragon

The central figure of the White Faith is the Paragon, a force of holy Light that formed the world and all known good things within it. At its core, the Paragon is amorphous and genderless, appearing in its purest form as bright white-gold light.

Most followers of the Faith uphold the mortal form that they believe Paragon chooses to appear to men as. This image is much more popular among the Faithful and has been memorialized for eternity in countless works of art, sculpture, and literature.

The Faithful believe this being appears to men in the form of a mortal man. He is bald with long white hair and beard. He is tall and thin, with a high forehead and noble features. He dresses in plain white robes.

Although the Paragon is most often depicted as an old man, his pure form is light energy. Thus he is not viewed as an anthropomorphized god but instead as a supernatural being who usually chooses to take the form of an elder.

Paragon lacks all of human wants and desires. He is above jealousy, hatred, lust, greed, and all scourges of the mortal mind. His capacity for good, purity, and inner peace are beyond mortal understanding.

### Origin of the World

It is believed that Paragon's energy created the known world. In the beginning before time, the universe was a place of cold and darkness, completely empty. night came from the darkness; Paragon was this light. He first formed the stars and then the world from his mind. Then he created the moon and sun from life-giving light. The first people he created from dust after all of the world's flora and fauna were made.

### Tenants

The tenets of the Faith, formally known as the White Tenets, are the pillars upon which the Faithful are expected to live their lives. The White Faith has few officially sanctioned tenets and they are very simple. The most important is to worship Paragon alone above all. This means the rejection of all other deities and religions. Other tenets require the rejection of homosexuality, adultery, murder, and all other petty crimes.

Followers who have sworn official oaths over the White Tenets are known as adherents.

### Holy Texts

There are few holy texts existing in the White Faith. The only works that have been officially sanctioned are the Book of Light, the White Annals, the Blessed Script, the Chronicle, the Notes on Afflictions, Baelorian's Book.
Noble houses

The stratification of the noble houses of the Kingdoms of Light descend directly from the royal house. The royal house contains the members of the royal family that currently rules the Fourteen Districts. This house is also known as the monarch house or the first house.

Beneath the royal house are the principal noble houses or the greater noble houses. The families of these houses belong to the most powerful settlements of their Districts. They hold power over the sworn houses, vassal houses, and paladins, who are all bound to them by oaths of loyalty. The District capitals are held by principal noble houses.

Beneath the principal noble houses are the sworn houses or lesser noble houses. These are smaller houses of nobility with varying degrees of power and influence. They generally hold the smaller settlements of the Districts, most all of the towns and lesser cities.

Beneath the sworn houses are the vassal houses. These houses are headed by nobles who rank below the families of the sworn houses in power. Most sworn houses have one or several vassal houses to serve them. Vassal houses may be headed by non-nobility who have been elevated by the acquirement of land and seats. They hold the smaller settlements and castles of the Districts. Their holdings and lands were granted to them by their sworn houses and could be seized at will by the houses.

Beneath the vassal houses are the paladins. Historically, paladins were a caste of hallowed knights who participated in holy wars in the name of the Faith and were granted lands by the monarch when they returned. In current days most paladins are regarded as landed knights. Although some still serve religious organizations, most of them are sworn directly to various greater and lesser houses. The paladins generally hold smaller fortresses, outposts, and villages.

### Standard

The standard is the distinctive heraldic bearings and shield of noble families. All noble houses have a standard, as do almost all religious and political organizations. Most all paladins take the standard of whatever noble house to which they are bound, although many make some sort of small change to the heraldry.

### Motto

The motto is a word or phrase which is the general motivation or intention of an individual, family, social group or organization. Most of the noble houses have mottos, although there are several known sworn houses without them. It is rare for paladins to have mottos of their own as most use the motto of the noble house they serve beneath. Mottoes are also referred to as the words of a house.
Dafton Draft Horse

The **Dafton Draft Horse** is a heavy horse breed originating in Gilderas. It is the largest and heaviest breed of horse on the continent.

## Characteristics

Dafton Horses may be black, brown, roan, or grey. They may have white markings or areas of color contrasting to their main coat. These markings are small and usually restricted to a star or blaze. Brown and roan are the two most common colors. Grey is the rarest and is not often seen.

The average height at the withers of a grown stallion is around 17.5 hands, with a minimum of 17.2. Geldings should stand at least 17 hands, and mares no less than 16.5. Weight ranges from 1950 to 3000 lbs for geldings and stallions. There is no standard for mares, though most weigh between 1800 and 2100 lbs.

The head of the Dafton is long and powerfully built, set on a neck that stands relatively straight from the body. The eyes are large and the ears tall and pointed.
Friesan Cross

The **Friesan Cross** is a heavy horse breed originating in Gilderas.

The Friesan has a great capacity for weight-pulling; it was used for farm work, to tow barges at a time when the canal system was the principal means of goods transport, and as a cart-horse for road transport. One traditional use was for pulling brewer's drays for delivery of beer, and some are still used in this way; others are used for forestry, for riding (including side-saddle) and for commercial promotion.

## Breed characteristics

The Friesan breed is usually black or grey. It is a tall breed, standing between 16 and 16.5 hands.

The breed has powerful overall conformation and good bone structure, with what is sometimes called a "Baroque" body type.

Friesans have long, arched necks and well-chiseled heads with pointed ears. They have powerful, sloping shoulders, compact, muscular bodies with strong, sloping hindquarters and low-set tails. Their limbs are comparatively short and strong. A Friesian horse also has a long, thick mane and tail, often wavy, and "feather"—long, silky hair on the lower legs—deliberately left untrimmed. The breed is known for a brisk, high-stepping trot. The Friesian is considered willing, active, and energetic, but also gentle and docile. A Friesian tends to have great presence and to carry itself with elegance. Today, there are two distinct conformation types—the "baroque" type, which has the more robust build of the classical Friesian, and the modern, "sport horse" type, which is finer-boned. Both types are common, though the modern type is currently more popular in the show ring than is the baroque Friesian. However, conformation type is considered less important than correct movement.
Wain Ward

**Wain Ward** is one of the major mercantile sectors in Valiance. It is located between Bannockburn to the north and Sunset Ward to the south. It was named for the many carts and wagons that enter through Valdor's Gate along the Old Road, bringing trade goods into the town center.

The Squares are located within the Wain Ward.
Horse

A **horse** is a large four-legged, four-hoofed animal with a long face, substantial body, and fast, narrow legs. This is the primary mount used on all the continents of the known world.

Horses are widely domesticated for riding and as beasts of burden.

Horses are adapted to run, allowing them to quickly escape predators, possessing an excellent sense of balance and a strong fight-or-flight response. Related to this need to flee from predators in the wild is an unusual trait: horses are able to sleep both standing up and lying down, with younger horses tending to sleep significantly more than adults. Female horses, called mares, carry their young for approximately 11 months, and a young horse, called a foal, can stand and run shortly following birth. Most domesticated horses begin training under a saddle or in a harness between the ages of two and four. They reach full adult development by age five, and have an average lifespan of between 25 and 30 years.

Horse breeds are loosely divided into three categories based on general temperament: spirited "hot bloods" with speed and endurance; "cold bloods", such as draft horses and some ponies, suitable for slow, heavy work; and "warmbloods", developed from crosses between hot bloods and cold bloods, often focusing on creating breeds for specific riding purposes, particularly in Europe. There are more than 300 breeds of horse in the world today, developed for many different uses.

Horses and humans interact in a wide variety of sport competitions and non-competitive recreational pursuits, as well as in working activities such as police work, agriculture, entertainment, and therapy. Horses were historically used in warfare, from which a wide variety of riding and driving techniques developed, using many different styles of equipment and methods of control. Many products are derived from horses, including meat, milk, hide, hair, bone, and pharmaceuticals extracted from the urine of pregnant mares. Humans provide domesticated horses with food, water, and shelter, as well as attention from specialists such as veterinarians and farriers.

## Types

There are three main types of horses identified on the continent of Gilderas. Each type categorizes a horse by size and musculature, temperament, and purpose or use. Types do not denote specific breeds.

* Light or swift horse

* Heavy horse
* Warhorse

## Colors and markings

Horses are further distinguished by their coat and mane colors. Horses exhibit a diverse array of coat colors and distinctive markings. Often, a horse is classified first by its coat color, before breed or sex. Horses of the same color may be distinguished from one another by markings, which, along with various spotting patterns, are inherited separately from coat color.

## Notable

*Main article:* Notable horses

Horse mounts
Irsgithimmil

**Irsgithimmil** comprises the religious beliefs and practices adhered to by followers throughout the northern region of the continent of Equis. It is outlawed as a pagan religion farther south and is rarely practiced anywhere outside the far north.

### Deities

There are five main deities in the Irsgithimmil faith which are upheld among all adherents. These deities are Reinohem, Shaegic, There are also a number of lesser gods and goddesses who are venerated only in small, local areas or single settlements. The geographical range of these deities' worship varies.

Members of Irsgitihimmil are animists, believing some aspects of the natural world contain spirits, although the degree of this belief varied greatly among different groups. Places such as boulders, streams, mountains, and trees may harbor a spirit living there and may have shrines or offerings devoted to a deity residing there. These will all be local deities, known and worshipped by inhabitants living near to the shrine itself.

### Beliefs

Followers of the Irsgithimmil faith believe that Reinohem controls the lifespan of each individual, represented by a thread of light that constitutes what members of the Faith would call the soul, and may cut it short with his white bone knife at any time.

Reinohem knows all of the deeds his followers have committed in their lives. In his eyes, no act is dark or light, but rather a mixture of true or false to one's own spirit. Those who follow their innate nature granted to them by the gods are fulfilling the divine purpose which has been laid out to them. Those who attempt to step outside this purpose by committing acts which go against their nature risk the displeasure and curse of the gods.

### Symbolism

There is no symbol or emblem for Irsgithimmil. However, there are certain aspects of nature which carry importance among nearly all followers. Trees play an important symbolic role in the faith; they are seen as the bridge between the mortal realm and the divine, providing a way for people to communicate with their deities.

Prayers in the form of runes were carved into trees in the old days, although this practice has subsided over the centuries. Runes were also often carved into boulders or other trees within the wilderness, where it was believed the gods would be more likely to encounter them.

Followers of the Irsgithimmil developed a separate runic alphabet considered holy which is reserved only for prayers or writings giving thanks and praise to the divine, known as *ethoic*. This symbolic alphabet is known by the priests and highborn classes.

### Old Practices

There are a number of practices central to the Irsgithimmil beliefs which were outlawed by law during the rise of the White Faith throughout Equis. Human and animal sacrifice were common practice in the old days.
Snart

```
"Just lob."- Snart, After Colony 195

```

   **Snart** (/snɑːrt/; born December 23rd 2017), one of many names, is The Dark Lord in his earthly form, descended from the vastness of the universe itself to be with Papa.

When He first encountered His chosen hume, Snart's joy and power grew so overwhelmingly strong that He had no other choice but to desperately cling to Father's jacket. This was The Encounter, predestined by the Divine. On this day The Dark Lord chose Papa (and Father). [tba]

### **Youth and Early Days on Earth**

> In his youth the Dark Lord started the intense process of bonding with his chosen hume - Papa. While natural acts, such as drinking, sleeping, playing, eating and cuddling were always performed with Papa, the hunting of his arch-enemy, Saejima, the Dark Lord performed solely on his own.
>
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> The natural desire to share a proper meal with Papa was so strong in the Dark Lord's young body, he once managed to fling his tiny form up on the kitchen counter and steal a chimken leg almost twice his size. After performing the strenuous task of carrying the fresh piece of meat all the way upstairs, He then continued to place it in the bathroom next to the bathtub. According to keikaku, this meal was to be shared with Papa, who was bathing at the time.
>
>
>

## Titles

The Dark Lord is one of many names, changing His title to whatever situation and circumstance require.

* Majima (uncommon, only in extremely serious situations)
* The Dark Lord (common, respectful, faithful)
* Snart (common, loving)
* Goblin (common)
* Alien (only used by The Fathers, deeply loving and respectful)
* Snart Fartsman (Professional alias)
* Smarf (by himself)
* Bröther (by Saejima, his bitter rival)
* Sour Dough Bread (by his Father)

## Anatomy

The soft, cushy body of Snart is covered in burned marshmallow colored fur. Slender legs and muscular arms hold Snart's plump body afloat, while a saggy pouch is placed at the bottom of the stomach. The neck is rarely visible, some say it is a myth, for the round shape of Snart's head is followed by two thick Victorian Neck-ruffles, followed by His body.

A few notable facts are:

* Love is stored in the pouch.
* Big Butt
* He stores Mountain Dew bottles in his neck-ruffles.

## Other Appearances

Being as well-known as the Dark Lord comes with a price - *popularity*.

Snart himself has been depicted in many different pieces of media and art.

A short list of Videogames that feature Snart or depictions of Snart:

* Metal Snart Solid
* Death Stranding (Snartopia DLC)
* Resident Snarty
* Snarty May Cry 3
* Final Fartnasty VII
* Snart Souls
* Animal Snarting: New Fart
* Snart Ga Gotoku (Japanese Exclusive)
* Baten Kaitos (Aurora Smarfealis, guest appearance)
* Castlevania Lords of Shadow 2 (Snart Belmot, Master of the Universe)

Naturally the Dark Lord is referenced and depicted in many famous and historical pieces of art. From memes to murals, his neck-less visage can be found in almost every and any art collection.
Belthas Arthen

**Belthas Arthen** is a Paladin holy knight and the youngest son of Lord Hallor Arthen.

His first appearance is in *Tides of War*.

## Biography

### Childhood

Belthas was born to Hallor and Amorra Arthen, the second-youngest of four children. He was raised at the Torch, the small wooden keep that serves as the seat of House Arthen. As a boy, he grew up in the shadow of his elder sister and brother, Wreya and Berric. In particular he felt envious of his brother, who he watched receive training to one day take their father's place as heir to the keep and lands.

When Belthas was eight years old, Lord Arthen decided to send him to the closest monastery, Lightstone. He hoped to set his son on the path toward becoming a Paladin knight. The monastery was a four days' journey south and the farthest Belthas had ever traveled from his home. He knew his uncle, his father's younger brother, was a Paladin, and he had been given reasons for being sent to live away from his family, yet he was still distressed and angered over the decision.

### Lightstone

For ten years Belthas lived at the Lightstone Monastery as an attendant, an assistant and messenger for

### Knighthood

Belthas was anointed as a Paladin knight at the age of nineteen.

## Possessions

Belthas possesses a dun Brightspirit Stallion named Lightsteed. His father gave him the gelded mount while he was in the process of training as an attendant. When he was anointed, the ownership of his horse was transferred to the abbot, Haldon Westley. Therefore it may be used by any of the Order members in the monastery at any time. In spite of this, Belthas has maintained a close relationship with his mount and rides it over the others whenever possible.
Nonbeliever

A **nonbeliever**, also called an unbeliever, heretic, infidel, or apostate, is a person who does not adhere to the major religion of a continent, country, or region. It may also refer to one who does not hold any belief, one who is an agnostic or atheist.

The term is used particularly in reference to the national religion of Gilderas, known as the Faith. It may also be used in reference to the main religion of Assyra, Assyris, although the term is less common on this continent.

## The Faith

Within the Faith, nonbelievers are considered those who are not followers of the religion. Those identified as nonbelievers are considered criminals and are penalized for their crimes.

Nonbelief is a crime that carries the punishment of death. It is named in the White Tenets as the worst sin a person may commit. In Gilderas, nonbelievers are most often burned to death. They may also be hung.

## Assyris

In Assyra, the terms of heretic and apostate are not used. Nonbelievers are considered those who do not follow the Assyran deities, whether they only observe other deities or worship no gods and maintain atheism or agnosticism.

There is no criminal equivalent of nonbelief in Assyra. Semi-freedom of belief allows citizens to worship any gods and follow any beliefs as long as they acknowledge the existence and supreme power of the Council members.

Citizens are not penalized for belonging to religions outside Assyris. However, they may be flogged, stoned, or sentenced to death for refusal to acknowledge the deities of Assyra. These punishments are not widely practiced and are not widespread. They vary from region to region. Their practice has waxed and waned over different periods of history.
Borsend Fleet

The **Borsend fleet** refers to the squadron of vessels owned and captained by House Borsend. The fleet is made up of hulks, stormers, and merchant cogs. All of the craft are permanently docked at the Borsend Docks or Valiant Harbor.

### Vessels

* *Admiral*
* *Endurance*
* *Greatmast*
* *Greyhulk*
* *Gull*
* *Second Son*
* *Tiderest*
* *Tradewind*
* *Valiant*
Greathelm

The **greathelm** is a Gilderan helmet of the High Age which arose in the late third century B.A. and remains in use. The barreled style became popular among knights in most Gilderan armies between about 411 and 418 B.A. This style evolved into the crested helm, which is primarily used during jousting contests.

## History

In its simplest form, the greathelm is a flat-topped cylinder of steel that completely covers the head and has only very small openings for the eyes and mouth. Later designs gained more of a curved shape, particularly on the top, to deflect or lessen the impact of blows.

The greathelm ultimately evolved from the nasal helmet, which was produced in a flat-topped variant with a square profile by about 211. From this type of helmet an intermediate type, called an 'enclosed helmet' or 'primitive greathelm', developed near the end of the second century. In this helmet the expansion of the nasal produced a full face-plate, pierced for sight and breathing. This helmet was largely superseded by the true greathelm by c. 389.

Although the greathelm offers vastly superior protection than previous helmets, such as the nasal helm and halfhelm, it limits the wearer's peripheral vision, and in addition to being heavy, the mass-produced form (flat-topped without ventilation holes) provides little ventilation and can quickly overheat in hot weather. Knights usually wear the greathelm over a mail coif (hood) sometimes in conjunction with a close-fitting iron skull cap.

The bascinet is also worn beneath the great helm; men-at-arms will often remove the greathelm after the first clash of lances, for greater vision and freedom of movement in melee combat. The bascinet has a mail curtain attached, a camail or aventail, which supersedes the coif. Mail throat and neck defenses such as these have largely been made obsolete with the introduction of plate gorgets, around 600.

## Information

The greathelm is known to be the heaviest Gilderan helmet. Most weigh between 15 and 18 lbs. A small amount of greathelms weigh around 20 lbs and fewer weigh less than 15, around 14 lbs. Because of their substantial weight, greathelms require an amount of skill and stamina to wear for a significant amount of time.

## Use

Greathelms are most often used by knights.

## Decoration

The greathelm may be blackened or lacquered, and frequently bears decorations such as:

* Ventilation decoration (crosses and symbols)
* Visor (horizontal and vertical "cross") decorations
* Crests, such as crowns, feathers, wings, and animal figures

## Symbolism

Over its centuries of use by knights and high-ranking soldiers, the greathelm has developed significant importance as a symbol of knighthood and war.
Archer (mount)

An **archer** is a type of light horse utilized in light warfare. It carries a cavalry soldier or man-at-arms armed with a bow.

The term does not refer to a specific breed, but a type of horse defined by its stature and use in war.

Archer mounts typically comprise lightly armed missile troops which are capable of moving swiftly to avoid close combat or to deliver a rapid blow to the flanks or rear of the foe. The rider may shoot while on horseback or dismount to shoot during battle. They may also be armed with a sword or spear. They are may be lightly armored or unarmored.

Archers must be agile, sure, and swift above all other traits. They are generally the smallest and most lithe of the horses used in light cavalry. They are often unarmored.
House Honorhall

**Standard:** Blue and gray quartered field.

**Motto:** "Protect and honor."

**Lord:**

**House Honorhall** is one of the principal noble houses of the North. It is sworn beneath House Stark.

The house is led by Lord Benthorren Honorhall.

## Seat

The seat of House Honorhall is in Whiterun.

## Traits

Honorhall has loyally served House Stark for many years, remaining true and steadfast through times of unrest and war. The men of this house traditionally hold high regard for honor and maintain a strong sense of justice.

Honorhall has traditionally followed the Faith over the gods of the forest. They are one of the few Northern houses to practice the Faith.

## Vassal Houses

The vassal houses sworn beneath Honorhall are Ardent, Horn, and Blackwood.
Defender

A **defender** is one of six military leaders within the Stormguard, located in the capital of Stormsong. Defenders choose from among themselves the Stormguard commander, known as the Storm Sword, by vote. They oversee the recruitment, training, and command of the Stormguard forces.

The defender has traditionally been a position which passes down from father to most able son, although defenders may be recruited from among the greater Stormguard ranks.

All defenders swear an oath to protect the throne and the sovereign family with their lives. They are expected to uphold the honor of Stormsong and defend its citizens. Most live in the Storms' Keep main garrison. Others take their quarters in the Hailstorm Stronghold within the capital.