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World of Dreth'dor Wiki

**Welcome to the World of Dreth'dor Wiki!**
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Great Imperial Games

The Great Imperial Games of Bael Turath was a multi-faceted tournament held in the ancient empire of Bael Turath. Known for its grand scale and diverse array of events, the Games were a significant cultural and sporting event in the empire, attracting participants and spectators from all regions. Thousands would participate in the Games, with tens of thousands of spectators coming to attend from across the Empire.

## History

The Great Imperial Games were established in -636 GD to celebrate the might and unity of Bael Turath. Initially conceived as a military exercise, the Games evolved to include cultural and intellectual pursuits, reflecting the empire's diverse heritage and its emphasis on holistic excellence.

## Format and Events

### Athletic Competitions

* Chariot Racing: Teams from different regions compete in a series of high-stakes races around a specially constructed track.
* Martial Contests: These include sword fighting, archery, and wrestling, showcasing the martial skills of the empire's warriors.
* Endurance Trials: Long-distance running and obstacle courses test the physical limits of participants.

### Artistic Performances

* Theater: Plays depicting historical events or mythological tales are performed in open-air theaters.
* Poetry and Music: Poets and musicians from various regions perform, highlighting the linguistic and musical diversity of the empire.

### Intellectual Challenges

* Debates: Scholars engage in debates on philosophy, strategy, and governance.
* Riddles and Puzzles: These contests test the wit and intellect of participants, often involving complex problem-solving.

## Location and Infrastructure

The Games are held in a desert region 15 miles outside of Vor Kragal, transformed into a temporary city. This city includes:

* Living Quarters: Ranging from luxurious tents for nobility to communal lodging for commoners.
* Arenas and Theaters: Purpose-built structures for various events.
* Water and Sanitation: Ingenious aqueducts and waste management systems cater to the needs of the massive gathering.

## Participation

Participants include athletes, artists, and scholars from across the empire. The Games also attract a large number of spectators, including the Emperor and the imperial court.

## Cultural Significance

The Games serve as a melting pot of the empire's diverse cultures. They are a platform for showcasing regional traditions, crafts, and cuisines, fostering a sense of unity and pride among the empire's populace.

## Security and Order

Security is a paramount concern, with the Imperial Guard responsible for the safety of the Emperor and high-ranking officials. Local security forces manage crowd control and general order.

## Legacy and Influence

The Great Imperial Games had a profound impact on the empire's cultural life. They influenced future generations, becoming a symbol of the empire's strength and diversity. The Games also served as a model for similar events in other regions.
Mortalis Antolinus

Mortalis Antolinus is the head of the Sacred Fate Church in Theodonanda, a prominent figure in the religious and cultural landscape of the Kingdom of Matrona. Known for his enigmatic presence and intellectual prowess, Antolinus has become a symbol of both reverence and controversy within the city.

## Early Life

Mortalis Antolinus was born in Theodonanda to a modest family. His father, a craftsman, is still alive, while his mother is currently in declining health. Antolinus grew up with several siblings in a household that valued hard work and self-reliance, traits that he carried into his adult life.

## Appearance

Antolinus is often described as resembling a mysterious sphinx. He possesses droopy dark chocolate-colored eyes and luxurious, straight brown hair, reminiscent of a lion's mane. Despite his boyish build, his presence is commanding. His skin is notably pale, and his wardrobe, though appearing somewhat disheveled from his rigorous duties, carries an air of mystery. He is often seen in attire that, while functional, does not detract from his enigmatic aura.

## Career

Ascending to the position of head priest at the Sacred Fate Church, Antolinus is known for his remarkable intellect and superlative spiritual insight. His approach to his duties is marked by a strong sense of duty and a commitment to inclusion within the church and the broader community.

## Personal Life

Antolinus is a private individual, known to be guarded and somewhat lacking in empathy. This has led to a complex relationship with his congregation and peers. He has no family of his own but maintains some connections with his siblings. His personal life is shrouded in secrecy, with rumors suggesting he is a bigamist, a fact that he has managed to keep hidden from the public eye.

## Beliefs and Philosophy

While his faith is considered average for a priest, Antolinus is deeply opinionated and driven by a sense of duty. His teachings often reflect his idealistic temperament, focusing on themes of water, growth, future, love, sentimentality, intuition, and healing. He is known for his unique interpretations of religious texts, often incorporating his personal experiences and insights.

## Controversies and Challenges

Antolinus's tenure as head of the Sacred Fate Church has not been without controversy. His interest in drugs, whether for personal use or for deeper spiritual exploration, has raised eyebrows among the more conservative factions of the church. Additionally, his lack of empathy has sometimes put him at odds with his congregation, leading to a guarded relationship with them.

## Legacy and Impact

Despite the controversies, Mortalis Antolinus has made significant contributions to the Sacred Fate Church and Theodonanda's religious community. His teachings and leadership have inspired many, and his commitment to inclusion and duty has brought about subtle but important changes in the church's approach to various social issues.
Sylron

Also known as the Feytouched, the Sylron are a dangerous order of warlocks, principally eladrin, whose frequent visits to the Feywild have afforded them powers that have driven them beyond the brink of madness. The Sylron developed a ritual that Heradric Dreth'dor used to banish Paen the Mad from the world and trap him in the Shadowfell.
Seven Horns castle

**Seven Horns Castle** is a historic hilltop castle located in the Seven Horns district of Theodonanda. It serves as the primary residence of King Brunus, the reigning monarch of the Kingdom of Matrona. The castle is renowned for its strategic location, offering a panoramic view of Theodonanda and the surrounding regions.

## History

Constructed in the late 8th century GD under the reign of King Vaccarius II, Seven Horns Castle was built to symbolize the unity and strength of Matrona. Over the centuries, it has witnessed numerous historical events, from royal coronations to diplomatic treaties.

## Architecture

Seven Horns Castle is a marvel of Matronian architectural prowess. Its design seamlessly blends the robustness of Matronian fortifications with the elegance of Donandi artistry. The castle's defining feature is its seven imposing towers, each uniquely designed, rising majestically against the backdrop of Theodonanda's skyline. These towers, while primarily serving as strategic lookout points, are also adorned with intricate carvings and stonework that narrate tales of valor, love, and magic from Matrona's rich history.

The castle's central tower, known as Vaccarius Spire, is named after King Vaccarius II and is the tallest of the seven towers.

The castle walls, made from the finest white stone quarried from the northern mountains of Matrona, shimmer under the sun, earning it the epithet "The Lustrous Bastion" among locals. The main gate, flanked by two of the seven towers, is an artwork in itself, with its heavy oak doors adorned with silver motifs depicting the lineage of Matronian royalty.

Within the castle's confines, courtyards with ornate fountains and meticulously maintained gardens offer a serene contrast to the outer fortifications. The pathways, lined with statues of past kings and heroes, lead visitors through a journey in time, celebrating the legacy of the Kingdom of Matrona.

### Interior

The castle's interior is a testament to the grandeur of Matronian royalty. Lavish chambers, grand halls, and intricate frescoes depict the history and legends of the kingdom. The Throne Room, with its ornate ceiling and majestic dais, is where King Brunus holds court.

## Current Use

While Seven Horns Castle remains the primary residence of King Brunus and the royal family, parts of the castle are open to the public during specific events, allowing citizens and visitors to marvel at its splendor. The castle also hosts various state functions, diplomatic meetings, and cultural events throughout the year.

## Trivia

* Legend has it that a secret passage exists within the castle, leading to an ancient vault. However, its existence remains a mystery.

## See Also

* Theodonanda
* King Brunus
* Kingdom of Matrona
Ivaldus of the House of Novellus

**Ivaldus of the House of Novellus** is a distinguished Councilor on the Small Council of Theodonanda. As a representative of the noble House of Novellus from Matrona, he brings a wealth of knowledge, cultural appreciation, and political acumen to the council's deliberations. Known for his vast collection of historical artifacts and his patronage of the arts, Ivaldus is a figure of quiet authority and charm within the city's political and cultural circles. His presence on the Small Council ensures that the arts and history of the world remain preserved and celebrated in the heart of Theodonanda.

## Appearance and Demeanor

Ivaldus is a tall, slender man in his early fifties, boasting salt-and-pepper hair and a meticulously groomed beard. His deep brown eyes are observant, often giving the impression that they miss no detail. He typically dons rich yet understated attire, his ensemble often completed with a silver brooch shaped like a raven. Ivaldus carries himself with a quiet authority, exuding an innate charm that draws many to him.

### Background

Hailing from Matrona, Ivaldus is a minor noble recognized for his extensive collection of ancient artifacts, scrolls, and musical instruments. His passion for preserving history is evident in his vast library and the many relics that adorn his estate.

Beyond his role as a collector, Ivaldus is a renowned patron of the arts, with a particular fondness for music. His grand hall has hosted numerous performances, and many budding artists owe their success to his generous patronage.

Rumors persistently circulate about Ivaldus's connections to various secret societies within Theodonanda. While he has never confirmed such affiliations, the whispers add an air of mystery to his already enigmatic persona.

### Trivia

* The House of Novellus, from which Ivaldus hails, has a storied history in Matrona, known for its contributions to the arts and academia.
The Alchemist's Jug Inn

Disambiguation: For the article on the magical item the Alchemist Jug, go here.

## Description

The Alchemist's Jug Inn was the former headquarters of the Aurum Order.

The inn is named after the magical item the Alchemist Jug due to the heavy usage of the item in the operation of the inn. The inn used the jug's magical properties to produce mayonnaise which became the inn's unique selling point.
Millburg

Millburg is the largest city in the world, situated in the Kingdom of Galefridus. It is home to the The Holy Capital, Grand Temple to Erathis.

A city of preposterous size, Millburg may be the largest settlement in the world. Known for its fishing and agriculture, Millburg can be spotted from miles away by its army of windmills that reach for the sky like towers. The city is surrounded by a deep, treacherous moat.

## History

Millburg was originally founded as a settlement known as Mylenbar in 124 GD.

## Government

Millburg is run by an elected official - currently, Lady Mayor Livith Madison. Noble families have a strong influence on local politics, and the city has 418 noble houses. Corruption is, however, below average.

The city is divided into 82 municipalities.

## Economy

Millburg has a robust agriculture-based economy that exports enormous amounts of grain to feed cities across the kingdom. Second to agriculture, fishing further bolsters Millburg's economy.

Millburg is one of the most expensive cities to live in in the world.

## Culture

Millburg has developed a reputation for having a remarkably beautiful population. The city is very strongly influenced by religion, given it is home the the Holy Capital.
Arkhosia

Arkhosia was a dragonborn empire that fell in 0 GD following a protracted war with the empire of Bael Turath.

Settlements within Arkhosia had names that often ended with the suffix -thaczil, as this is the draconic word for "place."

## History

The Empire of Arkhosia was founded in -1167 GD and ruled over by royal lines of mighty dragons. The empire prospered and expanded for centuries, before its expansion brought it into conflict with another growing empire: Bael Turath.

War eventually broke out in -524 GD. By this time, the two empires had extended to cover most of the habitable part of the continent and began to war over territory. The war would go on to last for centuries, during which time dragons scorched the northern areas of the continent, destroying all civilization there in order to eliminate the port-towns the Turathi used to raid Arkhosian shores.

During the war, dragons were hunted to near extinction, leaving Arkhosia's dragonborn clans without the strong leadership that unified them. After the Turathi destroyed the Arkhosian capital in 0 GD, individual dragonborn clans seceded from the Empire, feeling no obligation to suffer further losses in support of other clans. Eventually, no clan remained that held loyalty to an empire whose leaders and capital were gone.

By 0 GD, the empire of Bael Turath had overextended itself across most of the known world in its conquest. Hellbent on destroying Arkhosia, the Turathi had invested everything into their war machine and become a nation of impoverished humans and a growing population of slaves serving a cadre of political elite tieflings in a world sapped of its resources. When the Arkhosian capital was destroyed, the tieflings saw the end of the war coming, and the Turathi emperor was murdered in a coup d'état that resulted in a series of chaotic political assassinations as different tieflings claimed the throne. For the downtrodden citizenry, the added confusion and violence in their homes far from the war front brought the sociopolitical misery to a boiling point, and revolts began against the tieflings. The chaotic revolution spread like a wave, from the capital to the edges of the empire, and with the Turathi army still stationed at the faraway war front and no leadership in place to recall the army, settlement after settlement saw its Turathi leadership overthrown. The day the Turathi throne was destroyed by rioting citizens marked the official end of the empire.
Korgar

**Korgar**, also known as **Korgar the Unifier** among the orcs and **Korgar the Destroyer** among the civilized races, was a legendary half-orc warchief who united the orc tribes and posed an extinction-level threat to civilization.

## Birth and Early Life

Korgar was born under a blood-red moon, a rare lunar eclipse. While most half-orcs were considered weak and were often killed at birth, the blood-moon was seen as an omen by orc shamans, marking Korgar for greatness. As he grew, Korgar displayed not only the brute strength typical of orcs but also an uncanny intelligence and charisma. He quickly rose to prominence, leading hunting parties and raids with unparalleled success.

### Vision from Gruumsh

In his youth, Korgar claimed to have received a vision from the orc god, Gruumsh. In this vision, Gruumsh expressed his displeasure at the divided state of the orc tribes and tasked Korgar with uniting them. This divine mandate became Korgar's driving force.

### Rise to Power

Korgar's approach to unification was multifaceted:

* **Diplomacy:** Korgar approached smaller tribes with offers of alliance, promising shared spoils and protection.
* **Conquest:** Tribes that resisted were met with Korgar's might, their chieftains defeated in combat.
* **Religious Influence:** With the backing of orc shamans, Korgar was hailed as Gruumsh's chosen.
* **Shared Hatred:** Korgar rallied the tribes against their ancient enemies, the elves and eladrin.

### Reign of Terror

Under Korgar's leadership, the orcs became a force of destruction. Settlements, towns, and cities fell before Korgar's horde. The world's three great empires - dwarven, elven, and eladrin - faced the wrath of Korgar's united orc tribes. While the dwarves defended their borders, the elves and eladrin formed an alliance against the orcish threat.

### Battle of Ruby Glade

The alliance lured Korgar's horde into Ruby Glade, a vast plain within the eladrin forests. The battle raged for three days. Despite Korgar's ferocity, the combined might of elven rangers and eladrin mages wore down the orcs. On the third day, an eladrin mage's spell wounded Korgar, leading to the horde's defeat.

### Last Stand at Blackwing Spire

Gravely injured, Korgar retreated to Blackwing Spire, hoping to ally with the legendary black dragon rumored to reside there. While the eladrin hesitated, elven rangers pursued Korgar. Atop the spire, Korgar and his remaining followers made their last stand and were slain.

### Legacy

Korgar's ambition led to the near-eradication of orcs from the civilized continent. The survivors fled to distant lands, ensuring the orcs' legacy lived on.
Guenbrith of Bancroft

Lucis Sol Guenbrith of Brancroft is the head of the Church of Pelor and has served in this position since 958, after the death of Avilina, the previous Lucis Sol.

Ordained as a Crinis in 937 GD in her native Brancroft, Guenbrith established herself as a highly regarded theologian by the mid 940s. She rose through the priesthood to the rank of Lumen and was recruited into the Order of Solis in 945 GD. In 949, she was promoted to the rank of Lucis.
Kruthik

The kruthik are reptilian, insectoid creatures that hatch from eggs in a larval form before growing to a considerable size. Their hives are located in byzantine, underground tunnels that they burrow. The kruthik have a natural immunity to acid.

Kruthik drones, which grow up to the size of dogs, serve a kruthik queen, which can grow to the size of a horse and spit acid. Kruthik appear to communicate through hisses and chittering, and they seem to avoid areas where large numbers of other kruthik have been slain.

The kruthik were initially created by the Empire of Baal Turath as beasts of war, but with the fall of the empire, the means of controlling the kruthik were lost to time.
Kalypso Institute

Template:Infobox

The **Kalypso Institute** is a prestigious research facility located in the heart of the **Seven Horns** district in Theodonanda, the bustling capital of the Kingdom of Matrona. Owned and operated by the secretive **Aurum Order**, the institute stands as a testament to the Order's commitment to knowledge, innovation, and the advancement of arcane and technological studies.

## Architecture

Constructed from dark gray stone with golden accents, the Kalypso Institute is a sprawling multi-story structure. Its gothic architecture, with pointed arches and intricate carvings, reflects the rich history and traditions of Matrona. The institute's central tower, adorned with a golden dome, can be seen from various points in Theodonanda.

## Interior

The institute houses vast libraries filled with ancient tomes, scrolls, and manuscripts. Specialized rooms cater to the diverse needs of its employees, from alchemy labs equipped with the latest tools to cartography chambers filled with maps of known and unknown lands.

## Employees

The Kalypso Institute boasts a diverse staff of over 40 dedicated individuals, ranging from librarians and cartographers to inventors and archaeologists.

## Affiliation with the Aurum Order

The Aurum Order, known for its pursuit of knowledge and power, established the Kalypso Institute as a hub for research and innovation. The institute's discoveries often aid the Order in its endeavors, solidifying its influence and status in the Kingdom of Matrona.
Libram on Eastern Religion

This hefty tome was written by Caecan of the Hills and has covers of animal hide. Its vellum pages are unbound, but wrapped with a leather cord. The ink is blue in color and seems to be made of a cobalt solution. The book is closed by a metal clasp in the form of a wolfs head. There are 58 pages, and the pages measure 14x15 inches. It was written in 848 GD. Among a multitude of topics, the tome speaks of the herb Serapias Turbith.

A copy of this book was found in Dreth'dor Manor.
Master Vamros

Master Vamros trained the Disciples of Dreth'dor. He was a stooped old man with a frayed gray beard and long, disheveled hair, bushy eyebrows looming over piercing blue eyes, wearing drab, dusty robes and carrying a walking stick crudely carved from a branch. He was somewhat impatient, tended to be insulting, sarcastic, and rude, yet he still commanded respect, as he very much seemed to know what he was doing, and though his methods may seemed harsh, it was (sometimes not so) obvious that he was simply trying to get the best out of his trainees and pushing them so hard because he believed in them.

Master Vamros was not a particularly chatty fellow, unless you caught him during his vigil. Every night, regardless of weather, Master Vamros would visit the grave of Heradric Dreth’dor, out in the garden courtyard of Dreth'dor Manor. At which time Master Vamros was rather open to talking about Heradric, who he clearly had a deep respect for. It seemed when Master Vamros was young, he had the privilege of knowing the late great Heradric Dreth’dor.
Cardinal of Rebirth

*Rumors claim that a strange entity, the Cardinal of Rebirth, is not a singular one, but rather a title passed down from person to person. This Cardinal heals the sick and blesses the broken, until they make the ultimate sacrifice and choose a new Cardinal to lead. Thus, the cycle of rebirth can continue for all of eternity.*

## Tenets

* *The search for the successor comes above all else.*
* *All are worth helping.*
* *Shelter all without Prejudice.*
* *Harm only those who harm you or hinder your search.*

## Types of Followers

* *Wretches*
* *Elderly*
* *The terminally ill*
The War Mages of Ravenwatch

Template:Infobox Organization

The War Mages of Ravenwatch are an ancient order of wizards residing in Ravenwatch Castle, within the Raven County of Illegardis. Founded shortly after the establishment of the Kingdom of Matrona, they serve as the kingdom's primary defense against external threats. Renowned as the best battle mages in the world, they were initially created to deter any kingdom from invading Matrona.

## History

The order's inception dates back to the early days of Matrona, designed as a safeguard against external invasions. Over the centuries, their reputation grew, and they became a symbol of pride for Matronians.

## Headquarters

Ravenwatch Castle, a gothic architectural marvel, stands as a testament to Matrona's resilience and the War Mages' enduring legacy. The castle is a fortress, equipped with both arcane and physical defenses, ensuring the safety of its inhabitants and the secrets they guard.

## Leadership

The order's leadership, known as The Black Claws, consists of ten elected members. These individuals are chosen by the collective for their prowess, wisdom, and dedication to the cause.

## Artifact - The Obsidian Grimoire

Rumors persist that the War Mages possess a powerful artifact known as The Obsidian Grimoire. This ancient tome, bound in shadowy leather and adorned with potent symbols, is believed to contain forbidden spells capable of controlling or repelling the undead. Its ever-changing pages reveal different incantations based on the reader's intent.
Arcane University of Alzeiza

Template:Infobox University

**The Arcane University of Alzeiza**, often simply referred to as the **Arcane University**, is a prestigious institution of higher learning located in the heart of Alzeiza. Despite its renowned academic programs and its contributions to the arcane arts, economics, and politics, the university often finds itself overshadowed by the city's deep religious roots, primarily due to the presence of the Cathedral of Crows, the main temple to the Raven Queen.

## History

Founded in 723 GD, the Arcane University of Alzeiza was established during a period of rapid intellectual and magical growth in the Empire of Nerath. Its foundation was laid by a consortium of scholars and mages who envisioned a center of learning that would blend the arcane arts with the emerging fields of economics and politics. Over the centuries, the university has produced numerous scholars, mages, and leaders who have left their mark on the annals of history. Notable alumni include Archmage Eldrin Valthor, who played a pivotal role during the Matronian-Folkhardish War in 800 GD.

## Academics

The university boasts a diverse range of faculties, with its School of Arcane Arts being the most renowned. Other faculties include the Department of Economics, which delves into the intricate balance of trade, commerce, and magical influences on the economy, and the Department of Political Arcanum, which studies the interplay between politics and magic.

## Campus

Reflecting Matrona's gothic architectural style, the university campus is a blend of ancient towers, sprawling courtyards, and modern lecture halls. The central tower, known as the Mage's Spire, houses the university's vast collection of arcane tomes and artifacts. The campus also features the Hall of Echoes, a vast auditorium where debates, lectures, and magical demonstrations are held.

## Role in the City

Despite its academic prestige, the Arcane University often finds itself in the shadow of Alzeiza's religious significance. The presence of the Cathedral of Crows means that the city's identity is deeply intertwined with its religious roots. This has often led to a subtle tension between the university's pursuit of knowledge and the city's devout inhabitants. However, the university has always maintained a neutral stance, focusing on its academic endeavors and steering clear of religious politics.

## Recent Events

In recent years, the university has been at the forefront of researching the blending of arcane magic with emerging technologies. However, this has not been without controversy. There have been reports of unauthorized experiments, leading to unexpected magical surges within the city. While the university's council has denied any wrongdoing, rumors persist about the nature and purpose of these experiments.

## Notable Alumni

* **Archmage Eldrin Valthor**: A key figure during the Matronian-Folkhardish War in 800 GD, Valthor's strategies and leadership were instrumental in several decisive battles. His time at the university is fondly remembered, and he often credited his academic training for his tactical acumen.
Mapletown (16,000)

Mapletown is a city within the Main Duchy of Folkhard in the Kingdom of Galefridus.

## Geography

Mapletown is found south of Shattercone Caldera, west of the Warrior's Caverns, within the Main Duchy of Folkhard. The River Agurona, the Red River, runs through the city.

## Town Details

Mapletown is a city resplendent with the natural beauty of tall, mighty maple trees with rich, autumn-red leaves that thrive year-round.

## Population

The population of Mapletown is approximately 16,000, with the majority being Folkhardish. There appears to be an abundance of older individuals relative to other settlements.
Asmodeus

Asmodeus is the evil god of tyranny, domination and sin. He is the King of Hell, ruling the Nine Hells of Baator, the Duke of the Ninth, Nessus, and father of Glasya, Duke of the Sixth Hell, Malbolge.

Asmodeus, archangel and exarch of He Who Was, betrayed his god and killed him, but not before He Who Was cursed Asmodeus and his follows, transforming them into the first devils and the astral dominion of Baathion into Baator, as a prison for them. Over the coming millennia, Asmodeus worked to erase all knowledge of He Who Was from existence, including his name, out of fear of the god returning. Asmodeus offered his aid to the gods in their war against the primordials in exchange for ascending him to the pantheon.
Empire of Nerath

Nerath was a human empire. Following its collapse, civilization has entered a dark age that it has not yet escaped.

## History

The Empire of Nerath formed in 407 GD. The Nerathi Empire grew to encompass all civilized human lands. The empire did not colonize further West into the heart of former Arkhosian territory out of superstition that the land was cursed by Turathi devils. The territory to the North of the empire was still an inhospitable wasteland due to dragons scorching the land during the war, and territory south of the empire was too cold to cultivate.

### The Fall of Nerath

743 GD marked the beginning of the Fall of Nerath. By this time, the Nerathi Empire had grown complacent, and its government had grown largely ineffectual and corrupt. Barbarian raids were taxing on Nerath's southern border, leading to revolts breaking out in Nerath's southern settlements. This forced the Empire to spend even more coin on its military budget to defend itself from local rebellions. Economic troubles led to oppressive taxation, resulting in enormous discontent from the Eastern side of the empire, which was isolated and remote from the empire's heart.

The next few years saw a rising number of eastern settlements declare independence from the Empire, as their leaders and people felt that being part of an empire that largely ignored them while paying taxes to solve faraway problems was nonsensical. Busy dealing with issues closer to its capital, the empire offered no response to the deserting settlements.

The proud people of the southern settlements grew increasingly frustrated at the empire's apparent priority of suppressing their revolts rather than killing barbarians. Hearing tales of eastern settlements declaring independence, some southern settlements began to declare independence. Now fearing that the dissent it allowed to fester in the east could lead to mass desertion, the empire further increased its military presence in the south and reclaimed settlements by force. This, however, had the opposite of the intended effect, as the warlike southerners took to arms and fought back, and even more southern settlements were spurred into rebellion.

After years of rebellion, heavy taxation, and mass conscription into the army, more and more settlements far from the capital seceded, and political unrest at the heart of the empire was at an all-time high. By 752 GD, other than a few sycophants, no one supported the Emperor any longer, and high-ranking officials began to desert. In the span of three months, three Nerathi emperors - following the line of succession - were assassinated, and by the end of the year, there was no major city left that had not declared independence from the Empire.

### Emperors of Nerath

Arcio-Marcian Dynasty (407-498)
 Spurius
 Cusupio
 Marcius
 Alennius

Fortusian Dynasty
 Quintius
 Metumio

Fordian Dynasty
 Eadred
 Alvidius
 Aered
 Hamas Rewsor

Symathian Dynasty
 Symath II
 Symathius II
 Altherth "the Heretic"

Tarquintian Dynasty
 Galius
 Decius
 Tarquinto II
 Tarquinto III
Lorita of the House of Sistus

Template:Infobox character

**Councilor Lorita** is a prominent member of the House of Sistus, one of the influential noble houses in Theodonanda. Serving on the city's council, Lorita is renowned for her advocacy in trade and commerce, consistently pushing for policies that bolster the interests of Theodonanda's merchants and traders. While she generally maintains a neutral stance on most political matters, her pragmatic approach to governance and her knack for forging mutually beneficial relationships have solidified her reputation as one of the city's key political figures.

## Early Life and Education

Lorita was born in the heart of Theodonanda, within the illustrious House of Sistus. From a young age, she was exposed to the intricacies of trade, as her family managed several of the city's bustling marketplaces. Lorita was sent to study at the esteemed Arcane University of Alzeiza, where she honed her understanding of economics and governance.

## Political Career

Lorita's entry into politics was not a direct one. Initially, she managed several of her family's trading ventures, establishing connections with merchants from distant lands. Recognizing her acumen, the elders of House Sistus nominated her for a position on Theodonanda's council.

As a councilor, Lorita championed the rights of merchants and traders, often pushing for policies that reduced tariffs and encouraged foreign trade. Her initiatives led to Theodonanda becoming a significant trading hub within the Kingdom of Matrona.

## Personal Life and Controversies

Lorita has always been private about her personal life, leading to various speculations. Rumors suggest she might have had a clandestine relationship with a foreign merchant, which some believe influenced her trade policies. This has never been confirmed, but it has been a source of intrigue and gossip within the city's elite circles.

## Legacy and Influence

Councilor Lorita's policies have undeniably boosted Theodonanda's economy, but they have also led to a growing divide between the city's wealthy merchants and the working class. Some praise her for her foresight and pragmatism, while others criticize her for favoring the elite.

Her neutral stance on most matters, combined with her pragmatic approach, has made her a key player in the city's politics. Many believe that she holds more influence than the Magistrate himself.
Main Duchy of Folkhard

Folkhard, also known as the Main Duchy of Folkhard, is a province that is part of the Kingdom of Galefridus. Found in the south-west of Galefridus, it shares its north border with the Grand Duchy of Dofngarth, while its southern border is delineated by the Dragonspine Mountains, with the Kingdom of Gavriel to the south. To the east of Folkhard is the main province of Galefridus, and to the west, uncivilized lands beyond a mountain range. Most of its population is concentrated around the Cedar Lakes, north of Shattercone Caldera.

Founded in 756 GD as the Kingdom of Folkhard, this realm was conquered by the Kingdom of Gavriel in 808 GD and incorporated into the Kingdom of Galefridus in 811 GD.
Tharizdun

Tharizdun is the god of Madness and Annihilation. Long ago, he was imprisoned by the other gods and sealed away in another plane. His name is not known by many, even among his followers. He is often referred to as the Chained God.

Even imprisoned, he managed to find a way to influence some, causing them to believe he is a primordial seeking to destroy the gods who imprisoned him. They call him the Elder Elemental Eye, not knowing that he and the Chained God are the same being.

His followers now work to free him. Many of them are insane and do not realize that releasing Tharizdun from imprisonment means that he will seek to destroy all of creation.
Morgrak

Morgrak is a dwarven kingdom. The name "Morgrak" means "Fortress of the Brave" in dwarven. It borders Gavriel to the North.

Morgrak is the southernmost nation in the world. Its dominant biome is tundra, though the majority of the kingdom lies underground in the massive mountain chain that was said to have birthed dwarves.

Dwarves have inhabited the territory of Morgrak since the Mythic Age, existing as distinct clans. In -8,525 GD, during the Age of the Elders, the disparate clans united under one chosen king and established Morgrak and became one of the great powers of the time.

Morgrak is a monarchy. It joined an alliance with Myvanna and Eth'Ruvanna in -1549 GD. The trident Noraknore was forged to commemorate this alliance. However, the trident was stolen in 1006 GD, leading to the dissolution of this alliance.
Mapletown

Mapletown is a city within the Main Duchy of Folkhard in the Kingdom of Galefridus.

## Geography

Mapletown is found south of Shattercone Caldera, west of the Warrior's Caverns, within the Main Duchy of Folkhard. The River Agurona, the Red River, runs through the city.

## Town Details

Mapletown is a city resplendent with the natural beauty of tall, mighty maple trees with rich, autumn-red leaves that thrive year-round.

## Population

The population of Mapletown is approximately 16,000, with the majority being Folkhardish. There appears to be an abundance of older individuals relative to other settlements.
Knights Hospitalers of Pelor

The Order of Knights of the Hospital of Pelor, commonly known as the Knights Hospitalers of Pelor, is a religious military order of paladins in service of the deity Pelor. The Order includes some of the most powerful paladins in the world.

Knights Hospitalers are recognized by their shimmering, golden armor and white tabards bearing a symbol of Pelor.
Infinite Layers of the Abyss

The Infinite Layers of the Abyss, sometimes called the Abyss or the Infinite Layers, is a realm of chaos and evil and home to the demons. The Abyss itself creates demons - if one is killed, its essence returns to the Abyss to be reborn from the darkness and evil.

## Geography

The Infinite Layers of the Abyss is a dark, terrible, nightmare-filled demonic evil realm. There is no rhyme or reason to the layers, no consistancy in geography. It ranges form burning deserts, to poisonous swamps, to mazes of razor sharp rock, to frozen wastelands, to lava-filled volcanic hellscapes, to vast oceans and lush jungles.

## Denizens

The drow goddess, Lolth, goddess of spiders, shadows and lies rules a region of the Abyss known as the Demonweb Pit.

Orcus, Prince of the Undead, rules over a level of the Abyss filled with demons and legions of the undead and seeks to usurp the Raven Queen as the new God of Death.
Illegardis

The Raven County of Illegardis is a province in the north-east of the Kingdom of Matrona. It is ruled by Count Riccomus of the Cercatian Dynasty. The capitol of Illegardis is Sopercla.

## Etymology

The name Illegardis is derived from a combination of words meaning "they [the people] of the gardens." The county was given the nickname the Raven County due to it - at the time of its founding - being the location of the Grand Temple to the Raven Queen and the place in the world with the highest concentration of devotees of the Raven Queen.
Harvesters of Fortune

Established in 960 GD by Skamos, the Harvesters of Fortune was founded as an organization for persecuted tieflings.

After years of building up a respectable reputation for his organization as criminal-hunting bounty hunters, Skamos brought the Harvesters of Fortune to Kain in 969 GD and used his relationship with Borys to entrench himself within the capital city of Abel.
Unbroken Blades

The Unbroken Blades are a large mercenary organization founded in 832 GD. They have an excellent reputation and are mostly motivated by fame. They are known to be highly honorable warriors, and they can be identified by their faction colors: a tabard divided into four quadrants, alternating bronze and dark red.

The Unbroken Blades are led by a single leader, who has historically been the most senior member of the group. Their headquarters is situated in Millburg.
Bellrich

Bellrich is a small, silent village best known as a backwater that stands on the fringes of civilization, located on the outskirts of the Kingdom of Galefridus, in frontier country. Most of Bellrich's revenue comes from smuggling, and it's well-known for its thieves, smugglers, and conmen.

## Geography

Bellrich stretches out across the length of a river that runs along an expanse of flats that is smattered with diverse stones.

## Town Details

The village consists of approximately 150 buildings, mostly one story high, and look to be well-built. The streets are slightly overgrown with weeds.

The people of Bellrich are suspicious of outsiders, easily recognized by their lack of local accent which all residents possess. Most men sport mustaches, wear frontier hats, vests, and boots with chunky, moderately slanted heels with pointed toes.

## Population

While a few halflings can be spotted in town, the majority of the population remains human.

Moustaches are popular among men in Bellrich, as well as broad-brimmed hats, vests, and boots with chunky, moderately slanted heels with pointed toes.
Dragonborn

The Dragonborn is a race created by the god Io. In modern times, the dragonborn race is nearly extinct.

## Language

Historically, Dragonborn all spoke Draconic, the language of dragons. While the language is still passed down through generations, Dragonborn increasingly speak the Common tongue as their primary language.
Katy Kat

Katy Kat (ケイティ・キャット Keiti Katto) is a blue cat with a very energetic personality. She is part of both "Parappa's" friend group as part of the rock band MilkCan and is the only connection point between the two groups.

Katy is a go-getter, a team player and an extremely supportive friend. She proposed the idea of planning Sunny's birthday party, suggested JanKen to decide the roles and as the winner took on the party direction. When Lammy does bad in the final stage, Katy, as the Teacher, does not react on it -(instead, Ma-San ditches them both)- and only voices disappointment when the song's over.

Katy likes to do poetry in her free time, which likely means she writes the lyrics for MilkCan. In the song "Keep Your Head Up!!", Katy voices inner frustration how life is also difficult on her.

Aside being a fashionista, Katy Kat enjoys theme-based dressing up and searched for the 'perfect look' for the performance.

She has a love for disco, dancing and has shown an interest in journalism and politics in the anime series, where she is seen on multiple occasions presenting news/events in front of a camera.
Skamos "Silence" Gallen

Numerous bastard sons named Skamos

## Appearance

Skamos has a reddish ochre tinge to his skin, horns in a spiral shape extending about a foot behind his head, shoulder length hair with a blueish tinge to it, and solid gold eyes. Hard horns line the bottom of his jaw, which itself is slightly elongated.

Skamos bears a few scars from fighting, but only one is particularly noticeable - a long, thin scar travelling along the length of his right arm. It is mostly covered by his armor or clothing, but the end of the scar extends on to the back of his hand.

## Personality

Skamos is an intellectual, and a methodical planner. When he is not leading on the battlefield, he is an avid reader. A meticulous thinker, Skamos tends to get distracted by details.

## Background

Having grown up in Matronian slums as the bastard son of a seamstress and a tiefling named Skamos, Skamos was raised with a good knowledge of the Raven Queen and the methods of worshipping her. He never felt the call to worship her, however. Still, he has great respect for those who do follow her, and may sometimes consider himself a friend of those who would worship her.

The life path Skamos chose led him to worship Ioun - as he is a lover of books, a seeker of education, and a tactician.

## Trivia

The Life of Skamos is a book that likely details one of Skamos' ancestors.
Shridra

Shridra was a drow vampire priestess of Lolth that was defeated by the Disciples of Dreth'dor. Among vampires, she was a renegade, remaining separate from the cabals and not following their rules. Her property was often demarked by a certain symbol: a ring within an equilateral triangle. The Order of Solis interpreted the ring in this symbol to represent an eclipsed sun, and with the triangle being a symbol of power, together these elements represented the power to eclipse the sun.
The Life of Skamos

The Life of Skamos, by Gwelavarl, is a biography of a Turathi nobleman named Skamos who was born in -675 GD. It is a pocket-sized book with thin wooden covers, and its 40 flax pages are loose and jumbled out of sequence. The subject of this biography is believed to be the ancestor of the bounty hunter Skamos Gallen.
Melora

The Sea

Melora is the goddess of Wilderness, Nature, and the Sea.

## Tenets

Melora commands her followers thusly:

* Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.

* Hunt aberrant monsters and other abominations of nature.

* Do not fear or condemn the savagery of the wild. Live in harmony with the wild.

## Relationships

Prior to the Dawn War and to the gods choosing domains, Erathis and Melora were almost like sisters. However, a disagreement between them on the balance of civilization and wilderness led to each taking one of these opposed domains, and the two goddesses became rivals, the antitheses of each other.