recursal/Fanatic-Fandom huggingface dataset:
Clan Kushlak

A once proud dwarven settlement called Settlestone, Kushlak is now in barbarian control and has been for 400 years. It is located east of the Batu Khanate and south of Khaz'Azril. The town is built upon dwarven stonework, and large longhouses and huts have remained in their stead. Wooden walls surround the settlement with large towers overseeing the land.

## History

Settlestone, as it was once called by the dwarves, was one of the few dwarven settlements built entirely above ground. Over a thousand years ago, the settlement was built with huge slabs of rock laid against one another. These sturdy structures withstood the elements for years and even survived several centuries after the village was abandoned.

Used by the occupants of Khaz'Azril as a public front and forward base, Settlestone was first resettled in 800s AS by barbarians from the north led by Berkthgar. It was renamed Kushlak, and their barbarian clan still holds to this day.

They found a peace treaty with the Batu Khanate in 1127 AS, agreeing that they will not raid their lands and were gifted land of their own so they may settle and live non-violent lives.

## Trade

Not much is traded here, they mostly live off the land when not raiding. They only trade when in need of certain things like metals and luxury goods, however those are also more often found when sacking a city.

## Society

It is a power hungry society where the strongest reigns supreme. All races are welcome here and so are all religions, however you must prove your worth by having your name known to another in the settlement so they may vouch for you. This can be given by raiding many settlements, killing a terrible monster, or ransacking cursed lands where few dare to go.
Aldthari

**Aldthari** is a small elven kingdom of elves in the Forest of the Lost.

## History

It was founded by remnants of wood elves after Sicarus' crusade and has lasted since. Together with surrounding nations, it suppressed the spread of evil in the forest and maintained the peace. Their land was bound by forest edge, and they rarely ever leave it.

In 882 AS, the combination of the northern invasion that spilled forth from Zarakev, the continued assault of the orc hordes, and the weakening of the kingdom by elves retreating to Eluveria, has weakened their current standing and some believe are about to truly fall.

## Government

Ruled by that last surviving royal elf bloodline, Kethari Eldarin rules peacefully and with kindness to all. Being humbled by near extinction has made him have to beg and plead for mercy and help from surrounding nations, this however is seen with disdain among his race as they believe it is beneath them to grovel. He promotes his people to procreate as much as possible so they may see a rise in their people once again.

## Society

The elves make their homes by hollowing out select trees and connecting them with lavish yet conventional rope bridges and platforms, striving to live with their surroundings instead of atop them. Because of this, many of their settlements do not withstand the passage of time, though some traces remains. In each of their settlements is at least one tree-building dedicated to the Dyria.
Kestrels

Kestrels are a group of abolitionists and freedom fighters seeking the end of slavery across Korinth. They mainly reside in the Vostarian Empire and the Kingdom of Lyria.

## Organization

They are lead by a hobgoblin named Frezon Dax, he is a charismatic and noble man that inspires all around him. Once a slave in the Vostarian Empire, he was able to escape from his chains and free others like him along the way. They have survived by only staying in secrecy, they hide in plain sight as citizens of the Empire, staying in very small groups, and never knowing more than what is given to them by Frezon Dax so nobody can give up another group.

## Trade

Often trading with Lyrians for help and weapons, they will sell items found when raiding a mine or labor camp.
Eventide Prison

Eventide Prison is a fortified jail that is currently under the domain or the Mourning Lord.

## History

Built in 1201 AS, it was constructed with volcanic stone from the island itself. It became a prison for the Mourning Lord and his army of shadow. Anyone that is sent here is never heard from again.

Surrounding nations have stated their displeasure to the island prison and its location, however none have made any attempts to remove it. Most believe it is due to their fear of retaliation from the Morning Lord.
Sorin's Gate

**Sorin's Gate**, also known as the Edge of the World, is a city in western Republic of Myr.

## Government

Lead by the Routhgaer family, they have been the Burgher of the city since its creation. They are known for their aggressive and sometimes totalitarian tactics and are often seen hiring criminals as their guards. They keep a high tax rate in their realm, and shakedown anyone that looks to leave from the city. Hasvard Routhgaer is the current Burgher with his son looking to lead after him. However there are rumors that his son is seeking to remove his father from power early.

## History

Founded in 806 BS, it started as a small farming community that banded together to defend against invaders. Sorin Routhgaer led them in the defense, raised basic wooden walls, and kept them alive during the harshest of raids. The people sought his leadership, and soon was elected as mayor of the newly founded town. He is known as a benevolent and kind man who helped all those that were in need.

In 615 BS, the town grew in size to the point where they built down the cliffside. This was advised against many times by the architects and mason workers however the current Burgher demanded for it to be done. After nearly five years of building into the cliffside, the side cracked and crumbled destroying and killing all the lived there. This is known as the Great Fall by commoners here.

In 359 AS, the farming community grew so large that it could no longer supply just through cattle and pigs. The Burgher brought in many fishers and engineers to work on a massive industrious project. They built large ports supported by massive pillars out across the cliffside, and fish farms directly below it. The engineers built cranes the pulled up massive nets from the fish farms and onto the what is now known has the Hanging Port of Sorin's Gate. This stands to this day and is one of the most productive fishing communities.

In the past few hundred years, the philanthropist lifestyle of the Routhgaer family has taken a turn for the worst as they have become more ruthless and selfish in their leadership. Some say this is due to a curse, while the commoners under them just believe they should have been raised better.

## Trade

Commonly trading in fishing goods now, they are well known for the Myrian Salmon that is only found on the western coast of Myr. They sell mostly farming goods as they dont have any factories to speak of here. They are well known for buying luxury goods and items that have extreme value.
Rhaya, the Goddess of Agriculture

The goddess of agriculture.

The goddess of agriculture in the Korinthian Pantheon. She decrees whether or not a farmer would receive a bountiful harvest, and often requires a considerable offering in order for that to happen. With the help of Theria, she grew a fondness for beasts of burden and has a large golden bull as a companion to help her plow the fields while farmers sleep. She is seen to be very caring about mortals, despite her love of plants and their life cycle. She does not discriminate nor value one mortal over the other, however farmers tend to worship her more than most due to obvious reasons. Her depictions often show her with long flowing hair tied behind her head and holding a scythe with a bag of seeds.

## Worshippers

Rhaya is seen by Korinthians as a critical aspect of the assumed cycle of life. Private land owners and destitute farmers (perhaps as a consequence of an unproductive harvest) visited the clerics of Rhaya for any divine suggestions for aiding the harvest. If at any time plague or drought struck the crops, farmers looked to Rhaya, since they hope she will save the harvest, due to her love of nature.

The church is an approachable one, in that it welcomed all irrespective of gender or race. The liturgical doctrine of the church was such that it attracts more females than males, due to its preoccupation with femininity, and while female attendees outnumbered men, there are still a range of males that worship Rhaya.

Rhayans maintain simplicity when it came to apparel. Druids prefer brown robes and priests prefer to wear a brown cloak with more standard livery such as a tunic underneath.

Her temples often have great libraries dedicated to agriculture.

### Typical Worshipers

Though she has a diverse collection of followers, Rhaya is fanatically worshiped by peasants, servants, druids, gardeners, and any others who earn pay from working on farmland.

### Clerical Practice

Clerics pray for their spells at sundown, as do druids. They usually lead dual lives as either gardeners or farmers, and were industrious people. They are expected to appreciate natural beauty and possess a feeling for meditation. The clergy instruct Rhaya's followers that they should make entreaties every sunrise. Compared to other faiths, ecclesiastics appoint few holidays. One holiday that was observed is a festival during Greengrass, which is a festival in which excessive consumption and uninhibited behavior were encouraged. Abundance is an important part of life worshiping the Great Mother. A rite of passage for many of the faith is concerned with Holy Communion. Newly married couples are instructed to spend their first night in fresh fields, supposedly to guarantee a fertile marriage.

The clergy observed and recognized the dogma set forth by Rhaya herself, and read the High Prayers of the Harvest at a perennial ceremony, which is usually at the start of harvest.

Her clergy are known for ministering in rural communities, and for their willingness to work in the community's fields next to the local farmers.
Castle Craven

A dilapidated castle stands alone on the western border.

**Castle Craven**, a fortress sitting on the western coast of the Vostarian Empire, keeps the Empire safe from would be invaders. It was originally called **Praxus Castle** before the Northern War.

## Location

Found on the north western coast of the Vostarian Empire, it is also north of Crow's Perch, west of Kavala's Keep, and south of the kingdom of Zalenica.

## Structure

A dilapidated fort that has been left in disarray. Towers are left crumbling, the gate is rusted and can barely close shut, and most of the wood is rotting away.

## History

Built in 1096 AS during the Northern Wars, it was supposed to house a legion inside to fend off invaders. However, despite their legate's efforts it fell and the legion fled in fear of being killed as the gate crashed open. The legate and his guard stayed to fight while cursing those that fled and cursing the land he was ordered to protect. Little did he know that emotions and curses are strongly tied together, and his vile cries were heard in the dark. The land became rotten, all that grew here withered away after a days time of harvest. Wood became molded and damp, unable to be used for proper structures. Soon it was named Castle Craven after the events. A legion was soon formed for criminals that had the choice of either join the Legion or being put into slavery, and the Penal Legion found its home at Castle Craven.
The Theocratic Union of Mitanni

**Mitanni** is one of the Old Empires in western Korinth. They settled here after their religious leader claimed seeing a vision from an ancient god of the depths called Mitanni promised them a fertile homeland if they built their city on top of a "cliff with a severed hand". After countless praises, the religious leader led a massive pilgrimage westward until they found the cliffs with a massive stone boulder that looks like a stone hand, and of their promised land surrounded by swamps and ocean.

## Society

The people of Mitanni are arrogant individuals that consider themselves better than any rival nation. Law is paramount to the nation's citizens, and change is avoided whenever possible. The government is run by the clergies devoted to Mitanni, Lord of the Depths. However, despite the peaceful existence these priests seek to create, the different priesthoods are often plagued by infighting, bickering, and struggles. These conflicts occurr both within their individual orders and against those of other faiths.

## History

In response to a plague that killed much of its people, the ancient Maserkin Empire in Fel-Istral captured over one hundred thousand humans through the use of two portals opened to another world. These portals were then closed and all connections between the two worlds were sealed; the captured peoples, now called the Forlin, were enslaved by them.

In the year 1081 BS the Theurgist Adept Narthon opened a portal to a world populated by orcs. Narthon was executed shortly after for inciting rebellion, and the portal remained forgotten until discovered by the orcs. In the year 1076 BS, the orcs found the portal and invaded this weak world, beginning what later became known as the Orcgate Wars.

In the wake of the Orcgate Wars, Maserkin Empire began a prolonged decline in power. Its daughter states broke free and formed the nations of Zapheri, Mazir, and Hroy. This decline continued until 808 BS, at which time the Orcgate portal was dissolved. The divine leaders that had ruled for centuries were forgotten; and the land was ruled by a true mortal king for the first time in its history. After a brief upheaval, the nation stabilized under the rule of the clergy.

In the 500s BS, the Theologian Lord Nevrineer received a vision from an unknown god in the west, proclaiming a promised land where they may be free from tyranny and war. This proclamation spread like wildfire throughout the slaves and laborers of the several kingdoms here, and soon a rebellion and exodus formed. Thousands fled under Nevrineers banner, and soon settled in the cliffs of Mitanni we know today.

## Notable Locations

Capital City

* Holy City of Akoma

Cities

* Ruby Temple
* Laryn
* Greenhill

Forts

* Penned Bastion

Landmarks

* Salted Marsh
* Gorgon's Haven
Tynarius, the God of Nature

Tynarius is the god of nature in the Korinthian Pantheon, though formerly considered only the god of wild nature and druids. He is one of the oldest and most prominent deities in Korinth , and the wilder counterpart to Rhaya the Earthmother. His worshipers protect places of nature from the encroachment of civilization with vigor and are implacable foes of industrious peoples. A lawful god that obeys the laws of nature that he set in stone eons ago. He keeps the balance of the world in check so that his domains prosper. He cares little for humanoids, but if one were to follow him and prove that they are a friend to nature then one may receive a blessing from him,

## Worshipers

The church of Tynarius has a pervasive influence, especially across the continent of Korinth. Non-worshipers often view the church unfavorably due to its tendency to disrupt expansion into woodland, sometimes with violence. Examples of rituals for worship are entreaties for spells at sundown or in moonlight. The *Dryad Dance* was a replenishing ritual of wild, wayward dance that calls out dryads to join the ritualists for mating. Most clerics, sometimes referred to as Forest Masters, also function as druids or rangers.
Korinna, the Goddess of Murder

The goddess of murder

The **Lady** **of Murder**, is a god of death who favors murders that are carried out through violent or ritualistic means. She is a member of the Korinthian Pantheon. She is feared throughout all of Korinth. Despite this shared dread throughout the continent, the exact nature of what the Lady of Murder has power over is contested among sages and scholars—in her best incarnation she might have taken strength in violently punishing murderers and warmongers. Challengers of this notion insist that she judged whether a murder was righteous or not. Yet another ideal was propagated by the Darkspawn, her half-mortal children who had been spawned on Aurum, who insist that she simply wants *more* murder.

## Description

Flowing with blood red hair, she wears nothing more than torn scraps of clothing and the glowing red tattoos, each one signifying an important murder she did. He hair drags on the ground, leaving a bloody trail behind her. She has a menacing expression, a permanent scowl that rarely leaves her face. She hold a blood stained broken sword, one that has ended the life of many mortals. Legends say this knife can even kill immortal beings, however no such evidence has been discovered.

## Worshipers

The clergy of Korinna in Korinth are known as Korinnates or Bloodletters, the latter being used more commonly in the lands east of the Dragon's Reach. Together they are a disorderly network of local hierarchies, with the urban and rural branches maintaining distant relations from one another. Collectively, they believe that murder is both a duty to their goddess and a game for their enjoyment. Each cleric of Korinna is expected to perform at least one murder every ten days, in the darkest moment in the dead of night.
Fel-Istralian Races

Fel-Istral is an unforgiving and arid place. Most of the continent is a vast desert with a blazing sun beating down upon the inhabitants. The Fallen Coast belongs to the Vampire Counts, and there life is treated like cattle awaiting for the next feast. This has lead to many races that are from here to be violent and having a survivalist mentality. The list belong describes what races are common and what might be considered exotic in the lands of the blazing sun.
Korinth

Map of Korinth

Political Map of Korinth

Korinth is the major westernmost continent on the super-continent of Aurum.

## Geography

The continent includes terrain that was as varied as any other. Besides the exterior coastline to the west and south, the most dominant feature on the continent is the Bladed Mountains. This is an irregular mountain range that keep the interior lands fertile, connecting the north and south regions of Korinth, and served as a major defensive barrier for many of the bordering nations.

Next in significance is the Hastia Lake, a broad lake in the south that separates the southern and north eastern part of the continent. To the east, Korinth is bordered by a vast region of mountains that keeps it from major trading across land due to the inhospitable environment, and in the north are massive glaciers and tundra bordered by Zarakev. South of the continent is the sub-tropical land of the Vostarian Empire.
Klungaraz

**Klungarax**, also known as Mine of Stone in dwarvish, is a mining city of great wealth located on eastern side of Dragonback Mountains. The Stoneborn Clan reside here, and they are the primary dwarves in this city. It used to be the richest city in Korinth. In 1192 AS, the city was occupied by 1600 shield dwarves who lived underground near to their workshops, which produced metal goods for export in the region and beyond. The humans above cooperate with the dwarves to handle the mining, move the ore to market, and defend the city against magical threats. It is ruled by a hereditary marchion, but the true power is in an elected assembly called the Council of Sparkling Stones, a mixed dwarven and human group that meet once a year to determine production quotas and whether or not to threaten current clients with reduced output.

## Description

Klungaraz stands on a knoll on the eastern ridge of Dragonback Mountains. On the surface, it is populated with squat stone buildings and a few stone towers. It is arranged in such a way as to provide great efficiency. Its walls are extremely thick and sloping, so as to allow water to be poured down them in the winter, which freeze to make them slippery. The area around the city is dotted with open mines and heaps of rock. Roads led to its major mines in the mountains, which yield a wide range of metals and gemstones, so they are guarded against orc and monster raids by the Axe of Klungaraz.

The badge of Klungaraz is a deep red double-bladed axe with a pointed haft and a flaring flat base, on a black field.

## Military

It is defended by the Axe of Klungaraz, an army of around two thousand, including humans and five hundred dwarves. There is virtually no crime, and the city utilizes professional thief trackers, the "Shadow District", to monitor any potential criminals.

Making maps of the city is illegal for security purposes, because the city is concerned about intelligence getting into the hands of its enemies, especially the Black Network. An attack on a councilor or a councilor-elect is punishable by execution. This is to prevent plots to foil a candidate's election campaign.

## Trade

The stone and metals taken out of the mines are worked by craftsmen. After being expertly cut and hewn, the stone are transported at high cost to Pastori, to then be transported west. Some buildings in Andros, Lyria, and Iskander use their stone, typically that which had been quarried from the areas to the west or south of the city.

Any worthless stone is crushed and used to improve the city's roads. This operation continues in almost all weather, even during the winter.

Trade with Pastori is important to them. As of modern times, the Dwarven District in Pastori is an entire district used by their trade companies, such as Anvilfist Banner, the Golden Hand, and Thalorin's Manymetals.
Hastia, the Goddess of War

The goddess of war in the Korinthian Pantheon. A fiery temperamental goddess with boundless joy in the heat of combat. She seeks the thrill of a great fight, and often challenges powerful beings to a combat giving them what they desire most if she is beaten.

## Worshipers

Korinth is a violent land, and thus from sheer number of worshipers Hastia is one of the mightiest deities in the world. Nearly everyone who draws a sword or nocks an arrow has fought alongside a cleric of the Foehammer, and just as many have fought against one.

Temples to the Lady of Battle look more like military fortresses than the archetypal temple. They feature barracks, mess halls, armories, and training grounds.

Due to its tendency to have followers and priests on both sides of any engagement, the church of Hastia has no central authority that might support one side or the other exclusively. Within a given temple or order, however, there is a strict hierarchy and chain of command.
Hyrax, the God of Trade

The god of trade. Often misrepresented as he doesn’t just govern lawful trade, but also smuggling and bartering at illegal dens. He is seen a keen and savy businessman, often prayed by entrepreneurs for his guidance and merchants for a profitable journey. Those that venerated and appeased him include merchants from lowly peddlers to the wealthy owners of trading companies, investors, accountants, entrepreneurs, caravan guides, warehouse owners, philanthropists, deal-makers, moneylenders, and so on. He is also the god of illicit trade and the patron of many smugglers, fences, black marketeers, and "businessmen" on the shady side of commerce.

## Worshipers

Ornate temples to the glory of the Golden Lord are usually found in centers of commerce from the Vostarian Empire in the south, up through Lyria, all around the Azure Sea and all the way up north. His clerics and other worshipers travel the trade routes aiding merchants and caravans or worked in the opulent temples as hosts for wealthy donors, moneylenders, currency exchangers, venture capitalists, warehousers, fences (covertly, of course) and, most importantly, security guards.
Verina, the Goddess of the Hunt

The goddess of the hunt in the Korinthian Pantheon. Seeking the greatest kill, she hunts down the most fearsome beings she can find. She stalks them perfectly, never being seen by her prey. Hunter that worship her may catch a glimpse of her fearsome beauty, but are often mysteriously found dead shortly after telling the tale. Her hunger for prey is never satiated, no matter the kill it never fills her bottomless stomach. She cares not for who is her prey, only that they must be strong to make the hunt worth it. Her followers leave the heart of their prey at her altar to give thanks to her for a successful hunt. She is always seen as a starving wolf consuming the strongest local prey.

## Worshipers

Verinites believe that it was an honor to Verina to make one's killing bloody and long. Her followers sometimes form bands, called "Hunts". While forbidden to slay the young or the pregnant, Hunts typically follow her dogma and evoke wanton slaughter in her name. Verinites are generally frowned upon by civilization, as they tend to wreak havoc in their wake. One exception within the Animist Cult, as they believe her and Wuhuri are the same being.

One of the most respected servants of Verina is Garm Gnarltooth, who is responsible for the gospel of Verina by which all priests of her are bound, ensuring that hunts remain clean and poison-free.

The People of the Black Blood are tribes of Lycanthropes that venerate Verina. Presently, it is estimated that the total population is at least 3,000 individuals scattered across the forests of Korinth in groups of fifty to one hundred.
Festering Woods

The thick poisonous air keeps out most that can't resist it.

The **Festering Woods** is a forest that lays north of the town of Corvir and south of Eastwatch. It currently resides in the Vostarian Empire.

## Geography

The forest is widely known as having a poisonous haze that is toxic to most that enter. Nobody knows what is the cause for it, but the plants and wildlife have adapted to its toxins. Thorny bushes and trees drip with poisons keeping out those that aren't immune.

## History

Wood elves lived in these woods until 137 AS. They called it Lúth-sae Taur.

The green dragon, Noknoraknin, inhabited this forest until 758 AS when it was either slain by adventurers or disappeared entirely.

## Notable Information

The timber harvested from these woods tend to be far more durable than most in the world. Wood elves also used to use these woods to craft poisonous arrows.
Vostarian Empire Timeline

* 137 AS - **FESTERING WOOD** Wood Elves leave
* 431 AS - Founding of Vostarian Empire
* 453 AS - **AVERLAND** Founding of Averland

* 552 AS - Hozin's Invasion and Founding of Corvir

* 568 AS - Start of Murgash's Sacking

* 612 AS - End of Murgash's Sacking
* 721 AS - **AVERLAND** Discovery of Merfolk in Lake Hastia
* 758 AS - **CORVIR** Green Dragon
* 793 AS - **OSTERMARK** The Fall
* 831 AS - "The Lost Imperator"
* 956 AS- The Slave Revolts
* 1036 AS - **CORVIR** Barbarian Siege
* 1096 AS- Start of the Northern Wars
* 1124 AS - End of Northern Wars

* 1276 AS - Present Day
Dyria, the Goddess of the Forests

The goddess of the forest in the Korinthian Pantheon. Also the creator of the dryads and ents, she is a purposeful god that takes time to make a decision. She keeps the forests in good health, protecting them with what means she has at her disposal, and watches over the eldest tree in each forest. Under her stalwart protection, forests thrive and grow to immense sizes and trees become towering trunks reaching for the heavens. She is the mother of spriggans and is often seen as the creator of druidic magic. Creatures in her forest live to ages far beyond their normalcy. Followers plant new groves of trees in her honor and give offerings of seeds and nuts so that she may plant them across her forests. Dyria is often seen with a cloak made of leaves that change color with the seasons, and she holds a gnarled wooden staff made of powerful druidic magic.

## Worshipers

The clergy of Dyria include clerics, druids, and rangers. Generally, druids of Dyria take on the abilities of rangers, including the ability to wear all kinds of armor usable by rangers, including metal armor (unlike other druids who are unable to).

Divine spellcasters following her pray for spells in either the morning or evening, but are required to observe both events. Once a month, clerics and druids are required to perform the Song of Trees, calling forth a dryad or treant and performing odd jobs for it for a day. Dyrians also hold the equinoxes and solstices as holy days, called the Four Feasts.
Ngũ Tinh:Đạn Chỉ Thần Công

## Công Pháp:

**Thế Giới:** Xạ Điêu Tam Bộ Khúc

**Đẳng Cấp Công Pháp:** Tứ Phẩm Công Pháp

**Thể Loại Công Pháp:** Chỉ Pháp

**Đánh Giá Công Pháp**:Xuất hiện trong truyện Anh hùng xạ điêu, Hiệp khách hành, Ỷ Thiên Đồ Long ký, Đạn Chỉ Thần Thông khi thi triển dùng 1 hòn sỏi nhỏ, lấy ngón cái và ngón trỏ bắn đi, thủ pháp rất nhanh, uy lực rất ghê gớm. Đây là loại chỉ pháp vô song, sánh ngang cùng Nhất dương chỉ. Được sử dụng bởi Đông Tà-Hoàng Dược Sư, Dương Tiêu, Tạ Yên Khách.
Vạn Độc Thần Ma-Hoa Cô Phấn

## Thuộc Tính Cá Nhân

**Danh Tính:**Hoa Cô Phấn

**Danh Hiệu:**Vạn Độc Thần Ma

**Đẳng Cấp :**Tông Sư Sơ Kỳ|Lv.82

**Chức Nghiệp:**Giang Hồ

**Nhận Xét:** Một Trong Thập Cửu Nhân Ma Của Quyền Lực Bang, Dụng Độc Cực Mạnh Võ Công Cao Cường

## Thế Lực

**Chủng Tộc:**Nhân Tộc

**Thế Giới:**Thần Châu Kỳ Hiệp

**Quốc Gia:**Đại Tống

**Tông Môn:**Quyền Lực Bang

**Chức Vị:**Thập Cửu Nhân Ma

**Thế Gia:**

## Tâm Pháp

**Nội Công:**Tứ Tinh:Vạn Độc Cang Khí

## Võ Kỹ:

**Chưởng Pháp:**Tứ Tinh:Vạn Độc Cang Khí

**Tinh Thông Khác:**Tứ Tinh:Vạn Độc Cang Khí
Urios, the Goddess of Death

The Goddess of Death

**Urios** is the goddess of death in the Korinthian Pantheon. She is malicious deity that seeks the death of all life. She despises being born and has vowed to destroy herself once all life is vanquished. She is calm and calculating in everything she does, and has been seen to be lawful among the gods despite being death itself. To her, every life has a purpose and every death has a reason. Most that follow her tend to be bloodthirsty or death-seekers, but ones that value the cycle of life and follow her laws to the letter. She is usually seen as a woman dressed in black, carrying around a weapon that looks as white as snow.

## Description

The avatar of Urios appears as a skeleton of a woman hidden in flowing black robes. Her wrinkled, lesioned skin and blackened, cracked lips give the appearance she was just on the verge of death. She spoke in a rather high whisper, though her words never showed enough inflection to convey feeling or concern.

## Worshippers

The worship of Urios are never popular in Korinth. Her worshipers, who are often undertakers in one form or another, are a morose, secretive lot, reticent to share their faith with those outside her meager and unorganized church. These cultists are tasked with ensuring the people of Aurum both feared and respected death. To aggrandize her power they would propagate rumors that merely touching one of her priests would bring certain death.
Akros, the God of Thieves

The god of thieves in the Korinthian Pantheon. Born as mortal, he is believed to be the only god that became a deity through other means besides creation. He stole the Essence of the Moon from Foli, splitting the god in two. He absorbed the Essence, and gained the powers of a god.

## Worshipers

The church of Akros states that wealth rightfully belongs to those who could acquire it. Honesty is for fools but apparent honesty is a very valuable thing, and subtlety is everything.

The Clergy of Akors are called Akrosians, with elite specialty priests referred to as Marks. Akrosians address each other as "Brother/Sister Shadow", no matter their rank. Clergy that complete an especially dangerous heist or complex act of manipulation are often admitted to the Circle of the Gray.

It is rumored that the Cult of Akros maintains a large network of informants throughout the cities of the world. It is also rumored that this network provides employment for all sorts of thieves, beggars and thugs.

Akros' faithful are led to believe that the god saw everything that happens in the dark and to trust it, as one would be made an easy target by walking into plain light. The abilities to deceive, as truth is a foolish virtue and manipulation is better than brute force, and to be dexterous are also appreciated. Whilst the faith advocates for accumulating riches, it also said to only steal what is necessary. They also believe that owning something simply required being in possession of it.
Gurgling Mire

The swamp retakes all that is living.

The **Gurgling Mire** is a swampy patch of land located east of Andros, south of Patras, and west of Ostermark.

## Geography

The Gurgling Mire is a cold saltwater swamp roughly 100 miles long by 30 miles wide along the shore. It is a desolate place full of monsters and few members of the civilized races. The swamp has constantly grown over time, swallowing homes and property located close to its boundaries. It is believed that the eastern boundary of the mire is magically bound to the Blackford Road (perhaps via a *wish* spell from the mire's creator), since attempts to reroute the road were futile and only caused the expansion of the swamp.

The mire itself is full of trees, vines, quicksand, and hidden islands, and it is generally covered in fog, making visibility very poor. The bones of fallen creatures are clearly visible throughout the mire. The water is deep enough that it could be navigated on a flat-bottomed boat, but the dark water and hidden obstructions make that choice dangerous.

Inside the mire are

the flooded ruins of a number of castles and settlements. Many of the castles had strange wards that would either strengthen certain magic or negate it.
Crow's Perch

A lone tower stands tall against the ocean.

**Crow's Perch** is a towered library-fortress that stands on a crag overlooking the Azure Sea. The library is filled with books and scrolls of knowledge, considered the greatest collection of the writings in all of Korinth.

## Description

Crow's Perch rests atop a volcanic crag on a narrow peninsula that jutted out from the side of the coast. It is nestled onto the crag just few hundred paces from the cliffside overlooking the sea. The path leading to its entrance is called the Way of the Lion, which extends from the Coast Way that runs along the coast.

The outer wall of the keep rises high above the coast, dotted with several towers that ascended into the skies about the cliffside. The main entrance through this wall is by a set of grand double-gates, that are three times as tall as a man and forged from a strange black metal that was impervious to lightning and magical divination. Within this protective perimeter is the strong, central keep that housed the Great Library, encircled by the College of Magus and several smaller stone buildings.

### Weather

The western facade of Crow's Perch is bombarded with mist and waters from the sea, and becomes iced over during the freezing winter months. Several of the towers on this side have to be abandoned for part of the year due to this hazardous accumulation of frost.

### Entry

To gain entry to the halls of wisdom a visitor has to present the seal of a renowned wizard, as well as an "entrance-gift" to the library, a tome of immense value, great rarity or significant historical importance to add to their collection. While the shrewd gatekeepers typically accept books worth no less than 1,000 gp, books containing particularly insightful annotations or journals of important persons have been accepted before. Visitors into the keep are known as "seekers" and referred to as "goodsir" or "goodlady" by the library's monks, if their name was unknown.

The "friends of Crow" were allowed entrance in to Crow's Perch without offering an entrance-gift. Among these select individuals were certain archmages, priests of the deities Alephenel, Cymede, Lhasa and Akomicles, along with both local and High Officials alike.

Visitors are allowed to stay within the keep for a tenday, until they are asked to leave. They are asked to wait a full month before returning for another stay.

## Inhabitants

The mages of Crow's Perch referred to themselves as the Sanguis Magus, wizards sworn to protect the Empire and the contents of Crow's Perch. Many magic users come here to become Sanguis Magus, a lofted title that is highly revered in the Empire. Most become attached to legions or become advisors to governors or high officials.

The Gatewarden oversees the defense of Crow's Perch, assisted by four Watchers and the Keeper. While all of the martial officers are served by a legion, only the latter stood outside the keep's walls.

The Chanter and the three Voices are often to be found in procession throughout the library, reciting the lines of the *Endless Chant*. The prophecies of *The Endless Night* continually echoed through the grounds of Crow's Perch.
Averland

The tropical shores of Lake Hastia make Averland an ideal spot for vacationers,

**Averland**. a small fishing village north of Ostermark, is settled in the southern shores of Lake Hastia.

## History

In 453 AS, many sought an easier life from themselves and moved into the newly established Vostarian Empire. These commoners weren't seeking the luxurious city life of Andros, but a quiet little hamlet out in the country. Eventually, they stumbled upon a clearing between the Daggerwood and Forlorn Forest, where they eventually settled.

in 721 AS, they discovered that the lake is inhabited by Merfolk. They soon established a friendly relationship, living together peacefully and soon integrating each others cultures.

## Geography

The land is tropical, palm trees and warm water surround this small village. Cool gentle winds gust through creating an ideal environment to live in.

## Trade

Fishing here is almost perfect, and Averland has reaped its benefits. It sells its fish all across the Empire and even across the lake itself. They also dive for fresh water clams to harvest pearls. The merfolk deep in the lake often come to trade their gemstones for wares in Averland, and it is fairly common to see them here.

## Rumours & Legends

There has been a few sightings of a ghost ship, it appears only once a year on the first day of spring.

The elders have a story that has been passed down for generations. It tells of a city floating above the water, where only those who can fly can reach.
Lhasa, the Goddess of Fate

The goddess of fate in the Korinthian Pantheon. She is often accompanied by the stars themselves as one scholar put it. She never speaks, but only conveys her tellings in omens and prophecies through the eyes of an oracle.

## Worshipers

Lhasa is worshiped in both the north and south as both a goddess of diviners and good fortune. They are known to travel is small caravans, giving out fortune tellings and scryings for a modest price. If the customer offers more gold than expected then Lhasa may smile upon them with good fortune. Clergy are often travelling, as fate is as every changing as the world itself so too must the clergy. They seek out those that have particularly bad luck. They enjoy giving out good fortunes and sometimes will even offer a telling without payment if they believe the person is in need of it.
Tethered Woods

**Tethered Woods**, located north of Lyria and south of Sicarus' Rest, is in central Kingdom of Lyria.

## History

Between 2000 BS and 100 BS, a great wood elf nation once lived in these forests. However, after Aedari Sicarus' crusade they were wiped off the map. The blood that soaked the forest ground soon cursed it, giving life to vile plants and monsters that aggressively defended their home.

Many attempts have been made to deforest these woods, but each attempt has led to bloodshed.

## Geography

Brambles and thorny bushes wrapping themselves around the trees populate the landscape. The trees themselves seem devoid of any life as the bushes have sucked out their nutrients. The area has a very grey landscape, most that live here survive off of meat from a fresh kill.

## Notable Information

The wood elven structures still stand alone in the forest watching over the graves of the fallen. Many would be grave robbers have attempted to reach the deepest part of the forest where the ancient city resides, but none have seen it and come back alive.
Forlorn Forest

The lonely forest sits in eternal fog.

The Forlorn Forest stands east of Averland and Ostermark. It is often seen with dense fog rolling through the slender trees.

Many that have wandered into the forest have felt a foreboding presence that none can identify. Monsters and animals alike do not live in these forests, some say out of fear. A Sangius Magus was sent out to investigate the matter, however they were never seen or heard from again.

Whenever a tree would be cut down from the forest, another would replace in a weeks time. Druids who have visited have felt that there is some unnatural happening in these woods, but never dared to investigate it.
Tychon

Tychon, the bastion of the Lyrian Kingdom

**Tychon**, the border fort of the Kingdom of Lyria, is located on the southwestern part of their domain. It borders the Vostarian Empire, protecting the country from another invasion attempt.

## History

Founded in 642 AS, it was created after the surge and expansion of the Vostarian Empire. They built it to defend from possible invasions, and soon it would be proven a wise decision.

The Vostarian Empire invaded in 1096 AS, laying siege to the fort. Several legions fought the defending 1000 knights stationed here, and despite their valiant effort they soon lost. But their defense was not pointless, it took the Empire an entire year to bring the defenders to their knees allowing the Kingdom of Lyria to gathering everyone into the city of Lyria for protection.

After the war was over, they repaired the fort with better defenses and installing a much larger garrison.
Cửu Thải Thôn Thiên Mãng

**Cửu Thải Thôn Thiên Mãng** *(九彩吞天蟒)*, là viễn cổ thần thú chỉ tồn tại ở trong truyền thuyết, là cấp bậc cao nhất trong Thôn Thiên Mãng tộc.

## Miêu tả

Trong các loài ma thú hình rắn thì Thôn Thiên Mãng và Viễn Cổ Thiên Xà là hai chủng loài có huyết mạch gần nhất với tiên tổ loài rắn, là hai loài vương giả trong ma thú hình rắn, nhưng so với Viễn Cổ Thiên Xà thì Thôn Thiên Mãng càng quý hiếm hơn, mỗi lần xuất hiện đều khiến cho giới Ma Thú rung chuyển.

Tại thời kỳ viễn cổ, Thất Thải Thôn Thiên Mãng vốn đã rất thưa thớt, nhưng Cửu Thải Thôn Thiên Mãng càng vô cùng quý hiếm hơn, cho dù là tại thời kỳ viễn cổ, số lần xuất hiện đều có thể đếm được trên đầu ngón tay, hơn nữa mỗi lần bọn chúng xuất hiện thì đều khiến cả Xà tộc chấn động rung trời. Cấp bậc huyết mạch của Cửu Thải Thôn Thiên Mãng còn mạnh hơn vài phần so với Viễn Cổ Thiên Xà.

Cửu Thải Thôn Thiên Mãng có thân thể khổng lồ, phát ra chín loại hào quang rực rỡ. Mặc dù thân thể to lớn nhưng sở hữu tốc độ vô cùng nhanh khó ai sánh bằng. Sức mạnh thông thiên chỉ quất đuôi một cái cũng có thể khiến cho một ngọn núi thành bụi phấn, sức mạnh đáng sợ như vậy, cho dù Đấu Thánh bình thường, e rằng chỉ trúng một đuôi đã tan thành huyết vụ. Sức mạnh đáng sợ nhất của Cửu Thải Thôn Thiên Mãng là có thể thôn phệ hết mọi thứ, có thể một lần cắn nuốt cả một dãy núi, thậm chí cả thiên không cũng không thành vấn đề.

## Xuất hiện

Trong tiểu thuyết Đấu Phá Thương Khung, nữ chính Thải Lân tại trong thánh địa của Cửu U Địa Minh Mãng tộc - Cửu U Hoàng Tuyền bế quan khoảng hai đến ba năm, thành công đột phá tới tứ tinh Đấu Thánh, đồng tiến hóa thành Cửu Thải Thôn Thiên Mãng. Thải Lân vừa xuất quan đã có thể ngay lập tức đánh bại Hoàng Thiên, một cường giả của Thiên Yêu Hoàng tộc.
Ngũ Tinh:Hoán Hoa Kiếm Pháp

## Công Pháp:

**Thế Giới:** Thần Châu Kỳ Hiệp

**Đẳng Cấp Công Pháp:** Ngũ Phẩm Công Pháp

**Thể Loại Công Pháp:** Kiếm Pháp

**Đánh Giá**: Kiếm Pháp Trấn Phái Của Tiêu Gia Trong Thế Giới Thần Châu. Kiếm Chưởng Song Tuyệt Kiếm Là Hoán Hoa Kiếm Pháp

Hoán Hoa Kiếm Pháp:

1 Mai Hoa Tam Bái

2 Lạc Hoa Lưu Thủy

3 Phi Hoa Trích Diệp

Hoa Kiếm Pháp Tam Đại Tuyệt Chiêu: Mãn Thiên Hoa Vũ

Hoa Kiếm Pháp Tam Đại Tuyệt Chiêu: Loạn Hồng Phi Quá Thiên Thu Khứ

Hoa Kiếm Pháp Tam Đại Tuyệt Chiêu: Lấy Vỏ Làm Kiếm
Skophos, the Goddess of the Dead

### Worshipers

The dying and their families, gravediggers, hunters of the undead, morticians, mourners

A judge and guide for the souls of the recently perished, **Skophos** resides in the Korinthian Pantheon. She is fair and loving to those who have passed, and helps them find their place in the Praxian Glade. She is seen as a benevolent and loving god for the dead and even the undead at times, and treats every soul with the utmost care as she sees them as her own children. Those that follow her leave belongings of the departed at her altar so she may bring them to those it belongs to. She is usually depicted with dirtied while robes, worn hands, and a kind smile. She holds two coins in her right hand and a lantern in her left.

## Worshipers

The death clergy as they are known have many duties; most involved tending to the last wishes of the dying and providing burial services to those who died alone. They also set out to cure diseases and defend people from monsters so that folk do not die before their time. Their final and arguably most important task is the destruction of undeath in all its various forms as it was an affront to Skophos. Elite priests of her are known as Soulguides. Servants of Skophos are usually clad in somber gray vestments and brandished hand-and-a-half swords, or bastard swords.

It is believed Skophos takes the essences of the deceased and assign them to their appropriate places in the eternal cycle of existence. She is the Great Guide, who lead everyone into their next life.

Skophos have her faithful understand that death is part of life, that it is a beginning rather than an end and a necessity rather than a punishment. It is not the ultimate end; instead, it is a step in a continuing and wonderful journey. They view death as an orderly process, without deception or chaos. It is not to be rushed, prolonged, or evaded through undeath.

It is the will of Skophos that no sentient being, human or otherwise, should die of natural causes without one of his priests to attend them. Nor should they pass on without knowing that she would meet them in the afterlife and that she was merciful and just and not to be feared. Thus the clergy believe their highest duty is to seek out folk close to death and aid them.