recursal/Fanatic-Fandom huggingface dataset:
Communication Gem

A communication gem, often shorted to "com", is a small purple gem that most Ignis Nix members carry. It allows them to speak over distance. The gems are made by Wynericka and Sulnar, and the only ones in existence are those carried by Ignis personnel.

Starting 21-06-2016 (ooc time) the com has been deemed unsafe, due to one of the coms being lost.

### GHI Code

To import the gem to GHI, press "im" on your GHI menu, then copy this code into the box.

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Klineg

The kingdom of Klineg was established in 1140PI and only existed untill 1113AE. In it's short history it got became very rich and powerfull immediately after it's establishement. For that reason a long war started with the kingdom of Kloas. In 1113AE the war ended in a heroic victory for Kloas, who seized the whole nation. Nowadays it's area is owned by Land of Waze

## Kingdom of Klineg

### Location in Tythin

Alritten, Lorell

Detailed map of Klineg
Mint/Author's Note

So apparently author’s notes are all the rage (at least on wattpad they are) so I’ll leave you a brief one just so you know what the hell you’re about to get yourself into. I would very confidently and urgently rate this R, or maybe even something a little higher if there’s such a thing. Don’t take that lightly, okay? I mean it.

This is true, by the way, so this isn’t from my twisted imagination. It’s from my twisted life. There’s heavy gore, language, sex, violence and just really mature psychological shit, so please, if you can’t handle any of that don’t read this. I’m warning you. But if that sort of stuff is your fucked up cup of tea, or maybe you’re just thinking, man what the Hell is up with this Rouri chick, then go ahead and read, I’m not stopping you.

Just know that I’m only writing this out to remember and to educate, not to make you fascinated and intrigued. Anyway, I hope you get whatever the Hell you’re looking for out of this.
Ghira Nedege

## Overview

Ghira currently works as an intelligence agent and is Krylo's younger sister.

## Appearance

Ghira is a stocky girl of average height with bright red-orange hair and dark green eyes. She has a smattering of freckles across her nose and cheeks. She's always wearing her olive green windbreaker and her knee-high leather boots.

## Personality

Ghira is witty and sociable. She's laid back and humorous and most people feel at ease with her. She is excellent at reading people's tone and body language. She also doesn't easily get taken for a fool. She can be extremely cautious, despite her usually guns-blazing attitude.

## Powers & Abilities

Ghira can be fast and is actually really good at creeping around. She also knows an array of tricks like lock picking. Ghira also is a decent shooter and carries a pistol with her at all times.

## Background

During war times Ghira was a thief who drifted from town to town. She was able to sustain herself but was also seeking out apparent family. She was able to find Krylo but couldn't find their parents. After the war, a general from the army suggested she join. She accepted and became invested in the intelligence branch.

## Relationships

Krylo is Ghira's older sister. She is also very close to Cortana and Caulder.
Toren Lor

Toren Lor is the only son and child of Erith Lor and Lyllee Porlin. He inherited the city of Nantwich in Orlayn upon the death of his father, Erith, in 972 AE. In 977 AE, his mother, Lyllee, then passed, leaving him the city of Bury and the official start of his kingdom of Nantwich, which prompted him to pursue expansion of his kingdom, culminating in the Exeteric Conquest.

## Early Life

Toren was born on 25 Mainlund(10) 960 AE, just days before the start of one of the harshest winters seen in Orlayn. He grew up in an ever-shifting environment, consistently being shipped back and forth between Nantwich and Bury, a result of his father (Erith Lor) being the count of Nantwich while his mother (Lyllee Porlin) was the count of Bury, wed as a political gain for the Lor dynasty with the decline of Lyllee's maiden Porlin dynasty. At the young age of 12, Toren's father was assassinated. An investigation was started on the orders of the Nantwich army commander, Krai, where it was found that a Vllanderen agent had been sent to assassinate the count in an attempt to weaken Nantwich for an invasion.

## Count of Nantwich

Toren, heavily advised by his army commander, Krai, and with the ever-growing threat of Vllanderen invasion, increased his military and provided far more rigorous training for them within his first year as count. Over the next five years, his military would become a formidable force, capable of much more than defending against the odd Ilaron raiding party. In 975 AE, at the age of 15, while walking the public garden, he met a woman named Sher who captivated him with her beauty. She spoke to him of politics and intrigue and her previous occupation as an adviser in the city of Bury. Amazed by her, Toren quickly requested her to advise for him, to which she accepted. Not long after, the two of them became not-so-secret lovers.

## King of Nantwich

After his mother was killed in a building collapse on 15 Feerlund(5) 977 AE, Toren was quick to administer his power over Bury under the advisement of Sher. Sher was placed in charge of the city and she immediately set to start planning a surprise coronation ceremony for her secret lover. After a month and a half, Toren was invited to Bury to see Sher and was surprised by the coronation ceremony commencing. Ecstatic over his coronation to king, he announced in front of everyone his proposal to marry Sher, to which she happily accepted.

After the 4 day ceremony, Sher suggested Toren honor his father for this new title by exacting revenge upon those that saw him killed. Toren liked the idea and began planning his future invasion. Knowing that his enemy would be caught completely unaware by a winter campaign and have no way of logistically responding, he set the starting date for the first day of Florich(11). However, because of last minute changes and updates, Toren ended up starting three days later than he had planned.

## Exeteric Conquest

The Siege of Exeter started on 4 Florich (11) 977 AE at early dawn. It took only 26 days to break the city by starvation due to the winter and poor harvests.
Wern I

Wern I was the self proclaimed son of Remi, the prophet and messiah of the wazeist religion, becoming the first Wegnawazel (leader of Land of Waze ) in 14AE. The current Wegnawazel Janisom II is still a direct ancestor of him.

Recent studies of the Loriel School of Theology disprove the claims of Wern I to be the real son of Remi. The most important argument is that Remi himself was gay. This is something Land of Waze always denied. Being gay is not illegal there, but it's never been fully acceped.

Second of all Wern I was 55 years old when he became Wegnawazel. The time that passed between Remi entering Waze as a scout and the establishment of Land of Waze was a little less then 54 years. This is also a big prove that he couldn't be the real son.

Land of Waze is known to ignore studies like this. The government and leader want the country to believe very strictly in Waze, so they can't be influenced by this kind of hard truth. This is one of the examples why the Wazel are dubbed as the "naive sheeples".
A Letter to Roderick

This is a note found near the body of Kailee, presumably by her, along with the Water Crystal.

"Roderick, I know I may seem deranged or crazy, or possibly even possessed, and you may be right in thinking that, but I like to think that we were friends. I'm sorry to put you through this, but we needed someone to play the pawn and you were the perfect opportunity. We were trying to take out a spy, but she's still alive. Worst yet, she's managed to get close to you, close enough to leak all of your secrets to the Order of the Sword, including the location of the Elemental Crystals. I say this as a friend, though my conscience argues otherwise. My father told me what you're truly doing and why. I can't believe you. My own friend... I only wish you could see how evil it is to-"
Seth

Seth was a shy son of the House of Dolorien. He suffered from a slight stutter and was quite naive throughout his life. His best friend, and only friend, while growing up was Idris from the House of Cortez. When Seth turned 18, he and Idris decided to run away and strike out on their own. They temporarily joined a mercenary company who were guarding a caravan in its trip north to the city of Evorim.

After reaching Evorim, Seth and Idris split from the mercenary company and were finally on their own. They stopped by a local tavern and got rooms for themselves. While at the bar, Seth noticed a group of Felhanaes elves at a table in the corner. Overwhelmed with excitement and curiosity for the race that he had heard so much about in the recent years since King Roderick the Young opened the northern borders, and wanting to test out the Felhanaes language that he had spent much time studying, he barged in on their conversation and asked them if they could help him with his hunting techniques. Tharien obliged, but betrayed Seth and shot him dead in the nearby forest.
Galent League

The Galent League was a large group of bandits and brigands founded in 898 AE that operated almost entirely out of Lostwell and were known for rigging political elections of the consul and council seats of Lostwell and being a constant nuisance to its population until its destruction in 1000 AE.

## Founding

The Galent League was founded in 898 AE when the consul of Lostwell, Egon Galent, founded a private militia to keep himself safe from his political enemies. After his new militia foiled an assassination attempt, Egon was also able to pass a law granting them immunity within the city.

When Egon found himself losing in his 5th election in 912 AE, his opponent ended up missing, leaving him to win the election by default. After that incident, most everyone on the city council found themselves being avid supporters and even members of the Galent League.

Egon retired after his 5th election and resided as the permanent head of his now more powerful Galent League, and he passed it on by selecting a member of the Galent League that he thought capable as his successor, a tradition that the leader has done ever since.

## Fall

In 1000 AE, several Galent League members found themselves in a scuffle with a wounded and weary soldier, Roderick, after they were found by him beating on an older man, named Byrne. After the scuffle, the group headquarters found itself under attack by Roderick and Byrne, leaving few survivors in the building.

With unfavorable public support and no leadership, the group was fractured and fighting with itself. After just a few days, however, the Order of the Sword lead a revolt against the consul of Lostwell, Orik. The remaining members of the Galent League banded together to fight off the Order knights and protect the consul. With the help of Roderick and Byrne, the group managed to defend Orik long enough for him to escape with a small group of guards, to which Roderick and Byrne abandoned the last stand of the Galent League and ran off with Orik, instead, leaving every last member of the Galent League to be slain by the Order.

## Revival

In Frailund(3) 1001 AE, eight months after the Order of the Sword had been defeated, a man by the name of Simiel revived the order with little resistance from the city of Lostwell, though the exact reasons for such are unknown.
Jurich Empire

The Jurich Empire stretched over 5 million km2 (3.1 million mi2) and existed for over 3000 years before collapsing. It was ruled by the Morellan Dynasty for the entirety of its existence. The empire was situated in the region of Lorell with its administrative capital being in the city of Roder.

## Collapse

The fall of the empire is lost in mystery. Several folk legends tell varying accounts, ranging from an act of gods to flying monsters. However, all the stories do tell of the sudden destruction of several major cities throughout the empire, which coincides with the various ruined cities that lie in the territory (to include Accrue and the capital of Roder)

What is known is that the entirety of the Morellan Dynasty disappeared shortly afterwards and without a trace, leaving no cohesive form of government. Not long after, most every city declared themselves self-ruling and began to fight amongst themselves. The effect was heavily felt in the most central region of the empire, known as Orlayn, whilst the outer regions were far more decentralised and thus already had governments in place when the national government was destroyed.
Liferoot Potion

Liferoot potion is used to put the patient into a dreamless sleep. It is used for surgery, as well as used on patients that are particularly nightmare prone. Patients should not use this for a longer period or it will cause trouble sleeping.

### Instructions:

Pour a full bonecup for an adult and take it orally. This way the potion should take effect within two minutes.

Alternatively, use a syringe to inject the patient with the potion, the effect should kick in within thirty seconds. If used this way if drinking does not work, you need to wait at least one hour after drinking before injecting.

### Not to use when:

* Liferoot should not be used when the patient is not allowed any painkillers or sedative.
* Liferoot should not be used when the patient had alcohol during the last six hours.
Fantasmic!

Shop:
   : Currently Available

**Fantasmic!** is an attraction released with Winnie the Pooh Event Update on 7th March 2018.

## About

**Fantasmic!** is a highly acclaimed nighttime spectacular performed in Disneyland, Disney's Hollywood Studios, and Tokyo DisneySea (the design of the third being the inspiration for its appearance here). The show takes place inside the dreams of Mickey Mouse, who uses his vivid and powerful imagination to create magical imagery and to battle the Disney Villains that invade to turn his dream into a "nightmare phantasmic".

The show makes use of a wide range of special effects, including pyrotechnics, animatronics, boats, lasers, and mist-screen projections, culminating in a climactic battle between Sorcerer Mickey and Maleficent as a dragon.

## Trivia

* Other Trivia
* Chests

* Fantasmic! generated Gold Trophies during the 109th Striking Gold Mini Event.
* Despite being in-game since Winnie the Pooh Event Update on 7th March 2018, players couldn't enchant this attraction until DuckTales, Enchantments Update on 2nd July 2019.
* The Experience () reward changed from 22 to 16 and the Magic () reward changed from 130 to 129 with DuckTales, Enchantments Update on 2nd July 2019.
* Fantasmic! generated Gold Trophies during the 105th Striking Gold Mini Event.

## Interactions

* Level Ups
* Character Activities

## Gallery

Enchanted Chest rewardEnchantment Level 1Enchantment Level 2Enchantment Level 3Ba-fantasmic!-4.pngEnchantment Level 4Ba-fantasmic!-5.pngEnchantment Level 5
Loriel

Loriel is a city found in the Northwestern-most part of Orlayn. It is a major port city known for its fishing and naval superiority. The isthmus to its north is filled with rocky crags that make moving through it in large numbers difficult, giving it a natural fortification from invading armies. Two known noble houses of the city are the Dolorien House and the Cortez House.
Nosferatu Antitribu

The Nosferatu of the Sabbat aren’t too different from their Camarilla brethren. Both branches of the Clan tend toward subterranean havens, and both branches use their considerable skill in stealth and control of vermin to traffic in information. Just as the more beautiful Kindred of the Camarilla must occasionally get their feet dirty going to see a Nosferatu information broker, the Cainites call upon their deformed comrades for secrets and tactics.

Interestingly, the Nosferatu antitribu are less brutal than many Sabbat Kindred. This may be because they know what it is to be a monster — it’s there, in their faces, from the first night of undeath. They don’t need to overcompensate, and so bloody excesses are unnecessary.

This by no means makes the Creeps human, or even especially humane. It just means that if a Nosferatu antitribu does engage in wholesale slaughter or horrific violence, he’s doing it for a specific reason, rather than just for fun.

But the Creeps may have another reason for avoiding overt depravity — they wish to stay as far under the radar as possible. While the Nosferatu antitribu are careful to avoid letting Clan business get out into the rumor mill, gossip occasionally surfaces that the Clan is terrified of its Antediluvian founder, more so than other Clans of the Sabbat.

**Nickname:** Creeps

**Disciplines:** Animalism, Obfuscate, Potence

**Weakness:** Sabbat Nosferatu are just as hideous as their Camarilla counterparts, and suffer the same weakness: they all have an Appearance score of zero, and they may never improve it

***Quote:** There’s always a scarier beastie. Look: You’re scarier than Dahmer or Gacy. I’m scarier than you. And… well. There are things scarier than me. Let’s leave it at that.*
Jurich Calendar

The dating system in Lorell can vary from place to place and throughout time. However, for purposes of this wikia, the Jurich Calendar is used universally for standardization of the timeline with its epoch centering on the fall of the Jurich Empire. This iteration of the calendar uses Primo Imperii (1000 PI) and Anno Exitii (1000 AE) to denote which side of the epoch the years fall on, with PI indicating before the epoch and AE indicating after. Within this wikia, dates will correspond to day / month(number of the month) / year formatting.

The original Jurich Calendar centered its epoch on the founding of the Jurich Empire in 3024 PI. The calendar fell out of use by the year 300 AE, but has since been molded and mixed with local calendars to form new calendars based off of it.

## Months

The months of the Jurich Calendar follow the lunar cycle of 30 days to create 10 months, with the following 65 days forming an eleventh month known simply as Winter (or Florich) for it's particularly harsh temperament of the cold season. The months are named after the Jurich Language number prefixes corresponding to their respective moon (or "lund"). For example, "Ainlund" consists of "Ain" (One) and "Lund" (Moon).

### Ainlund

The 1st month of the year, marking the beginning of spring and the exit from the harsh winter.

### Reklund

The 4th month of the year, marking the beginning of summer.

### Lorlund

The 8th month of the year, marking the beginning of autumn.

### Florich

Florich (or Winter) is expectedly the coldest month of the year. Consisting of 65 days, it is also the longest month and the only to not have 30 days. It comes at the end of the Jurich Calendar.

## Weeks

The weeks of the Jurich Calendar consist of 5 days to give a typical 6-week month, with the exception of Florich (Winter) which has 13 weeks.
Durik

The paradigm of Dwarven engineering, Durik was the lead engineer in the development of firearms and cannonry for Muldar, completing the projects in 453 AE and introducing them to the army in the following year. He is held as a hero among dwarves for his technological advancements leading to the victories over the humans in the First, Second, and Third Secrets Wars, as well as in the Goblin Invasion of 692 AE.

Following his success in turning around the First Secrets War with his invention and his death in 693 AE in the Goblin Invasion, Durik has been elevated to the status of deity in Muldarim culture.

## Early Life

Durik was born a bastard in the Muldarim capital of Kald in 320 AE, his poor and noble mother raising him until her death in 350 AE from goblin skirmishers. From adolescence, Durik lived on his own, working in the Kaldlein mines to survive. He was ridiculed among other nobles for spending his life in the mines, rather than the army.
Exeteric Conquest

The Exeteric Conquest began on 5 Ainlund 978 AE (05/01/978) between the aggressive Kingdom of Nantwich and the defensive Kingdom of Vllanderen with a sudden and unexpected siege on the Vllanderen city of Exeter in the early spring and saw through the death of three Vllanderen kings and the destruction of the Kingdom of Vllanderen.
IBM

Die **Invisible Black Matter** (インビジブルブラックマター Inbijiburu Burakku Matā?), kurz **IBM**, welche auch übersetzt werden kann mit *unsichtbarer schwarzer Materie*, ist die ausschlaggebende Kraft der Ajin.

### Schwarze Geister

Schwarze Geister sind nicht gleichzusetzen mit IBM. Jeder Ajin verfügt über IBM als einzigartige Gabe, kann diese aber nicht zwangsläufig als schwarzen Geist einsetzen. Schwarze Geister sind Gestalten, welche sich aus IBM formen und welche mit der Persönlichkeit des Ajin verknüpft ist und von ihm gesteuert werden können. Es scheint, als würden sich diesen Wesen aus dunklem Rauch materialisieren.

So setzen Kei Nagai und andere Ajin die IBM im Kampf gegeneinander ein. Besonderheiten:

* Schwarze Geister scheinen unbesiegbar zu sein, jedoch ist ihr Kopf die Schwachstelle, die es anzugreifen gilt.
* Stoßen die Köpfe zweier schwarzen Geister zusammen, verknüpfen sich die Erinnerungen der beiden kämpfenden Ajin.
* Man kann schwarze Geister auch außerhalb des Kampfes einsetzen, wenn man weiß, wie man sie kontrollieren kann.
* Die Verbindung zwischen Ajin und schwarzem Geist kann durch Wasser Gestört oder abgebrochen werden.
* Sie scheinen über eine Art eigenen Willen zu verfügen.
* Sie kopieren/spiegeln die Persönlichkeit des Ajins.

Kei beschwört seinen schwarzen GeistKei sieht als Kind seinen schwarzen GeistZwei schwarze Geister kämpfen
Knighthood

Knighthood is a practice found commonly in the lands of Orlayn and northern Porten, and to a lesser extent in Alritten. It consists of valiant and honourable men and women being given the title of Knight by a high authoritative figure, such as a king, and on some occasions by consuls of individuals cities.

## History

Knighthood began under the Jurich Empire, though scholars are unsure of who implemented it or when exactly it began. The first account of the practice was found in a book detailing the Battle for Dor, in which the author notes a brave knight by the name of Knight Loric who snuck into the city and raised the gates for the invading Jurich army. Later sources note that the title of Knight may only be given by the King of Jur.

## Knight's Code

The Knight's Code is a system of honour expected of and enforced by the knights of the realm. It's original Jurich code remains as the basis for the more modern usage, with most educated rulers retaining the exact message originally laid out by the Jurich Empire.

"Protect forthwith the land of the Realm, the integrity of the Realm, but no lesser the honour of the Realm; for yet is it the [Race of Individual] that lives but valour in his stead. Fear of naught; envy of naught: for upon completion of duty, let death take you, shall you ascend among Toren and serve just, as you serve me."

Many modern knights and their lords believe the Realm to refer to their lord's own individual land and family, and thusly each knight to be sworn to that lord and no one else. As such, knights are only considered knights in the lands of their lord and nowhere else.
Idris

Idris was the second brother in the line of succession to the House of Cortez in the city of Loriel. He felt like a cast-out from his family and became best friends with Seth of House Dolorien, who felt similar with his family. Once Seth turned 18, Idris and him ran away from home and temporarily joined a mercenary company in guarding a caravan headed north to the city of Evorim.

Once there, they decided to split from the mercenary company and strike out on their own. After checking into a local tavern, his friend Seth left with an elf. Finding this suspicious, he investigated but eventually gave up suspicion. He later came to regret this as he found Seth's body two days later in a nearby forest. He collected his dead friend and travelled back to Loriel to deliver the body and news to his family.

Seth's younger brother, Devin, helped Idris bury Seth's body in the family graveyard. Devin then proceeded to join Idris, against his mother's approval, in finding the elves that killed Seth. They both swore to avenge Seth.

On their journey back north to Evorim, and desperately needing money to continue their mission, Idris and Devin stopped in the town of Cardial and joined up with the local militia in an attempt to destroy a nearby bandit camp that has been plaguing the nearby countryside.
Tythin Wikia

## Welcome to the Tythin Wikia

Tythin is a world filled with intrigue and adventure, never at peace with itself. The majority of events so far transpiring in the world focus on the region of Lorell, known for its vast empire that once held the land but is now in ruin, its pieces fighting themselves over the past millennia. This world was created by Brandon Lewis, with immense help from these individuals:
* TheBadGamer98
* ShonkyBusiness
* Pietecoo
* Vezoy
* Magpie

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Human

One of the sentient races covering Lorell, humans are the largest by population. They live primarily on the coastline and partially inland. Most humans fear moving too far inland due to elves killing humans on sight.

## Physical Characteristics

Humans stand an average of 1.68 meters, or 5 feet and 6 inches, tall for males, whilst females average at 1.57 meters, or 5 feet and 2 inches. Human males average 64 kg, or 140 lbs, and human females average 50 kg, or 110 lbs.

## Gameplay Traits

### Base

Health: Double HP to start.

Speed: 30 feet

Feat: Start game with 1 feat.

Classes Available: Cleric, Fighter, Ranger (nonmagic), Rogue, Sorcerer, Warlock, Wizard

### Subtype

Pick which subtype and add those traits in addition to the Base traits.

#### Orlaynic

Attributes: + 1 Strength, +1 Charisma

Weapon Proficiencies: Simple, Martial

Armour Proficiencies: Light, Medium, Shield

Starting Gold: -20 gp

Language: Orlaynic

#### Portenish

Attributes: +1 Intelligence, +1 Charisma

Skill Proficiencies: 1 extra skill

Starting Gold: +10 gp

Language: Portenish

#### Ralwickan

Attributes: +2 Strength, +1 Dexterity, -1 Charisma

Weapon Proficiencies: Simple, Martial

Armour Proficiencies: Light

Language: Ralwickan

Classes Available: Barbarian

#### Alrittenic

Attributes: +1 Strength, +1 Constitution, +1 Wisdom

Weapon Proficiencies: Simple, Martial

Language: Alrittenic
Lostwell

Lostwell is a city found north of Lorell/Roder, west of Rutherglen, east of Par Seelee, and south of Tenby. It is most well-known for its Galent League and being the home of Orik, the prime minister of Antwerpen.

## Early History

Not much is known about the early settlement of Lostwell, but the first recordings of it are mentioned in memoirs of one of its early consuls, dated 575AE. However, in the 8th Century, the city sprang to life as a center of trade between the southern and northern parts of Orlayn.

## Government

Lostwell's government has throughout its history been a councilship, with a leader of the council known as a consul. The consul has varied in its political power throughout Lostwell's history.
Eirlys llynbren

Eirlys is generally level-headed but quickly impatient. She recognizes the need for teamwork while at the same time resenting it. She has a deep love for animals and especially her owl, which she views as a companion more than a pet. She's rather tolerant of others for an Ilaron, possibly because she chooses to hold onto the older tradition of elves. And though she might never admit it, she has a growing fondness of the group.
The Antwerpen Anarchy

The Antwerpic Anarchy was a series of rebellions and diplomatic missions to secure the sovereignty and rule of the Kingdom of Antwerpen after the late King Roderick's death with no presumptive heir. The kingdom was nearly plunged into a civil war between the former kingdoms of Nantwich and Vllanderen, with the former Kingdom of Aynrith and city-state of Ripon also declaring their secession from Antwerpen. The only non-Vllanderic cities to remain loyal to the destroyed monarchy were the major port cities of Par Swindon and Par Seelee.

## Nantwich Succession Crisis

After the destruction of Antwerpen's monarchy, the leaders of the Nantwic cities immediately declared themselves independent of Antwerpen on the basis that their contract to the Antwerpic crown was now voided. Several remnants of the Porlin and Lor families were quick to seek claimage to the Nantwich kingdom.

The most successful claimant to the throne was Garwic Lor, the illegitimate son of Toren Lor. He had convinced the people of Nantwich and Exeter to support him, and had many supporters in Stratford as well. His main dilemma came from the city of Bury, whom preferred Jarla Porlin, the illegitimate dauighter of Voren Porlin, instead. Several other claimants also existed, but were much less supported and thus short-lived.

Garwic was an ardent supporter of a unified, centralised kingdom of the Nantwic people. Though this was popular with the people, it was less so with the rulers of the Nantwic cities whom had enjoyed a comfortable position of autonomous power under King Toren and King Roderick.

Jarla, however, was much more concerned with Bury's power and autonomy, and she wanted to decentralise the kingdom, though her main goal was primarily to keep the Lor family from ruling Bury and continuing to diminish its power and prominence.

This contention nearly led to a civil war within the Nantwic lands, but was quelled when armies from Antwerpen arrived in Nantwich. With foreign armies now occupying their lands, almost all of the remaining Nantwic people flocked to support Garwic's claim, and he led them to an open revolt against Antwerpen.

## Nantwich Rebellion

Seeing the Nantwic people nearing civil war and wishing to reclaim the land back into the kingdom of Antwerpen, Orik sent an army to negotiate and protect the cities in the interest of Antwerpen.
Geul (river)

The Geul river connects The Great lake to the Alrittic Sea. It flows trough the Land of Waze and divides the land as well geographical, forming the border between Alritten and Rokken.

The river is pretty unique. It's 4 km wide, but it has an average depth of only 30 cm. It was always unclear why the Geul couldn't erode deeper into the ground, untill an Orlayn scientist Irmanis Kobe found out the rocks had a very high concentration of platina. This could be the reason why it is almost imune for erosion.

Thanks to it's limited depth only canoes and kayaks are able to navigate over it, mostly with the direction of the stream. This makes only displacement from East to West is possible.
Daitya

The Daitya are an Indian bloodline of the Followers of Set. They revere Shiva the Destroyer as an incarnation of Set, and believe that by casting the world into greater depths of depravity, they can help it reach its nadir of true evil. When that happens, Shiva will open his third eye and gaze upon the world, destroying it, and setting the stage for the next cycle of existence.

Like many Indian Kindred, the Daitya do not accept the Caine myth. They believe that they are demons, and that by killing, corrupting, and enslaving people, they are doing what it is in their nature as demons to do. They observe a caste system similar to that of mortals, and feel that being Embraced indicates a previous life of sin and profanity. By doing their duty in this incarnation (which can last many lifetimes), then the Daitya feel that reincarnation in a higher station is possible.

Many Daitya run or are involved with a cult to Shiva, and recruit ghouls and childer from the cult. The bloodline is scholarly and devout, in its way. The Daitya are not, however, humble — they believe that the gods themselves listen to their prayers, and that they are the vehicles that will bring the world to judgment.

**Nickname:** Blasphemers

**Disciplines:** Presence, Obfuscate, Serpentis

**Weakness:** The Daitya suffer the same weakness as the Followers of Set (p. 53): They suffer two additional health levels of damage from sunlight, and a one-die penalty to all rolls when subject to bright light of any kind.

***Quote:** Tonight we fast. Keep your hunger under control. Kill the mortal whelp if you wish, if it helps, but do not feed.*
Dwarf

Dwarves are typically found hidden in their mountains in the northeast of Lorell, wary to ever let an outsider talk to them, let alone allow them entry to their secret cities. Dwarves are the most technologically advanced of the sentient races, having invented gunpowder technology in 453 AE and airship capabilities in 998 AE.

## Nobility

Dwarven nobility is unique among the races and cultures of Lorell in that they have nearly as many nobles as they do commoners, as well as an extremely strict nobility system, believing that the nobles were chosen as such by the gods. However, more likely tales point to there involving two separate dwarven people, one establishing their dominance and ruling over the other, creating what they called nobles and commoners.

Nobility held nothing more than the prestigious title of noble, but were given many opportunities deemed unfit for commoner dwarves, such as attending academies and joining the army. Commoners were then forced into all of the unwanted jobs, most notably mining and digging, while nobles took up working in prestigious fields such as architecture, engineering, and the military.

## Gameplay Traits

### Base

Attributes: +1 Constitution

Speed: 20 feet

Darkvision: 120 feet

Armour Proficiency: Light, Medium, Heavy, Shield

Dwarven

### Subtypes

Pick which subtype and add those traits in addition to the Base traits.

#### Muldarim

Attributes: +1 Intelligence

Health: +1 per Level

Language: Muldarim

### Class

#### Commoner

Attributes: +1 Constitution, +1 Strength

Starting wealth: -25 gold

#### Noble

Attributes: +1 Intelligence, +1 Charisma

Starting wealth: +25 gold
Conscious Types/Adspire

Adspire are Conscious who were once born in DD but then transferred over to Reality. There are two ways that can happen. The first is that this Conscious died and an unsuspecting newbie came to take take up residence in the Dimension and their Consciouses became tangled and the newbie became the previously dead Conscious. (This isn't as uncommon as it may sound. These Conscious tend to be Adspires and Telepaths).

Another way is that Conscious use portals to escape DD in a sense, and these Conscious end up paying the price with mental disabilities.
Nantwich (Kingdom)

The Kingdom of Nantwich was formed in 977 AE when Toren Lor, the leader of the city of Nantwich, inherited the city of Bury from his mother's passing. In honor of his new kingship, Toren swiftly invaded the neighboring kingdom of Vllanderen on 64 Florich(11) 977 while the snow was still fading from the ground, and laid siege to the city of Exeter, thus starting the Exeteric Conquest.
Simiel Parinelli

Simiel is courageous and intently focused, his mind fixated on completing the task at hand and furthering the mission. He's definitely not above getting his hands dirty, but his pride will never let anyone easily best him or humiliate him. He has a slight compassion for the group and is willing to go out on the limb for them, when reasonable, but might abandon them to their fate should he feel the situation to be hopeless.
Morellan Dynasty

The Morellan dynasty is infamous for being the family of god-like humans that ruled over the Jurich Empire from the time of its inception in 3024 PI all the way to its sudden end in 0 AE. They are thought to be all-powerful and close to immortal, said to live and rule for hundreds of years each, with their deaths seen as an act of gods.
Rouri

## Overview

Rouri is a performer who currently lives in the NES.

## Appearance

Rouri’s hair is a dark, rust colored orange and is cut slightly below the jaw. She has five eyes, her lower two being blue, upper two being green and the uppermost center one is gray. She is fair skinned and tall, with shoulders that are slightly broad and a very toned physique. She wears fashions that are slightly out-there and usually correspond to her career as a performer, but she always has on her black vest which is adorned with all sorts of colorful buttons.

## Personality

Rouri is friendly and sociable, but isn’t overly eager. She will be kind and confident when in the spotlight but with friends she is much less of a personality, preferring to be more relaxed and quiet. She is very quick thinking as well, and has gotten many people out of trouble with only a string of words. She also likes to weave tales to entertain and takes joy in writing. But, she can be very insecure at times and has been known to hide her eyes using a combination of shades and a hat.

## Background

Rouri lived in the Capitol for most of her childhood until her parents were slain and she was turned into an experiment. Her and Carrie were paraded around as a performing duo. Carrie is no longer performing with her but Rouri still travels and does shows.

## Abilities

Rouri is an experiment, but she wasn't given any offensive powers. She knows basic hand to hand combat and carries around a knife with her for just in case. Her fifth eye does have supernatural capabilities, though. No matter what her fifth eye can always see, and Rouri has said that it puts things into a black and white perspective and people's auras are the only things of color. None of her other eyes can see anything peculiar.

## Relationships

Carrie is practically Rouri's sister. Levvy is Rouri's boyfriend. Cortana is also one of her closest friends.
Kiera Windchaser-Lightheart

Kiera

Kiera is the younger sister of Sulnar and older sister of Erin. She was born on an estate on the edge was was to become known as Ghostlands to the stable keeper of a rich man who had the eccentric hobby (for a Blood Elf) of breeding horses. She was evacuated as a three year old as the scourge invaded but the refuge carriage on which she she travelled was ransacked by travelling bandits and all of the passengers killed apart from the frightened toddler who was hiding in the shadows. Out of a whimsy one of the bandits decided to keep her as a thief apprentice and as such she was trained, as well as specialised in entering buildings unseen and climbing walls inaccessible for people of larger growth.

At the age of ten years Kiera became too big for this purpose and sent off in the wilderness of the Ghostlands forest - where she no doubt would have perished, hadn't one of her fellow thieves given her survival training and shown how to build snares and shelters. Even so, the young girl couldn't survive just by hunting and scavenging unlucky travellers, and had to resort in a dodgy trade, for even dodgier plants with the Forsaken of Tranquilien.

During one of her forages, Kiera was captured by 2 members of the cult Veritatem and brought to the ruins of Silvermoon, where she was tortured and mistreated, but left alone for a while.

After a period of "medical experiments" by Erinalia, Kiera was discovered and freed by Erin Windchaser-Lightheart and Zenye Cie'niil and brought under the care of Dostarion Lightheart at the Farstrider Retreat, where he was a guest of Phoenix Warriors at the time.

He adopted the girl as his daughter and together they moved to Silvermoon where he met Kerinas Windchaser, his future bride to be. Thus Kiera finally had a family who cared for her well-being and schooling as well as teaching her the basic rules of social life.

Since then she moved around with Phoenix Warriors and Ignis Nix with all the consequences and inherited enmities. Her inborn talent for shadow magic was first woken and schooled by Toriza Kalin in disguise who then of course vanished again to let it cause future havoc.

Currently Kiera is a pupil at the Hearthglen Primary School, although she is sometimes going on missions with Ignis Nix and she shows considerable talent for creating wooden toys and likes working with wood in general.
Rokken

Rokken is the most eastern Region of the Superregion Qabassan. It's a mainly mountainous region, inhabited by mostly Dwarfs and humans, with a small amount of elves in the south-east corner. The region contains the mountainchain of Rokken that surround the desert of Wadr Jab.

The desert culturally and linguistically separates Rokken from the rest of Qabassan. It has established it's own culture. The biggest part of the region is Wazeist.

Rokken contains:

* Land of Waze
* Kingdom of Rook
* Salaan
Amelia Taliesin

Amelia is eccentric and playful for the most part. Commonly considered naïve, she's known for making very questionable and risky decisions that may or may not have paid off for the group, which she's more than willing to include into her decisions despite their desire not to be. She also immensely enjoys animals, whether they're hers or others. And despite what others think of her so far, she tries her hardest to be a useful addition to the group and prove herself to them.
Vad

Vad is believed to be the realm of death ruled over by the god of Florich in the religion of Jur. It has been described as a realm of grey mist covering floating islands of land. Some scholars of ancient magic even believe that Vad is the birthplace of magic, and that only through a connection to Vad can someone attain magical powers. Others have also claimed that entire structures in Vad can materialise in Tythin. One such claimant in contemporary times is the martyr king Roderick the Brave, who quickly scribbled in his Journal during the Siege of Lorell about his encounter in a strange land that he believed to be Vad.
Urel II

Urel II was the second king of the kingdom of Jornich from 501-505 according to the book, "Report on the Kingdom of Jornich", a book written by Normant, a School of Antwerpen scholar.

He was a militaristic man, whose short reign was focused on upgrading the small kingdom's army. He would end up being assassinated by his brother, Tisk I.
Charms

### Answer

The demon senses when humans are trying to call out to a demon. The human may not actually perform a summoning successfully; they only need the intent. It costs the demon 10 Essence, but it can teleport to the location of the summoning without being bound or otherwise controlled by the summoner. However, the mortal may not realize that the demon is unchained.

### Immunity to Fire

The demon is immune to fire. Any supernatural or mundane attempts to burn it automatically fail.

### Teleportation

If the demon has less than 1/3 its permanent Essence pool, it may spend an Essence to teleport away to safety as a reflexive action.

### Reap Essence

The demon has a specific task it drives humans to do. Any time a human would roll dice or spend Willpower to complete this task, the demon gains Essence equal to the human’s remaining Willpower points after the action.

### Harvest Soul

On completion of a contract with the demon, a mortal character suffers the effects of this charm. The demon gains as many Essence points as the character has Willpower, Mental Attributes, and experience points. The character is immediately killed. So long as the demon still has her soul, any attempts to raise her, speak to her spirit, or summon her spirit automatically fail. Most demons have methods for storing excess Essence brought by this charm.

### Wish

At the cost of twenty Essence, a demon can manifest one specific wish for a character, so long as the wish can be reflected in a Background or Merit at 5 points (or fewer) added immediately to the character. If the demon has a contract from the mortal, it only costs 10 Essence.

### Summon Hellhound

The demon spends 5 Essence and summon one Hellhound for each point of Rage the demon possesses. Hellhounds use the dog stats with a bonus to their Strength and Stamina based on their master’s Rage; their Attributes rise to the demon’s Rage dots, if not already higher. Their bites and claws do aggravated damage.

### Possession

For five Essence, the demon can possess a mortal or vampire. To do so, the mortal must fail a Willpower roll using the demon’s Gnosis as a difficulty. Once inside, the demon gains one Essence every time he forces the body to act in a way contrary to the host’s Nature. The demon can stay until it decides to leave or is exorcised, though the demon can choose to allow its host to take the body over temporarily for the cost of a point of Essence.
Koldun

While all Tzimisce consider themselves scholars, scientists, and sorcerers of a sort, those who call themselves *kolduns* claim to be the first vampires to have mastered sorcery. It is uncertain if *kolduns* are a true variation of the blood or a title bestowed upon those who have mastered the eldritch energies of the land, but in any case, *kolduns* are rare and respected among the Tzimisce. Not all have the aptitude to properly harness and control the land's spirits in the practice of *koldunism*, and those who fail are incinerated by the unbound power. Those who succeed are Kolduns. Due to their unique ties to their ancestral soil, most Kolduns belong to the Old Clan, and the discipline is almost universal among them; most Tzimisce in the Sabbat lack the spiritual strength to master Koldunism, although exceptions are becoming increasingly common in the modern nights.

**Nickname:** *Fiends.*

**Sect:** The koldun are found both in the Sabbat and the Tal'Mahe'Ra, although it is usually in the latter where they are the most abundant, given the fact that most Koldunists are from the Old Clan. There have also been cases of Kolduns being independent, members of the Old Clan that did not join the Black Hand and instead decided to side with no one.

**Appearance:** Their appearance varies widely, specially for those that possess the discipline of Vicissitude. The appearance depends mostly on whether they are from the Old Clan or the Tzimische.

**Haven:** Kolduns are tightly rooted to the land where they practice Koldunism, they normally have their haven in the land where they got their first koldunist magic from.

**Character Creation:** Most Koldun tend to focus on their primary disciplines of Auspex, Animalism and either Vicissitude or Dominate before they start seeking for Koldunic knowledge, focusing their primary attributes in those disciplines. Kolduns then tend to focus their secondary group to whichever is most convenient for their Koldunic sorcery. Finally, all Kolduns value deeply the knowledge of Occult.

**Clan Disciplines:** Auspex and either Dominate or Vicissitude in addition to Koldunic Sorcery.

**Weakness:** Kolduns have the same weakness as every other Tzimische. They must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Koldun’s dice pools to one-half, cumulatively, until she has only a single die in her pool. The penalty remains until she rests for a full day amid her earth once more.

**Organisation:** Most Kolduns tend to be lonely practicers of the sorcerous arts, isolating themselves. From time to time, two Kolduns will interact with eachother, mostly to exchange their knowledge of the land. Koldun are rarely seen in big groups.