recursal/Fanatic-Fandom huggingface dataset:
Draconis

**Draconis**, also called **Drakenheim**, is the planet that serves as the setting of the *Conjunctionverse*. Torn apart and reshaped by the Conjunction untold eras ago, Draconis is a vast world consisting of extensive lakes, deserts, grasslands and tundra. It is home to five known continents, called the Known Lands: Pydwell, Drekosgard, Aarathma, Adria and Par Vollen.

## Geography

The world of Draconis is comprised of three major continents, with a number of islands scattered between them. The two largest, Pydwell and Drekosgard, are separated by the Ghost Ocean; Drekosgard and Par Vollen are separated by the Whispering Sea. Pydwell lies in the southeast of the world, with the archipelago of Aarathma to the south. To the west, across the ocean, lies Drekosgard, the world's largest continent, which extends from the Far North of the world down into the tropics
Soul

**Souls** are considered the piece of living consciousness that is connected to the Beach, the realm between the worlds of the living and dead. Through the soul, living minds journey to the Beach when they sleep, and the soul is thus a person's spiritual essence. Souls hold incredible power, and are used by dragons to cast their unique form of magic; souls can also be forced from the body by certain spells or weapons, and trapped in soulrings. Some people, known as hollowborn, are born without a soul entirely.
Mourne

## People

**Mourne** or the **Mourne Kingdoms** is a sovereign realm in north-central Drekosgard, bordered to the north by the Sea of Arthusis, to the west by the Three Kingdoms, to the east by the Reach and to the south by the Morro Mountains, beyond which lies the Welen Desert. One of only four nations on the entire continent, Mourne comprises two kingdoms: Caelica in the north and Dyrwood on the peninsula of the same name; the two are connected by a narrow isthmus. Widely known as the "Land of Tears", Mourne suffers near-constant rainfall and is home to the only rainforest on the continent.
Magisters of Ash

The **Magisters of Ash** were three high-ranking magisters of the Circle of Magi that were dispatched to aid the Three Kingdoms in their fight against the Ember Lord during the Age of Ash. Breaking the laws of the Circle, the magisters used dark magic to resurrect those drowned by ash to form the Legion of Cinder, and thus became their masters. Hallowed by their dark magic use and driven mad by the altered properties of the ash around them, the Magisters slowly turned on one another and eventually the Three Kingdoms themselves.
Nordling

### Hair Color

Often brown, black, blond or red; people of elven heritage often have more unique colors

The **nordlings** are a race of humans native to the northern realms of Pydwell, generally defined as north of the Gnawed Mountains. They are in contrast to the Gammera, those native to the southern realms, and the amatera, humans that arrived from the Blackreach during the Reclamation.

## Culture

### Language and writing systems

Basing on languages of the various groups of colonists and nonhumans, nordlings developed their own tongue, called Common Tongue. It consists of a couple of dialects and people from different parts of the Northern lands are often easily recognized because of their accent.

### Education

In most of the nordling lands, the education is a domain of the upper classes – it's hard to attend university unless one has wealthy or influential family. This isn't the case when it comes to the academies of magic or temple schools, which provide knowledge for everyone with talent and willingness at Tír Miraak.

### Art

The painting is often mentioned as respected art. Rulers often have their court painters, galleries of paintings are found in universities, magical academies, temples and other places.

Arts like music, poetry and the storytelling are the domain of bards, sometimes called minstrels or troubadours, wayfaring men and women who make a living from singing tales, whether on noble courts or during rural festivals.

### Religion

Nordlings believe in and follow a vast amount of deities in the nordling pantheon: divine powers, popular prophets, saints and heroes as well as several minor powers or idols. They are polytheistic, but the temples are devoted only to the certain beings.
Red River

The **Red River**, also called ***Afonblygoch*** *(literally "Red River")* is one of the major rivers of Pydwell, flowing northward from its source in the Hertch Peaks onto the bohaemian plateau, where it turns westward and flows into the Ghost Ocean at its mouth beside the city of Lŷr; its largest distributary is the White River, which flows into Lake Llyn. It is the third-longest river in Pydwell, dwarfed only by Fork River and the Weeping River. The river's name comes from the distinctive red colour of its upper portion, caused by the magic waste from the fortress of Caer Blygoch.
Pydredd

**Pydredd**, also called the **"rot mad"**, are mages that have succumbed to the rot and madness induced by the late stages of hallowing. Aggressive, powerful and incredibly dangerous, though exceedingly rare, pydredd are among the most feared monsters in all Pydwell. All mages are doomed to degenerate into the pydredd, though many chose to end their own lives before reaching this stage.
Dol Elga

**Dol Elga** is a vast valley in eastern Pydwell, north of the eastern extent of the Gnawed Mountains; at various points in history, the region has also been called the **Ashlands** due to the eastward wind carrying ash from Mount Volos across the region. Three major nations have existed in the region: the modern Kingdom of Kovric, the Republic of Caellon - who later merged to form Kovric and Caellon - and the former kingdom of Niildard. The realm of Tarv could also be considered part of the valley.

The last and most significant period of ashfall was during the Age of Ash, which lasted for a thousand years. Constant eruptions of Mount Volos drowned the valley in a blanket of ash, forcing Tarv, Niildard and Kovric to form the Confederation of the Rhina, a trade alliance and later a defence pact against the aggression of the Ember Lord.

In the ninth age the area was the site of the Siege of Caellon, the first stage of Thalmonia's invasion of the northern kingdoms.
King in Antlers

The **King in Antlers** was a primordial nightmare of the Beach that broke through to the mortal realm around the Forest of Thorns in the eighth age. By driving lost labourers to madness and starvation, the King in Antlers was directly responsible for the creation of the Lost Woodsman and the plague of wendigos that threatened Vladland in 8:472. The accumulative suffering of lost and tortured souls weakened the boundry between worlds, allowing the King in Antlers to free itself from the hold of the anathema, physically enter the mortal world and feast on living souls.

## History

### Background

The King in Antlers and other nightmares were free entities that prowled the Beach for sleeping mortal minds until the arrival of Gekydo, who forced them all under his rule to become the Lord of Nightmares. Many of the nightmares were forced to merge with captured human souls, thus creating the nightmarish anathema that rode with their master across the sands of the Beach. Fearful of this fate, many nightmares began seeking refuge in the mortal world, far beyond Gekydo's reach.

The King in Antlers was one such of these nightmares. Knowing it could only break through to the mortal world by weakening the metaphysical barrier between it and the Beach, it sought to create as much sorrow and sin as it could. It eventually chose to torment kindhearted woodsman Girvald Waldecker, who lived in the Forest of Thorns in Vladland, and began invading his sleeping mind with horrifically violent visions that eventually drove him mad. In this state, Waldecker murdered his family with an axe and committed the ultimate sin by devouring their flesh, cursing him forever as a wendigo; he thus entered folklore as the "Lost Woodsman", a tortured ghost that would lure travellers to their deaths. Now armed with a loyal servant, the King in Antlers drove the Woodsman to create more wendigos and further weaken the barrier between realms, allowing it to burst through to the mortal world deep within the Forest of Thorns.

## Overview

### Physical Appearance

A primordial spirit known as a Nightmare, native to the Beach, the King in Antlers' true form was formless and incomprehensible to mortal minds; when looked upon by mortal minds, it appeared as a mass of antlers, wooden branches, teeth and puss-covered flesh. It apparently lacked eyes, or any sort of orifice.
Great Dwarven Cities

The **Great Dwarven Cities** are four underground cities built by the dwarves thousands of years before the Reclamation, serving as their "homeland": Mharvahnam, Telrah, Mirkhirrim and Errindor. Built within vast underground caverns miles beneath the surface, the Great Cities were once connected by a series of tunnels that have since collapsed over the centuries. Only two of the Great Cities, Mharvahnam and Telrah, remain as of the 12th century, with Mirhirrim falling to the orcs during the War of the Last Alliance and Erridor having been abandoned centuries ago, presumably because of a curse.
Bannerless

"*No creed, no crown, no masters*"
—Motto of the Bannerless[src]

The **Bannerless**, also called the **Black Riders**, **Grey Riders** or **Onion Knights**, especially by the nobility, are warriors who undertake knightly duties across Drekosgard without having been knighted. Many are nomadic warriors in search of coin and glory, effectively functioning as mercenaries, while others form entire companies that travel across Drekosgard in search of work. As an unorganized order, the Bannerless have no ruler or headquarters, although the Inn of the Crossroads has served as a meeting spot for centuries.
One Rune

The **One Rune**, also called the **Rune of Power**, was a powerful Old Kingdom artifact that acted as the conduit of the collective magical knowledge of living things, and is considered the most powerful object ever crafted by the Old Kingdom. It was discovered by Avarlell thousands of years ago, and allowed the elven mages to rejuvenate their Power and stave off the effects of hallowing, until it was shattered by the avari during their expulsion from Avarlell, creating the Great Runes. The One Rune was joined by its lost sibilings, the Rune of Order and the Rune of Death, as one of the Anchors.

## Shards

The Rune of Space, the first Great Rune to be seen in centuries
Caellon

**Caellon** was a Caelic state that occupied the eastern portion of Dol Elga along Pydwell's eastern coast. At various times, the state was a vassal of Kovric, Niildard or the Drakengard Empire or a sovereign nation in itself. It bordered Kovric to the west and Niildard to the southeast. Since the Siege of Caellon, it has been occupied by the Thalmonian Empire.
Mlawa

**Mlawa**, formerly the **Free City of Mlawa**, is the largest city and a former city-state within the Thalmonian province of Tarv. One of Pydwell's five city-states, it is the second largest city in the southern realms, after Thalo, and is located in the eastern reaches of Tarv near the borders with Niildard and Kihirrin.

The city was founded by House Jagiellon, a cadet branch of House Palemon, soon after the barbarian clans of Tarv were united into a single kingdom. The city's defensive position and fertile surroundings allowed it to command great power throughout Tarv, and it eventually declared independence from its parent country with little resistance. Soon after House Jagiellon converted to the Lŷrian Flame in the fourth age, they were overthrown by House Karukin, a military House and staunch worshippers of Lanis, who held power in the city for the next several centuries. House Jagiellon returned to power in the Plain Wars and ruled the city until it was conquered in the final Great Sun Crusade. Since the city's fall, it has been the northernmost major city of the Thalmonian Empire.
Hero of Mortals

The **Hero of Mortals** is a prophesied warrior that will battle the Dark Lord at Ragh nar Roog, the war before the reshaping of the world. They are also called *Ælenishaff*, the vessel of the World Serpent, and thus carry the soul of a dragon.

Numerous candidates have appeared throughout history, all during times of great uncertainty and chaos across Pydwell; the most recent is Minerva an Kett, princess of the Archipelago's Clan an Kett, a powerful beachwalker and thus an immortal repatriate. Her role as the Hero was all but confirmed during the Battle of Hog with the turning of the eastward wind, a sign of approaching chaos and the inevitable return of the Dead King.
Rieva

## Rieva, The Red Queen

**Rieva, The Red Queen** is a wildling of Sinder and leader of the Crimson Rite, a cult dedicated to worshipping the anathema and their leader, the Dead King. Driven mad by blood magic and the promise of immortality, Rieva and her Rite seek to bring the Dead King and his legions into the mortal realm.

Under her leadership, the Rite slaughtered most of the lords of Norgard at Raven's Crest, while Arn Druwso simultaneously slaughtered Clan an Kett in the Coup of Iron, all to trigger tensions that led to the Third Northern War. The conflict weakened the barrier between the realms of the living and dead as it waged, allowing Rieva to summon the Mother of Nightmares to the realm of the living. Serving as the Mother's horsewoman, Rieva and her Rite became a Wild Hunt on their pursuit of Minerva an Kett and her immortal blood, which could finally make their master's arrival inevitable.
Northern Realms

The **Northern Realms**, also known simply as the **North**, are the nations of Pydwell located north of the Gnawed Mountains: Medina, Norgard, Sinder, Bwemer, Bohaem, Kovric, Caellon and Araad, as well as the city-states of Harz, Wesaxe and Lŷr. They are home to the nordlings, nandor and various dwarven tribes.

## Member States

* Araad
* Bohaem
	+ Grand Duchy of Vladland
* Bwemer
* Caellon
* Hanseatic Cities
	+ Harz
	+ Lŷr
	+ Wesaxe
* Kovric
* Sinder
* United Kingdom of Medina and Norgard
	+ Medina
	+ Norgard
Faye the White

**Faye the White** was the eldest daughter of Raiden Felldragon and one of the first hollowborn recorded in Pydwell's history. Like her father and siblings, she inherited a prolonged lifespan from her father's bond with the World Serpent. Named for her pale skin and white hair, distinctive hollowborn traits, Faye the White nonetheless proved valuable to the continent thanks to the Holy Fertility extracted from her blood, which was used to create the Many Mothers. Faye also mothered a bloodline of her own, starting with her eldest son Lanius the Lion.
Balvorn

**Balvorns** are a subtype of werewolf that only transform when their humanoid form is overwhelmed by battle rage instead of exposure to the moons. Similar to lycanthropes, balvorns inherit their curse from either a single or two parent werewolves. Unlike true werewolves, which are able to speak and even reason once calmed, a balvorn's rage blinds them entirely, leaving no trace of the person beneath.

## Overview

Balvorns possess several anatomical and physiological differences to true werewolves. In terms of appearance, balvorns possess a stockier body - due to their human forms typically being warriors or labourers - and a flatter, shorter snout, making them resemble their human form much more than werewolves do. Balvorns typically possess more body hair than werewolves, and as a result have a stronger body odor that smells like iron. Their claws are shorter and blunter; a balvorn's lack of anatomical weapons is made up for by its sheer strength.

Balvorns do not possess the intrinsic command over wolves and other wild animals that werewolves are known to possess; they always act as lone hunters. A balvorn's animalistic heightened senses usually remain when in human form, while a werewolf's cursed abilities are absent when not in beast form.

Werewolves are capable of recognising loved ones, depending on the beast's mood; balvorns are not, their battle rage blinding them entirely. As a result, it is impossible to trigger detransformation in a balvorn by reaching out to its human intellect; the balvorn will only detransform once its rage has subsided, which can take days or even weeks without magical intervention in the form of a calming spell. A consequence of the curse being congenital is that, like lycanthropes, the balvorn remembers all its actions once it has returned to human form, while being unable to control its own rage when transformed.
Great Will

The **Will of the World** is an Outer God that personifies order, including the cycle of life and death. The most powerful of the Outer Gods, it was responsible for banishing its fellow Gods and their transformation into the Wild Lords, all so it could ensure that the races of Pydwell worshipped it and it alone. To do so, it presented itself in various forms to the race it believed would dominate - humans - to ensure that religious conflicts would ensue, leading to war, the weakening of the barrier between the living and dead, and ultimately Ragh nar Roog. The Will oversees the cycle of destruction and rebirth of the world, and thus has worked to ensure Ragh nar Roog will occur, followed by the end of the world. The Wild Lords seek to undermine the Will and ensure the world survives past Ragh nar Roog, albeit in a different form.
Godwyn the Undying

**Godwyn the Undying** was the firstborn son of Lanius the Lion who later became the second king of Bohaem, **Godwyn I**. A brave knight of his father's army, he was the first human beachwalker in recorded history and the second Arbiter. After recovering the lost Fallen Blade once wielded by his father, he founded the Omenslayers to hunt down and exterminate the omens, those born with curses. Broken by decades of repatriation and cursed with immortality, Godwyn abdicated in favour of his son, Lanius II, in the Age of Curiosity and disappeared, apparently searching for the Rune of Death, the non-corporeal form of his sword.
House Keys

**House Keys** is the ruling noble House of the Free City of Lŷr. Once a noble house of the Dynasty of the Lion, Bohaem's ruling dynasty, House Keys was granted the city of Lŷr for Saint Cyrus' charitable efforts in the Second Northern War. Since then, House Keys has ruled an autocratic regime over the city and its religion, the Lŷrian Flame. The House is also a major benefactor of the White Orchid due to their staunch opposition to magic.
Kovric and Caellon

Kovric and Caellon in Pydwell

## People

**Kovric and Caellon**, officially the **Confederacy of the Grand Kingdom of Kovric and the People's Republic of Caellon**, was a confederation between the Kingdom of Kovric and the Republic of Caellon, two nations within the region of Dol Elga. They were a member of the Northern Alliance and bordered the Black Empire to the south, Medina to the west, and Norgard to the north; their territory on the island of An Harg bordered those of Norgard and the Empire.

Threatened by the expansion of the Empire to the south and the joining of their northern neighbours Norgard and Medina to form the United Kingdom, Kovric and Caellon decided to unite in the early 12th century, making it the second-youngest nation after Araad. Although most of its southern border with the Empire is guarded by the Gnawed Mountains, the Caellon Corridor makes the country particularly vulnerable to attack, as does its generally flat topography. Despite its considerable coastline, Kovric and Caellon's navy is the smallest in all of Pydwell. The devastating Battle of Fork River marked the beginning of the Age of Contempt and ultimately led to the Confederacy's disillusion. Caellon quickly fell to imperial control, while Kovric was able to counterattack and drive the Empire's forces back across Lake Caell.
Bohaem

Flag of Bohaem

Bohaem in Pydwell

**Bohaem**, officially the **Kingdom of Bohaem**, is the second-largest and second-oldest of the northern realms of Pydwell, located on its western coast and spanning the Bohaemian Plateau. It borders the mountainous realm of Bwemer and the Serric Desert to the north, the Thalmonian Empire to the south, and Medina and Vladland to the east. It contains two of the three Hanseatic Cities: Wesaxe and Lŷr.

Bohaem emerged from a confederacy of barbarian tribes that united under Lanius the Lion to secure their freedom from the Drakengard Empire, waging a bloody war that effectively paused the Empire's westward expansion. Since then, Bohaem has grown into a formidable player in the world of inter-kingdom politics, with the largest standing army and navy in the northern kingdoms. Bohaem once extended much further south until its southernmost provinces were conquered in the first Great Sun Crusade. Unlike the rest of the North, Bohaem is known to heavily restrict magical practices, with some regions outlawing it altogether, due to the influence of the Lŷrian Flame in its politics. Bohaem is also home to the wardens of the Manticore Discipline, headquartered at their keep of Caer Blygoch.

## History

### Etymology

Bohaem is named for the Bohaemian Plateau; the name of this region is itself derived from "Bihemlin", which in the amateran runic language means "tableland".

## Locations

### Territories, Vassal States, and Provinces

* Endia
* Redolstadt
* Vladland

#### Former

* Lŷr
* Wesaxe

## Trivia

* Bohaem is based on medieval Germany and Bohemia, while also incorporating elements of medieval England.
Esken St. Raivan

"*I always believed...you had it in you. That you would...lift that sword...**forged from the night sky**...unite us. Burn away the **blood feuds** and the **hideousness** of some of our kind. It could have been **you**. **The Night King!***"
—Esken rants to MacDuff[src]
**Esken St. Raivan** was a powerful elder warden, the former lord of Caer Blygoch and former master of the Old Order's Manticore Discipline. He was the oldest surviving warden in Pydwell and the man responsible for training famous wardens such as Hermoor MacDuff and Hans of Gruber.

Decades after the last of his students left Caer Blygoch, Esken was still living within the fortress' ruins, slowly going mad from isolation, exhaustion and the toll of his own enhancements. When MacDuff returned to Caer Blygoch with the young Minerva an Kett in tow, Esken saw a two-fold opportunity: the chance to train one last student of Caer Blygoch, and the chance to finally die a warrior's death. When MacDuff refused to challenge him, Esken placed a curse on Minerva, one from which she would not wake until Esken himself was slain. Having forced MacDuff's hand, the pair battled in the swamps of Caer Blygoch, a duel that ultimately ended with Esken's demise at the hands of a reluctant MacDuff. With his final words, Esken lamented the collapse of the wardens and expressed his dream that MacDuff would one day take on the title of Night King.
Iron War

The **Archipelagan Civil War** or **Iron War** is an ongoing conflict, concurrent with the Third Northern War, within the Archipelago between Clan Druwso, who seized power in the Coup of Iron in 8:492, and the alliance of Clan Brove and Clan Tardoch, who aim to depose Arn Druwso and hold an election for a new king. Clan Brove and Clan Tardoch also aim to avenge Clan an Kett, the former ruling clan, who were almost completely wiped out during the Coup of Iron.
Raiden Felldragon

**Raiden Felldragon, The Dragon of Pydwell** was the legendary founder of House Felldragon, the leader of the Reclaimers during the Reclamation and the founder of the Drakengard Empire, the predecessor state of the Kingdom of Medina. During the amatera's war against the everlasting dragons, Felldragon became soulbound to the World Serpent, granting him the strength and magical prowess of a dragon. Once humanity was freed from the everlasting dragons, Felldragon led his Reclaimers across the ocean to Pydwell, where he fathered a dynasty that continues to rule Medina as of the ninth age. Considered one of the greatest heroes in the continent's history, his bloodline continues to rule over or have significant power in several modern kingdoms, including Medina, Bohaem and Norgard.
Skogarmaor

A **skogarmaor** *(meaning "man of the forest")*, also called **útlagi** *(meaning "outlaw")*, is an Archipelagan outcast who has been banished from their clan for various crimes. A person can either become or be born clanless; in the former case, the ink of their clan is flayed from their skin. Much like the wildlings that inhabit the mainland, skogarmaors primarily live in the wilderness, although unlike their mainland counterparts some skogarmaors have taken to living on the sea. While many skogarmaors come to terms with their status, some set out to perform great deeds in order to earn back their clan.
Bwemer

Flag of Bwemer

Bwemer in Pydwell

**Bwemer**, also the **Nonhuman Land**, is the fifth-largest of the Northern kingdoms, founded at the end of the Age of Madness shortly after the Collapse of Avarlell. It borders Bohaem to the south, Sinder to the north and the Serric Desert to the east.

Created in the former land of Chel, Bwemer was gifted to the surviving nonhuman races - dwarves, gnomes, halflings, werebbubbs and many others - by the Drakengard Empire as a reward for their aid in the Second War of Succession; some human tribes have also settled within its borders. Bwemer occupies the western portion of the former elven kingdom of Avarlell, and thus is dominated by mountains, specifically the Quens. It is *de facto* ruled by the dwarf clan Perethin, with the other races treated as second-class citizens.
Many Mothers

The **Many Mothers** are creatures born from the Holy Fertility of Faye the White, allowing them to carry many pregnancies at once. Created by Raiden Felldragon from his daughter's hollowborn blood, the Many Mothers bred hundreds of soldiers for Drakengard's army, allowing the kingdom to expand into the Drakengard Empire. Once natural breeding was ensured throughout the Empire, the Many Mothers were left to their fate. Some are said to still exist deep in the earth, driven mad by their lack of partnership.
Age of Ash

The **Sixth Age of Pydwell**, named the **Age of Ash** by the Gesserit, was the period of time between the years 6:0 and 6:1001 of the Drakengard Calendar. It was the longest age of Pydwell's modern history and was followed by the Age of Madness.

The age was defined by the millennia-long eruption of Mount Volos, also called the Lantern of Pydwell, which shrouded the valley of Dol Elga in a thick blanket of ash, leading to the valley's renaming as the Ashlands. During this 1000 year period, the kingdoms of Tarv, Niildard and Kovric joined as the Confederation of the Rhina, after the longest river they shared, and summoned spirits of the ash to combat the Ember Lord, a pyromancer and warlord. Elsewhere, the White Orchid increased its influence in the kingdom of Bohaem while the Drakengard Empire clashed with the Circle of Magi.
Orc

The **orcs** are a race of magically engineered elves created by the Harbinger during or prior to the Age of Madness. A result of centuries of inbreeding and experiments, the orcs were once the avari, the dark elves, who were expelled from the elven kingdom of Avarlell during the Age of War. The orcs made up the bulk of the Harbinger's forces and almost overwhelmed Pydwell during the War of the Last Alliance; however, the Last Alliance successfully drove them back, forcing the remaining orcs to flee underground, where they remain.
Engles

The **Engles** are a human ethnic group who inhabit the hills of central Pydwell. They trace their origins to one of the many amateran tribes that refused to bow to the Drakengard Empire and joined their cousins, the Fents, in establishing the Kingdom of Bohaem. Known for their proud northern heritage and their culture as ferocious warriors, the Engles established their own city-state, Wesaxe, in their native Penn Hills in the 8th century.
Amatera

The **amatera** are a race of humans native to Drekosgard, located far to the west from Pydwell; they are contrasted by the nordlings, the human culture native to Pydwell, and the reachmen, their sister group. For centuries after the conjunction, the amatera were ruled by the everlasting dragons until they were overthrown. The surviving amateran humans of the Dragon Age split, with most remaining to settle Drekosgard while others joined the Reclaimers, led by Raiden Felldragon, to cross the ocean and settle Pydwell. Cultures considered decendents of the amatera include the engles, cyrils and cherusci.
Red Bowman

The **Red Bowman** was the last of the ancient giants, elemental titans that once ruled primordial Pydwell. Considered the finest archer in the history of its people, it fought in the great battles between its kind and the Order of Wardens and emerged as the sole survivor. After tracking down Caer Blygoch with intentions to take revenge, it grew to respect the wardens for their defeat of its people, believing the Order to be better warriors than the ancient giants ever were. It thus became Caer Blygoch's guardian, standing vanguard at the front gate to defend the fortress against pogroms and monsters while also attacking young wardens on their Trial of Fur in order to receive just a little vengeance.
John Godwin

**John Paul Godwin**, later known as **John I** or the **Lion of Wesaxe**, was a knight of Wesaxe, cousin of Lord Harold IV and a soldier of the Last Alliance who fought in the Collapse of Avarlell. During the sacking of Galadhon, Godwin faced Galad Hadra, king of the alders, in single combat and defeated him upon the king's own request; it later became apparent that Hadra had bound his soul with Godwin's, and informed him that the demise of the alders was necessary for the elven gods' plans for Tedd Dereth, the End of All. Returning to Wesaxe to find his people in chaos as the Empire began to crumble, John learned of a growing enemy in the east, the orc lord Morgott, and made a vow to stop him before his orcs spread outside Dol Elga.

Together with his friend Sivard, he fought to free Kovric from Morgott's control and fell in love with Hadra's daughter, Ilona. Following Morgott's defeat and the beginning of the Second War of Succession, John returned to Wesaxe and was crowned King of the Engles, keeping his city free from Sivard's rebellion. Wielding the sword Himinsverd, John was forced to kill Sivard, who had succumbed to the corruption of the Forbidden Rune and become Gekydo, and watched as Wren the Undying dragged Gekydo onto the Beach. Parting ways with the Rune Hunters, John returned to Wesaxe and founded the Godwin Dynasty.
Manticore Discipline

The **Discipline of the Manticore**, practised by the **Wardens of the Manticore**, is a discipline formerly practiced by the wardens of Caer Blygoch. A school of thought that valued balance, it specifically taught the importance of both magical and melee combat, producing warriors of little equal. Manticore wardens have held a centuries-old blood-fued with wardens of the Basilisk Discipline, causing many of their respective members to break the Oath of Brotherhood.

## Notable Members

* Esken St. Raivan - mentor
* Cullen
* Hans of Gruber
* Hermoor MacDuff
* Shae
* Elżbieta of Lŷr - mistress of sorceries
Battle of Hog

## Casualties

The **Battle of Hog** was an attempted siege of Hog, last city of the giants, by a 2000-strong Thalmonian unit led by Caradin, with the purpose of subjugating the giants to use as soldiers in the Empire's northern conquests, all while the Thalmonian units were being secretly manipulated by Logan Mac Terraes and the Mother of Nightmares to advance the goals of the Crimson Rite. The battle was ultimately the scene of two events described in Revachol's prophecy - the turning of the eastward wind and the awakening of Valkalaar - thus making the battle a stepping stone to Ragh nar Roog.

After offering peaceful assimilation, the imperial cavalry charged the valley containing Hog's entrance, while a smaller unit searched for a hidden passage told to them by an agent inside the city. Zolton Brievor and king Svarta Mammothback led Hog's army into a direct clash with the imperials, while the Black Blade Company and the Knot fought any units lucky enough to make it past the walls. MacDuff and Caradin, wardens and sworn enemies, clashed on the battlefield, drawing out Minerva an Kett when she came to MacDuff's aid. She demonstrated her growing beachwalker powers by invading Caradin's mind and convincing him of the coming catastrophe; shortly after, Minerva entered the Beach of a wolf-form MacDuff and encountered the witch Vedma, who revealed that she was both MacDuff and Minerva's mother. As Minerva and MacDuff recognised their blood bond, the slumbering dragon Valkalaar, who lay dormant in the mountains above Hog, suddenly awakened, showering the battlefield with rocks and debris.

In the subsequent chaos, hundreds of imperial and giant soldiers were killed; as Valkalaar took flight, the resulting winds destroyed Hog's walls. As the city's defenders struggled to organize, Ephialtes, a wraith of the anathema, revealed herself and used her necromagics to raise the fallen, forming an unstoppable undead army that immediately marched on the city. With the exhausted defenders distracted, the Mother of Nightmares found and cornered Minerva, who was forced to fight the wraith. Ultimately, however, Minerva was able to stab Ephialtes with her saturnite shortsword, destroying the wraith and, with it, the undead army. In the aftermath, the city's elders began repairing the city and choosing a new king, while the Black Blade Company, the Knot and a converted Caradin planned their next moves.
Hilda Meridottir

**Hilda Meridottir** of Harz is a travelling trobairitz known as the **Nightingale of Harz** and a member of the Larks, a commune of entertainers who perform all across Pydwell. After encountering and subsequently falling in love with the mercenary known as Hermoor MacDuff, she travelled with the Black Blade Company for a short time before departing after Minerva's rescue.

## Overview

### Physical Appearance

Hilda is a talented musician known for her beauty; her red hair is characteristic of the people of Harz, and is usually tied in a bun behind her head.

## Powers, Equipment & Abilities

### Abilities

* **Musical talent:** *To be added...*
* **Acting:** *To be added...*

## Relationships

### Hermoor MacDuff

MacDuff and Hilda grew close during their time together in the Black Blade Company; for MacDuff, it was as close romantically as he had ever been with another person.
Logan Mac Terraes

**Logan Mac Terraes, Terwep nac Goreng** is a member of the Knot and the court wizard of Emperor Awaer van Peron. After being blinded by Francesca Laux-Laurie, Logan turned against the North and defected to the Empire, who granted him an enchantment to revive his eyesight as well as the island of Anzure, where he began a series of experiments on young women to unravel the mystery of Minerva an Kett's blood.
Frenzy

**Frenzy**, also called **madness**, is a powerful curse, one of the oldest and most dangerous, that drives those afflicted into a fit of uncontrollable rage. Other notable symptoms include mania, psychosis, self-harm and, eventually, death from exhaustion. In mages, frenzy manifests as powerful fire magic that further spreads the curse.

Several notable outbreaks of frenzy have been recorded in Pydwell's history, most famously the madness plague that spread across the continent during the Age of Madness. The condition is foretold in Revachol's Prophecy to be one of several events leading up to Ragh nar Roog.
Mark of Ymiir

The **Mark of Ymiir** is the Great Mark representing the Four Fundamentals of magic - fire, force, guard and control - and thus allows a bearer to cast basic spells while possessing no other magical ability. As one of the Great Marks, the Mark of Ymiir draws power from the lost Rune of Knowledge. Traditionally given to wardens who survive the treacherous trials of their youth, the brand is also used by non-wardens, albeit rarely. The Mark is sensitive to dark magic and burns the user when in the presence of such energy, and it is a vital weapon in a warden's arsenal despite the limited potential that it brings.
Confederation of the Rhina

The **Confederation of the Rhina**, also called the **Three Kingdoms** or the **Alliance of Ash**, was a confederation of the realms of Tarv, Niildard and Kovric formed during the millennia-lasting Age of Ash. Initially a trade alliance, it became a defence pact to protect them against the Ember Lord. With the help of the Circle of Magi, the Three Kingdoms resurrected thousands of ash-drowned warriors and peasants to form the Legion of Cinder, an army with the sole purpose of battling with Ember Lord.
Dragon

**Dragons** are massive, flying reptiles that can breathe fire and possess a strong connection to the fundamental force called Power. Dragons possess awesome and devastating power, capable of laying waste to armies and burning entire cities to ashes. Men who were able to tame and ride dragons as beasts of war used them in battle and to forge vast empires across the continent of Pydwell, most notably the Drakengard Empire. Other times, however, dragons have united into devastating legions under an alpha with the aim of conquering Pydwell, most notably during the Starscourge.

There are many subtypes of dragons, all exceedingly rare due to centuries of hunting. The largest and most intelligent of the dragons were the everlasting dragons, draconic gods that ruled over Drekosgard in the millennia following the conjunction of realms. The four main dragon types, in order of size and intelligence, are the red, black, gold and white; other, rarer, types of dragon include the sea dragons, blood dragons and high dragons. Their close relatives are known as draconids, which includes the wyverns, basilisks, slyzards and testudrakes. Dragon organs, tissue and blood hold immense magical properties and are often used in alchemy.

## Notable Dragons

* Aarzal
* Makartha
* Sheer
* Valkalaar
* World Serpent
Lady of the Lake

The **Lady of the Lake** is the Wild Lord of water, maidens, knights and death. One of the most beloved and widely worshipped Wild Lords, she is the guardian of the Rune of Death, bestower of the sword Himinsverd and mother of Ædonn of the Lakes in Pydwellian mythology. She acts as the Grim Reaper of Pydwell, appearing to those soon to pass to offer them peace and brand them with the Rune of Death. She is held in reverence by the Order of Wardens, to whom she serves as a calming or guiding presence.
Far Seen

**Far Seen**, also called the **Isle of Mists**, is the second-largest island of the Pydwellian landmass, and the second-farthest island from the mainland after Ard Iril. Although it is claimed by the Thalmonian Empire, the island remains ungoverned. Far Seen is, as its nickname suggests, covered in a permanent fog hiding dangerous creatures unknown to science or mythology. Before the arrival of the fog, Far Seen was primarily known for the Three Stones, three monoliths from which mages once drew Power, making the island one of the most magically active places in the known world.
Age of Madness

"*The Gesserit proclaims an age of...**madness!***"
—The Oracle announcing the Gesserit's predictions of the Seventh Age

The **Seventh Age of Pydwell**, named the **Age of Madness** by the Gesserit, was the period of time between 642 (7:0) to 692 (8:0) of the Drakengard Calendar. The Age of Madness was heavily defined by the madness plague, a magical plague characterised by its primary symptom of aggressive mania ending in death, the Collapse of Avarlell, Kingdom of the Alders, at the hands of the Last Alliance, and the rise and fall of the Harbinger. At 50 years, it is the shortest Age of Pydwell's history.
Coln

**Coln** is a hunter and tracker formerly allied with the Lodge of Chanters who was cursed to become a werehog whenever the sun shone upon Pydwell. Seeking aid from Adam of Francisburg, Coln was granted control over his curse so long as he served as Adam's servant. Born in Bohaem and raised in the Archipelago, Coln is obsessed with the legend of the World Serpent.
Par Vollen

**Par Vollen**, also called the **Land of Fog** or **Across the Fog**, is a mysterious continent located to the west of Drekosgard across the Whispering Sea. Shrouded in a permanent, magical mist, it is home to a titanic race of humans called the Quenta. Since it lies far to the east of Pydwell, it is possibly the source of the fog on the island of Far Seen.
Ember Lord

The **Ember Lord** was a pyromancer, lord of the Kindled and fanatical believer in the Lŷrian Flame that threatened the southlands during the Age of Ash, forcing the Confederation of the Rhina to create the Legion of Cinder to stop him.

## Biography

### Early Life & Background

The man who would become the Ember Lord was a mage born during the Age of Ash, an epoch defined by the 1000 year eruption of Mount Volos. He was one of the few mages to worship and be accepted by the Lŷrian Flame, although he would never be allowed to join the Inquisition, who scorned him for his magical blood. He was one of the few mages to truly master the art of pyromancy, a dangerous magical art involving the manipulation of fire. Using his talents, the Ember Lord saw visions within the flame: visions of a Lord that could wield the primordial fellflame, the most powerful - and dangerous - fire of all.

Twisted by ambition, scorn and the mental degradation caused by hallowing, the mage cast aside his old self and embraced the identity of the "Ember Lord", seeking to seize the fellflame for himself and become the "Lord of Flame" that he witnessed in his visions. In doing so, he would spread the word of the Lŷrian Flame by burning every piece of land he came across until all of Pydwell had been "cleansed".

## Overview

### Personality

Little is yet known about the Ember Lord, including his characteristics and motivations. It was only known that he was an fervent believer in the Lŷrian Flame that wished to cover the southlands in fire and destruction, making him one of the most feared warlords in Pydwell's history.

## Powers, Equipment & Abilities

### Powers

* **Pyromancy:** The Ember Lord's source of terror was his talent for pyromancy, one of the most destructive magical practices, which he used to incinerate vast stretches of the southlands.
The Archipelago

Flag of the Kingdom of the Archipelago

The Ghost, Saargal and Raag Islands of the Archipelago

**The Archipelago**, officially the **Kingdom of the Archipelago**, is an island nation located off the northern coast of Pydwell. Lying across three distinct groups of islands - the Ghost Islands, the Saargal Isles and the Raag Isles - within the Raag Ocean, the Archipelago is the largest of the two island kingdoms of Pydwell, the other being Illatorr. The largest island in the kingdom is Ard Shen, the third-largest island of Pydwell.

A proud nation of pirates, sages and warriors, the Archipelago formed from a confederacy of pirate clans, who all eventually coalesed into the nine Archipelagan Clans, each ruled by a jarl. The clans' respective realms united into a single kingdom during the Starscourge when Dragonlord Thanel was declared the first King of the Archipelago, a title that any archipelagan can claim their candidacy. Due to their history of raiding the mainland, the people of the Archipelago have had historically tense relations with the northern kingdoms, but are longtime allies of Norgard thanks to their shared maritime culture and trade ties. The Archipelago's collective navy is the largest in Pydwell, and many sailors, dubbed corsairs, make the treacherous journey to the Astralis Ocean to raid Thalmonian shipping convoys as a show of support to Norgard.

## History

### Prehistory

The islands emerged from beneath the sea during the cataclysmic earthquakes that came with the conjunction. When the first humans arrived is unknown, only that they were forced to battle frost giants and elven settlers for control of the isles.

### Jarldoms

Despite being spread over three separate archipelagos, the islanders shared a common culture of raids, gods and independence from the mainland. Some of the larger tribes came to rule the larger islands across the archipelagos, forming clans headed by sovereign rulers called jarls; by the start of the first age, six clans came to rule within the isles. Two more, Clan Brove and Clan Harrow, would rise by the end of the first age.

## Culture

### Clans

A clan is a kinship group among the Islanders, giving its members a sense of shared identity and descent. The Archipelago is divided into the Nine Clans, each seated on one of the archipelago's larger islands. At the base of each clan are kins led by a so-called bonds; bonds, in turn, are then led by the clan chieftain called jarl.

* Clan an Kett
* Clan an Shen
* Clan Brove
* Clan Druwso
* Clan Harrow
* Clan Haegal
* Clan Moorg
* Clan Radhan
* Clan Tardoch

Beside the Nine Clans, the Archipelago is also home to skogarmaors, those who have been cast out of their clan and turned to pillaging to survive.
Nightmare

**Nightmares** are a higher subtype of demon, created from spirits that have dwelt on the Beach for so long that their natures are indistinguishable from that of the Beach itself; as a result, many are eons old and rank among the world's most dangerous entities. Nightmares are highly intelligent and many are malicious, and some seek to leave the Beach entirely and invade the mortal world.
Conjunctionverse Wiki

**Welcome to the Conjunctionverse Wiki!**
A high-fantasy story from the creators of The Walking Dead by EDStudios, set in a world devastated by a cataclysm known as the Conjunction

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Great Pydwellian Wars

The **Great Pydwellian Wars** were a series of devastating conflicts that occurred throughout the Age of War, a time so named for the Gesserit's prediction of the wars. Although most of the conflicts were primarily unrelated, they soon spread across Pydwell, causing many to collide and new alliances to form. The four conflicts considered by scholars to be the most notable of the era - the Second Northern War, the Shattering, the Thalmonian Civil War and the Starscourge - are still known for the impact that their respective aftermaths had on the events of the Age of Madness, including the Collapse of Avarlell, the Great Sun Crusades and the Great War.
Nandor

The **nandor**, also known as the **wood elves**, are a branch of the elven race of Pydwell. The sole surviving elves, the nandor have long rejected the formalities of the civilized world and instead make their home in the wilderness, thus escaping the extinction suffered by their cousins, the alder and the avari. In fact, their major cities are actually located in giant trees dotted across Pydwell. They decorate their bodies to resemble their forest surroundings; because of this, many view them as barbarians. Despite their infamy, they are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. Many are well respected archers, due to their inherent mastery of the bow.