recursal/Fanatic-Fandom huggingface dataset:
Grimmil

**Grimmil** (IPA: /ˈɡɹɪmɪl/) is the god of death, the fastidious collector of souls' divinity for return to the larger divine energy of the universe. The son of health-gidden Feldenna, he is a merciful guide who eases the transition from mortality to reunion with the divine. He shares a close bond with hunt-gidden Felwilven, who brings cyclic death to the world.

A greedier deity might soak the divine energy up into itself; Grimmil, however, has established himself as the dutiful and inexorable death-god. Virtuous and gentle though he may be, his uncompromising consistency is an object of fear throughout mortal Armenground. However, his fastidiousness is an object of necessity: a late arrival to a dead soul may leave a deity such as Vendra to claim its power first, or may leave it to wander restlessly as a ghost.

Practices relating to Grimmil vary by culture. Generally, the dying whisper prayers to Grimmil in their final moments, and families of the deceased often conduct funerary rites in his honor to guide their loved ones to peace. Among Honeylanders, the proverb *so cometh Grimmil, so cometh peace* is expected to be the first words spoken to a corpse.
Blade of Unshackled Light

The **Blade of Unshackled Light**, also called the **Prismatic Blade**, is the iridescent longsword of Bleewen. Bleeding light itself, it is an athloren weapon reluctantly crafted by Cland and infused with the divine power of Bleewen's radiance.

Bleewen used it to commit the first deicide in the history of the universe when she clove Stornelwen with it.

## History

Smithing-god Cland is naturally discriminatory with his use of athlore, finding the metal far too valuable to use lightly. When Bleewen requested a weapon with which to bear her light unto the works of the God-Foes, Cland reluctantly agreed out of respect for her as a fellow member of the Twelve.

When the treachery of Stornelwen against Velwen was discovered by Bleewen, the light-gidden used it to cleave her son into three disparate spirits with two strokes of the Blade.
Grawmil

“*Grawmil's realm, engirdled by wriggling green vines and boundless fields of grain, seeks ceaseless fortification through the beleaguered cultivars who supplicate themselves within humble thorps as bulwarks set against the corruption of the Great Shathe.*”
―*Sight of the Lands*, a fifth-century account of folk culture in Suthrim
**Grawmil** (IPA: /ˈɡɹɑːmɪl/) is the god of food crops and the harvest. One of the Three Siblings—a trio of gods tasked with ruling over the earth—he is entrusted with custody of all plants used for sustenance. His natural enemy is Paithar, bringer of blight, and his eternal struggle is the protection of what is good for eating.

Uncomfortable being celebrated for his serious—and occasionally unsuccessful—efforts, Grawmil devoted a son, Simbelwin, to lording over harvest festivals and jubilation generally. Still, Grawmil's tremendous vitality is present in every reach of resplendent farmland to the most modest pot of sprouting herbs by a cottager's window.

His autumnal festival *Mowingtide* or the *Tide of Mown Grasses*, while once one of small offerings of grains and fruits shared in hushed gratitude, sprang to grandeur under the governance of Simbelwin, who ensured that lively merrymaking epitomized the event.

## Names

* Dwarvish—[unattested].
* Elvish—*Âtas*.
* Entish—*Arthrévan*.
* Je-ren—*Ito-yang.*
* Mozh—*Polam.*
* Shelu—*Nricha*.
* Tlasaad—*Mahcayotl*.
Dwarvish

**Dwarvish**, known natively as ***Maþla*** ("speech"), is the language divine ordained for the dwarves. Generally written in a system of highly geometric runes, wherein the language is known as ***ᛗᚪᚦᛚᚪ***, it is used primarily in the Frorn Belt and, when written, largely exists in stone.

## Notes

* The language is analogous with proto-Germanic, though with the vowel mutations of Gothic.
Gluskmoss

**Gluskmoss** is a red flowerless plant found clinging in matted clumps to a small number of isolated tide pools along the Hursten Shore. It is poorly studied, in part due to its rarity.

Consuming a diluted extract of gluskmoss is known to exert unusual physical changes in the user—veins and eyes exhibit the faint red bioluminescence of the plant, and a nearly dissociative state of heightened physical ability is induced.
Óthu

**Óthu**, the Entish word for *horror*, describes a region northeast of Suthrim, east of Honnerich and south of the Hursten Shore which bears terrible scarring and blackening brought on by the God-Foes. The first corruptions in the area appeared in the late ninth century, but its growth accelerated over the latter half of the tenth century.

The region has been a considerable disruption to trade—splitting the Hursten Shore from Suthrim by land—and, as it will sustain no plants or animals for long, has forced refugees into Suthrim in particular.

A citadel in Óthu served as the starting-point of *The* *Manacles of Óthu*, featuring in "Unshackled".
High Frith

Art by Haneul Lee.

**High Frith**, known in Je-ren as **Dan-je** (IPA: /dɑn.d͡ʒè/; "height-people") is a mountaintop settlement in the western heights of the Cloudfen. It is the traditional center of the region, home to its ancient system of theo-nobility.

In antiquity, it was founded on the harmonic principle of *spirituality*, a quality still held dear by its inhabitants. Monks are known to seek attunement with the divinity through austere exposure to the coldness and freezing mountain winds that surround the city.

The famed library of High Frith holds a multitude of age-old manuscripts encompassing ancient Cloudborn folklore, treatises on metaphysical conjectures, and one of the richest collections of stargazing logs and woodblock portraiture. Wysards may know of a sprawling collection on the subject of galder.
Tirawen

**Tirawen** (IPA: /ˈtɪəɹəwɪn/) is the gidden of winter, daughter of mountain-god Blondorim. Violent and tempestuous—but contemptful toward the God-Foes most of all—the periods of her emergence into the world are times of great beauty but simultaneous hardship. Though she favors the ice elves, she is unmoved by the causes of most mortals and generally strikes all with equal coldness.

To Tirawen, testing the resolve of mortals with the cruelty of winter is a source of fascination. Devotees to Tirawen embrace the season's cruelties and partake in extreme winter rituals like taking icy plunges in the frozen lakes and performing lengthy dances under the snowfall to show their dedication, hoping that attunement to her will prevent her harshest caprices from afflicting them at the wrong time.

Honeylanders celebrate *Tirawentide*, a mid-winter festival of prayer to Tirawen. The air is said to warm slightly during this period, though it is uncertain whether the phenomenon is a rare mercy from Tirawen or merely the impression gained by drink-heated revelers.
Hallowil

**Hallowil** (IPA: /ˈhæloʊɪl/) is the god of thought and strategy. Having forgone most physical qualities—gender among them—Hallowil remains a shard of divinity that has remained truest to its source. Only occasionally appearing as a vague, Man-like spirit, they wove the brains of elves and advises the Twelve on matters of planning and creation.

They spawned language-god Canael to carve out a way to relay thought and prophecy-god Bilvendol to do so on its behalf. Their complete abstinence from vice and temptation spawned Clenwel, gidden of civilized mortality. Their distance from the material world has never fostered any significant personal following.

Shrouded in mystery, their few true devotees hear tales of cautious reverence traditionally passed among erudite circles. Such tales often muse on the ephemeral geometry shaping thought itself—notions of of conceptual harmony victorious over elements of chaos.

## Names

* Dwarvish—*Munz*.
* Elvish—*Cûvinas*.
* Entish—*Menvethan*.
* Je-ren—*Simzang.*
* Mozh—*Manasam.*
* Shelu—*Uchondo*.
* Tlasaad—*Cuaayotl*.
Morwendel

Morwendel in stained glass at Lisskeep.

### Relatives

Delwenin (*sister*), Nithrend (*son*), Wendelthrim (*brother*), Wendelwen (*mother*), Wiswendel (*daughter*)

## Physical description

### Gender

Female

**Morwendel** (1 – 98 DY), known in literature as the **Lady of Magick**, was one of the daughters of Wendelwen and the first Man to be granted receptiveness to galder by Arkenwen. She is revered as the first wytch and, in her study, uncovered many of the core spells—especially those of fire—now in wysards' repertoires.

Her twin galderborn children, daughter Wiswendel and son Nithrend, became diametric sorcerous foes. Though Nithrend had turned to lichwielding during her lifetime, Morwendel was in advancing age when she discovered this fact and the struggle against him was largely left to Wiswendel.

Morwendel's discovery of her son Nithrend's grim alliances sent spirals of tension throughout the sage circles of Armenground. Legends speak of the pained reckoning that Morwendel underwent, finding her twilight years tarnished by her offspring's grim turn away from the pure use of galder she had relentlessly fostered throughout her long stewardship.

Rumor tells of a secret galdered sanctum Morwendel created in her twilight years to house secret magicks, though nothing concrete has ever come of it.
Tinkerer

**Tinkerer** is a playable class in Armenground. Finding a middle ground between invention and galder, they are known to innovate ways of fighting, enchanting, and defending.

Upon reaching the third level of might, a tinkerer may begin to take on a professional specialty.

## Specialties

* Goldbrewer, who brews and transmutes.
* Shieldwright, who enchants armor as a vessel of galder.
Deep elf

**Deep elves** comprise a population of elves in the eastern Frorn Belt that, facing the strength of early chaos, sought a burrowed lifestyle similar to the dwarves. The westernmost population of their species, they reside in deeply delven halls and have taken up smithed metals as a craft. Their embattled history has lent them a deeply defensive, skeptical culture of solidarity.

Though their elders at first resembled high elves, they beseeched elf-patron Canael to grant them and their children gray skin to mark their people's mountainous lifestyle and grant them easier concealment among stone. When Canael refused, reluctant to alter the appearance of his favored mortals, mountain-god Blondorim took them under his protection and imbued them with stony-hued skin.

In the modern day, deep elves—speaking Dwarvish—continue to possess intense communal bonds and a well-structured society. Their embattled past fostered a culture that highly values vigilance, preparedness, and a deep-rooted skepticism of outsiders, often resulting in a xenophobic stance towards other races. This insular mindset has made their society enigmatic and profoundly unified. Their governing council of elders is known as the *Deepmoot.*
Bilvendol

**Bilvendol** (IPA: /ˈbɪlvɛndɑl/) is the god of prophecy, tasked with revealing the thoughts and intentions of thought-god Hallowil to both mortals and divinities. Though still divine, his form as a god-child is still insufficient to process the full weight of Hallowil's meditations. He is entirely precluded from visual perception, only able to speak—and even then, only in whispers.

Mortals offer candlelit prayers to Bilvendol with queries about their future, alternatively writing them on thin parchment and burning them at altar, hoping for a whispered response in their dreams. The Woodfolk are known to wrap themselves in furs and sleep behind roaring waterfalls, reducing their senses akin to Bilvendol with the hope of obtaining an inspired dream.
Handew

**Handew** (IPA: /ˈhændju/) is the god of honey, bees and sweet things—the patron of dessert. A lighthearted and celebrated creation of his mother, Gew, Handew is infused with joy and brings it where he may. In that sense, he represents a uniquely pure manifestation of harmonic divinity.

Vibrant in joy, Handew took on a form not dissimilar from his mother, though smiling warmly, wreathed in honeycombs and tan in complexion.

Beekeepers set aside a spring day each year known as *Handewtide* to consecrate beehives in Handew's name in a series of joyous prayers of thanks.
Windsteppes

The **Windsteppes** are a grassland region in southwestern Armenground bordered by the Cloudfen to the north and the Living Venom to the south.

They are a living melting pot; the northern Windsteppe populations resemble the Je-ren-speaking Cloudborn, whereas the eastern steppes are home to Mathellers and the large central, western and southern steppes are home to Windbitten Shelu speakers.
Felseva

**Felseva** (IPA: /fɛlˈsevə/) is the gidden of savagery, daughter of fury-god Olsevor. She finds a perverse beauty in chaotic natural struggle—the rule of the strongest. She is relentlessly hunted by Felwilven, who she views as shackling the wild world.

To wreak havoc on the natural order, she wields the Talons of Primordial Chaos—a pair of gauntlets infused with concentrated chaotic energy.
Canael

### Relatives

Bilvendol (*brother*), Clenwel (*sister*) Hallowil (*progenitor*), Satwel (*daughter*), Selvenna (*lover*)

### Enneagram

5w6

**Canael** (IPA: /ˌkɑːnaɪˈɛl/) is the god of language, tasked by Hallowil with imbuing mortals a beautiful and sophisticated means of communication. While most of the gods took on Man-like form—admiring the hardiness and flare of the race—Canael preferred the quiet, thoughtful company of elves, to whose language he devoted the most time.

He fell in love with Selvenna, with whom he brought forth Satwel, gidden of song. He is said to carry a silver lute and appear chiefly to elves and poets.

Though archaically known by the name **Halwen** in Mathel, a borrowing of his Elvish name *Cânael* came to dominate. Among Men, Canael is generally viewed as a parent to the elves and the main arbiter of their fate.
Selvenna

### Relatives

Canael (*lover*), Gew (*mother*), Handew (*brother*), Herva (*sister*), Satwel (*daughter*)

### Enneagram

7w6

**Selvenna** (IPA: /sɛlˈvɛnə/) is the gidden of spring and flowers, daughter of the glade-gidden Gew. It is said that in the beginning of the world she taught the birds to twitter and the flowers to open. She and her lover, language-god Canael, brought forth Satwel, who came to invent song.

She is said to carry a silver dagger used only to cut flowers. A silver sheen can be seen in her black hair, and her eyes are a pale green like the new spring.
Mozh

**Mozh** (IPA: /moɻ/) is a language found along the sun-stricken Hursten Shore of eastern Armenground. The dominance of Mathel as a *lingua franca* in many of the coast's trade cities has pushed Mozh into the countrysides and lower classes of many cities, despite its elegant ancient script and history of literary use.

Though it had once spread to all people under the domination of the Shore's city states, the language has since retracted to be spoken only by specific segments of the Sunhursten population that first wielded it.

## Notes

* Mozh is analogous to real-life Dravidian langauges, though written in a simplified Javanese script.
Tree elf

**Tree elves**, also called **wood elves**, comprise a woodland-dwelling population of elves that split from the high elves in early Armenground. Their greatest city is at Têlmrion. Far more withdrawn and insular than high elves, they are nonetheless characterized as good-hearted and friendly to Men. Tree-elven culture is deeply in tune with the natural order and has been a driving force behind druidry.

Their greatest allies are ents, and tree elves have a uniquely strong affinity with Tosnawil. The territory they occupy is in the southeast of elven land generally, located to the northeast of Honnerich and east-northeast of the Woodfolk.
Ostethrawen

### Relatives

*Blestethrawen* (*daughter*), Furnelthrim (*brother*), Morrenthrim (*brother*), Wendelthrim (*father*)

## Physical description

### Gender

Female

**Ostethrawen** (27 DY – 112 DY), known in literature as the **Queen of the South**, was a first-century Man and the only daughter of Wendelthrim. She founded the Queendom of Suthrim, and her rule was faithfully sustained by her daughter *Blestethrawen*.
Wendelwen

A mosaic of Wendelwen at a bathhouse in Flutterfell.

**Wendelwen** (died 105 DY), often called the **Begger of Life** in literature, was one of the first two Men together with Talter. After Talter was cast from the Galderbarrow by the gods for his insolence, Wendelwen pleaded the case of Man and asked to bear triplets in proof of the goodness of the race. She and her three children—Delwenin, Morwendel, and Wendelthrim—worked in concert to prove the worthiness of Man before the gods.

She resided in Lissfall with her grandson Furnelm until, after 104 years, she undertook a journey to return to the Galderbarrow—possibly to the Tree of Pride—and was not seen again.

## Descendents

* **Delwenin**, Lady of Righteousness, the most good of the first Men (born 1 DY)
* **Morwendel**, Lady of Magick, beneficiary of Arkenwen (born 1 DY)
	+ Wiswendel, High Wytch (born 23 DY)
		- Wisgon, Scion of Galder (born 50 DY)
	+ Nithrend, Greedwysard of the East (born 23 DY)
* **Wendelthrim**, Lord of Fire, defiant opponent of chaos (born 1 DY)
	+ Morrenthrim, who founded Morrethel, now the Fallen Kingdom (born 22 DY)
		- *Morthon*, who took up battle in his father's name (born 48 DY)
	+ Furnelthrim, Heartiest of Men (born 24 DY)
		- Furnelm, who founded Honnerich (born 50 DY)
	+ Ostethrawen, Queen of the South, founder of Suthrim (born 25 DY)
		- *Blestethrawen*, who sustained the rule of her mother (born 50 DY)
Sunhursten

The **Sunhursten** (lit. "sun-scorched"; Mozh: *Makkinam*) are the traditional inhabitants of the Hursten Shore. They were the original heirs of Mozh and developed into formidable seafarers capable of hardy voyages and the demands of labor under the scorching sun of the Shore.

In contemporary times, only a fraction of the Sunhursten still hold to their traditional language, and many bear names and lives that testify of considerable syncretism with other cultures.

The principal gods worshipped by the Sunhursten are sea-god Caulrim (*Mudram*), beach-god Sholnim (*Pavilam*), and shade-givers Tosnawil (*Nida*) and Anthew (*Nilal*); to the Sunhursten, Tosnawil is the provider of tree- and shrub-fruits like the coconut, mango and sweet lemon. As in all cultures, Hardol (*Vettrivel*) is evoked in times of war. Satwel (*Sanga*) is preferred to Simbelwin in times of merriment.
Warlock

**Warlock** is a playable class in Armenground. To achieve a powerful command of galder, warlocks are bound by pacts to otherworldly entities.

To achieve the first level of might, a warlock must seal a pact with a supernatural power.

## Otherworldly bindings

* Binding of the Fathomless, a pact made by *seabound* warlocks with Caulrim or another sea-power.
* Binding of the Galdered Blade, a pact made by *bladebound* warlocks with a magical weapon.
* Binding of the Gods, a pact made by *godbound* warlocks with a deity, usually harmonic.
* Binding of the Great Old Ones, a pact made by *foebound* warlocks with the God-Foes.
Satwel

**Satwel** (IPA: /səˈtwɛl/) is the gidden of song born to language-god Canael and spring-gidden Selvenna. The only divinity that is a combination of two others, Satwel was not born with a set purpose but was instead the fruit of her parents' love.

After a difficult search for her own purpose, she eventually found her calling in her invention of music, which she gave to the races of the world. She finds companionship in the other creative and social gods, such as the kin of her father, and of craftsman-god Cland and trust-god Naoth.

As gidden of song and music, her closest bond is to Simbelwin, god of revelry.
Zahram

**Zahram** (IPA: /zəˈhɹɑːm/; born 941 DY) is the suzerain of Waternake, the largest port on the Hursten Shore. Born in the nearby town of Ehmara's Bight, his affinity for the sea led him to become an invaluable shipbuilding guildsman—and eventually guildmaster—in Waternake. In 990 DY, he was elected to the post of suzerain for his shrewdness and industriousness.

Zahram has done well in his post, using contract privateers to crack down on piracy and banditry and strengthening the city's fleet of *marakkalankal* (sing: ***marakkalam***). However, having grown up in a deeply syncretic town subject to Mathel, Mozh and a variety of other influences, he believes in the ascendancy of the Mathel language as a *lingua franca* and has a general disregard for the native culture of Waternake.
Footpad

**Footpad** is a playable class in Armenground. Stealthy and mastering sleight of hand, footpads are thieves, lockpicks and spies. Their cunning makes them objects of fear and awe throughout the continent.

Upon reaching the third level of might, a footpad takes on a roguish trait.

## Roguish archetypes

* Bladeswift, keen on cloak-and-dagger killing in the shadows.
* Eyesharp, keen in sight and perception, able to uncover the deepest secrets.
* Galdersharp, keen in the use of magick for underhand dealings.
* Mastermind, keen in manipulation and strategy.
* Shadowstep, keen in the shrouds of shadow and invisibility.
* Soulknife, keen on a psionic connection to their work.
* Swashbuckler, keen on flashy, elegant swordplay.
* Thief, keen on the art of larceny and the perfect heist.
* Woodsharp, keen in survival and stealth in the wilderness.
Orenwin Whiteheart

Illustration in the Chronicle of Welvan

“*For woe ordained [Orenwin's] course from its nascent beat, when curses of drake-fire lashed Redfirth into memory's desolation. From the ashes of roiling agony sprang forth the unyielding gods'-youth, stout in purpose.*”
―The *Chronicle of Welvan*, a sixth-century historical work
**Orenwin of Redfirth** (73 – 145 DY), later given the epithet **Whiteheart**, was a growthsworn godsknight of the second century and the Kingsward to Pallerelm I of Honnerich. He was known for his extraordinarily strong commitment to redemption and ability to release the souls of wraiths to return to divinity via the spoken word.

Orenwin personally resented his later epithet, styling himself "Orenwin of Redfirth" long after the obliteration of his hometown.

## Life

Born in the lush settlement of Redfirth in the seventy-third Dawnyear, Orenwin was only given eight years of peace before the fire-drake Targvol, allied with Nithrend the Greedwysard, razed the village. Few survivors were left, Orenwin among them. The young orphan was taken up as a squire by a knight now unknown to history and spent his adolescence in Lissfall wrestling with the scars of his youth through the mastery of swordsmanship.

Though it would later be customary for warriors in the direct service to monarchs to be crownsworn godsknights, Orenwin and Pallerelm I—the second king of Honnerich—developed a close bond, being close and age and both adept warriors. After years of sparring together, Pallerelm took Orenwin on as a personal guardian on the condition that Orenwin take up the mantle of a growthsworn—rather than crownsworn—godsknight, understanding the dangerous need for vengeance in his companion. Orenwin reluctantly agreed.

The transformation of Orenwin in the coming years was dramatic—he earnestly confronted the anger burning within him and suffocated it entirely, mastering a love for redemption and forgiveness. His commitment to this principle was so great, that by the end of his life he was able to unshackle wraiths from undeath with only a few solemn words of forgiveness. For his eventual purity of soul, he was christened "Whiteheart"—a name he never himself used.
Mathel

**Mathel** (also called **Common**), whose speakers are called **Mathellers**, is the primary language in Armenground. It is spoken as a *lingua franca* or in virtually every region and is native to the Honeylanders, a plurality of the continent's speakers.

Mathel was created by Canael to this end, though Canael ultimately favored linguistic diversity in also creating Je-ren, Mozh, Shelu, and Tlasaad, as well as Dwarvish, Elvish, and Entish.

## Notes

* The language is analogous to English, though often with a considerable reduction in Greco-Latin elements.
Vendra

**Vendra** (IPA: /ˈvɛndɹə/) is the gidden of corruption and greed, known for leading mortals astray in their motives. She maintains a fierce and primordial rivalry with Naoth, god of trust and companionship.

Vendra is known to tempt the souls of clerics upon their deaths, coming to them before Grimmil's arrival and promising them immortality in their moment of greatest vulnerability. Those who accept her offer are cruelly warped into wraiths—restless, wandering malevolent spirit-sorcerers.

## Names

* Dwarvish—*Gairnei*.
* Elvish—*Rûtas*.
* Entish—*Téisáias*.
* Je-ren—*Tsal-ba.*
* Mozh—*Ventukka.*
* Shelu—*Feviliya*.
* Tlasaad—*Nequiyotl*.
Man

**Men** (sing: **Man**) are the most numerous of Armenground's sentient mortals. Cursed by the gods to have short lifespans—mythologically attributed to the vanity of Talter the Proud—they can live no longer than 150, but have nonetheless multiplied and spread into the millions across the continent.

The race began as Gluthrim's interpretation of the elves: hardier, prouder, and faster to propagate. Most of the realms of Men enjoy egalitarian principles, though the hard-minded prejudices of Gluthrim against differences remains a deeply rooted flaw of the race.

## Notes

* Capitalization of *Men* is used to denote the term's gender-neutrality when in the context of the human race, distinguishing it from gendered *men*. In Old English, *man* had been a gender-neutral term, with *wer* (as in *werwolf*) and *wif* (as in *wife*) used for *male* and *female*, respectively.
Stendew

“*By the Mirrored Light, our contrite hearts seek the path of redemption, our whispered secrets met by the God of Selenic Sorrow.*”
―*Reflections of the Repentant*, an ancient book of prayers to Stendew
**Stendew** (IPA: /ˈstɛndju/) is the god of the moon, a humble fragment of the former silver sun-god Stornelwen. Shining far more meekly than his predecessor, he lives in constant shame for Stornelwen's deeds, barely contributing a share of the lost light. A troubled figure not born naturally or truly purposefully, Stendew is aimless, inconsistent, and inglorious compared to his predecessor. He feels the moral weight of Stornelwen's deeds, but is equipped to do little more than eternally repent for them.

The cycles of the moon are popularly attributed to Stendew's ashamed need to hide his face in his crushing guilt. Each lunar phase represents Stendew's shifting emotions—from sorrow to acceptance—and the tides of the sea respond in kind, manifesting his influence upon the world. Devotees to Stendew take to confessing their shame under the soft glow of the moon. Stendew is also considered the patron of *looking glasses*, or mirrors, which represent the reflected light of the sun and the secondary nature of the moon. For that reason, he has been called the *Mirror of Remorse* in literature.

Heartfelt confessions spill forth more freely under Stendew's moonglow, and the god's followers truly believe that as they unburden their souls to the pale glimmer in the night sky, Stendew listens with profound sympathy, his light growing just faintly brighter with every careful release of mortal woes.
Targvol

Art by Nico Navarro.

**Targvol** (IPA: /ˈtɑɹg.vɔːl/; *TARG-vawl*; died 202 DY), also called ***Namanpen*** ("great enemy") in entish, was a fire-drake in alliance with Nithrend slain at the beginning of the third century. Responsible for burning a great many mortal towns, he was among the most infamous of the early drakes.

The marching mortal army bound for Nithrend's keep at Cinderscale Mount spotted him flying over a nearby wood in the autumn of 202 DY. Chained ballista-bolts were shot through his wings, and he was dragged to earth and, after a great struggle, speared through by the sharpened bough of an elder ent.

Nithrend was ultimately killed by King Elmwendel II of Honnerich at Cinderscale Mount in 203 DY.
Arkenwen

**Arkenwen** (IPA: /ˈɑɹkənwɛn/) is the god of galder. Though originally having aligned with the Twelve, he grew to resent their use of mortals as pawns in the cosmic struggles. In what he believed was an act of equalizing justice, he gave the use of galder—expendable divinity drawn directly from Owil, an art that only he mastered—to several early mortals (notably Morwendel).

In days since, he has maintained the art of galder in Armenground and is the patron of galderlocks.

## Names

* Dwarvish—*Galdriz*.
* Elvish—*Drâhas*.
* Entish—*Gwidhlu*.
* Je-ren—*Maso-anyo.*
* Mozh—*Mantrivam.*
* Shelu—*Ndamba*.
* Tlasaad—*Tlahuih*.
Peach Blossom Forest

# Description

* A place in the Central Plains of Nian. Home to some Bees, Honey badgers and Serpents. As well as some Lecherous men who seem quite interested in Yuwen Yi

# Collecting

## Crude Drugs

* 2 Dangshen harvest nodes.
* 1 Chuanxiong harvest nodes.

## Fishing

* Lv. 2 Fishpond
	+ Common
		- Crucian 40%
		- Silver Carp 40%
		- Mandarin Fish 20%

# Inhabitants

## Respawnable

* Potential Drops
	+ Crude Drugs
		- Snake Gallbladder
	+ Cloths
		- Hide
		- Fine Hide
		- Linen
		- Satin
	+ Consumables
		- Jinchuang Ointment
		- Lanling Liquor
	+ Ingredients
		- Honey
		- Ladder Snake Meat
		- Raw Meat
	+ Equipment
		- Class 7 Gear
			* Weapons
				+ Silver Serpent Sword
				+ Dragon Scale Saber
				+ Serpent Spear
				+ Ghost Claws
				+ Caltrop
			* Equipment
				+ Jinxian Crown
				+ Black Leather Liuhe Boots
				+ Green Jade Thumb Ring
				+ Purplelight Garment
		- Class 6 Gear
			* Weapons
				+ Demon Conqueror
				+ Coldiorn Knuckles
				+ Featherless Arrow
				+ Silverlight Saber
				+ White Tiger Sword
			* Equipment
				+ Celestial Garment
				+ Fanyang Straw Hat
				+ Jadeite Guanyin
				+ Tiger Claws Boots
	+ Rarities
		- Board Game
			* Ceramic Weiqi Stones
			* Ivory Weiqi Stones
			* Jade Weiqi Stones
		- Book
			* The Analects
			* The Book of Songs
			* The Book of Rites
		- Flower
			* Peachite
			* Peachirosa
			* Peachisure
		- Masterpiece
			* The Reclusive Life
			* The Chinese Landscape
			* The Turbulent Waterfall
		- Music
			* Pottery Xun
			* Bamboo Xun
			* Wooden Xun
		- Tea Artwork
			* Lacquer Art Teapot
			* Ox Horn Teapot
			* Zisha Teapot
		- Treasure
			* Eastpearl
			* Lianpearl
			* Panpearl
Chengjia Village

## Chengjia Village

### Inhabitants

Cheng the Butcher
Chubby
Ms. Sun
Mrs. Zhou
Swineherd

# Description

* A place in the Central Plains of Nian. Home to Insert.

# Inhabitants:

## Sparring Partners

* Cheng the Butcher
	+ Spar Rewards
		- Ironwood
		- Zhennan Wood x2
		- Dragonhead Saber
		- Fine Hide
		- Honey
		- Bamboo Fungus
* Ms. Sun
	+ Spar Rewards
		- Provision
		- Weeporchid x3
		- Satin
		- Lotus Root Sandwhich Recipe
		- Honey
		- Bamboo Fungus
* Mrs. Zhou
	+ Spar Rewards
		- Fire Dancemum
		- Tanxiang
		- Satin
		- Dragon Pendant
		- Refined Meridian Pill
* Swineherd
	+ Spar Rewards
		- Ham
		- Erchen soup x2
		- Sweet and Sour Fish
		- Rock Candy x2
		- Bamboo Shoot
		- Egg
Oraugrok

Art by Darek Zabrocki.

**Oraugrok** (IPA: /ɔɹˈɔː.ɡɹɒk/; *or-AW-grahk⁠*; died 98 DY) was a first-century stone-drake that antagonized early Man. He destroyed several villages in Honnerich and slew Furnelthrim; after his lair was discovered by journeyers in 98 DY, he was hunted by a party headed by Trenethwen and containing Furnelm. The party slew him at a nearby mountain pass—now called *Trenethwen's Pass*—separating Honnerich from the Frorn Belt, though his venom later killed Trenethwen.

His teeth were incorporated in decorative designs on the floor of Lisskeep's throne room.
"Caged Anew"

“*You reckon yourselves free, but in ignorance! I come bearing your fetters . . .*”
―The whip-wielding dark rider
**"Caged Anew"** was the second session of *The Manacles of Óthu*. Held on the 8th of January 2024, it picked up from the party's escape from imprisonment at the Swinging Lantern, their gaining of Hêthwin as a companion, and their entrapment under a farmstead east of the winesink.

The session succeeded "Unshackled".

## Cast

* Adam as Hêthwin, a high-elven druid.
* Alex as Paxton, a monk Man.
* Bella as Êlbereth, a high-elven wytch.
* Grace as Soo-anyo, a warlock Man.
* Shivani as Thæni Heartsbane, a half-dwarven wildling.
* Tony as Gladiwin, a bard Man.

## Plot

The whip-wielding rider seen at the end of "Unshackled" draws ever nearer, and those in the party who remain outside the tavern dash inside. Feigning normalcy, Thæni and Êlbereth sit at the table of a traveling high elf who introduces himself as "Hêthwin". The rider enters, threatening the tavern for the escapees to reveal themselves and then offering one amnesty should they disclose the locations of their companions. Clearly not having seen the captives face-to-face, however, the rider then warns them that they have "caged themselves anew" and departs.

Regrouping, the party agrees to take on Hêthwin as a traveling companion, as he, too, is bound for Waternake. Soon, they rejoin their carriage-driving traveler and ride with him for Azahar. Paxton tries one of Thæni's red vials of gluskmoss extract and is haunted by the experience. Come morning, they arrive at a farmstead where the traveler says he hopes to nap; the farmsteading couple, an older husband and wife, invite the party to enjoy citrus and flatbread. Gladiwin unsuccessfully attempts to persuade the party against involving the family in their business.

After some time inside, Gladiwin notices that a metal-braced trapdoor of charred wood is set under the hearth. Four of the party choose to investigate it while Thæni and Hêthwin remain above ground. In it, the four find a small, cramped corridor of only a few meters leading to an altar carved into the wall. Paxton deduces that the altar is a ghost-cove—a reliquary where a soul is bound to the real plane—depicting Grimmil. However, when Hêthwin shouts to question the four's wellbeing, he attracts the attention of the traveler and farmers, who shut the four in the basement in angry suspicion and are confronted by Thæni and Hêthwin.
Naoth

**Naoth** (IPA: /ˈneɪ.ɒθ/) is the god of trust and companionship. He believes sagely in the interwovenness of all souled life, and holds fast the interpersonal bonds of mortal creatures. To him, all living beings are but relatives of one another, just of different degrees of distance.

His daughter Nendith expanded upon his work, weaving romance and love into the previously sterile acts of mating and courtship. The two have the reputation of surprising seriousness about their creations as well as a general likeness of mind. Naoth believes staunchly in the moral imperative of companionship, and Nendith does not take lightly the solemn beauty and commitment of love.

Naoth takes it upon himself to punish trust-breakers when afforded the opportunity, though his feud with Vendra largely subtracts him from mortal affairs. In the realm of Men, trusted friends and comrades are known to engage in a ceremony called the *Bonds of Naoth*, tying their wrists to one another for communal prayer before moments of collective trial or hardship.

## Names

* Dwarvish—*Winskapiz*.
* Elvish—*Crêdas*.
* Entish—*Néan*.
* Je-ren—*Jenpo.*
* Mozh—*Nampakam.*
* Shelu—*Enyifiki*.
* Tlasaad—*Nicniuh*.
Lissfall

Art by Mengyi Cai.

**Lissfall** is the gleaming, hill-set capital city of Honnerich. The center of the Kingdom's trade, wealth, and art, it is among the most prestigious settlements in all of Armenground and—founded by Wendelthrim—boasts a history stretching back nearly to the First Dawn.

Its idyllic appearance speaks more to the natural wonder of the western hills of Honnerich and the resilience of their inhabitants. The city saw several historic invasions by the forces of chaos, though it has remained a harmonic center of *courage*.

On the city's highest peak, Lisskeep—the seat of the descendants of Furnelm—is set. A small, picturesque valley separates the city from the hilltop spa town of Flutterfell.

## Born therein

* Furnelm, first king of Honnerich (born 50 DY)
* Trenethwen, slayer of Oraugrok (born 61 DY in Glasspool, later incorporated into Lissfall)
* Pallerelm I, second king of Honnerich (born 75 DY), and his progeny
* Undelm, king of Honnerich (born 949 DY)
* Paxton Streetborn, underbelly urchin (born 971)
* Gladiwin, the Sunflower Bard (born 972 DY)
Galderborn

**Galderborn** is a playable class in Armenground. In contrast to wysards, who take up magick by choice, galderborn are infused with magick by their bloodline or the actions of a deity—hence, galder is born within them rather than attained through study and practice.

To even approach the first level of might, a galderborn must have had a specific origin of their supernatural powers.

## Sorcerous origins

* Godseen Mind, exposed to the gods and thus given supernatural telekinetic powers.
* Godsouled, deeply imbued with magick for divine purposes.
* Moongaldered, implanted with the power of the moon.
* Runechild, finding their own bodies as vessels for galder.
* Shadowgaldered, granted the powers of shadow.
* Stormgaldered, drawing power from elemental air.
* Wildgaldered, exposed to wild, primeval, unguided galder.
Wiswendel

**Wiswendel** (28 DY – 201 DY), widely given the epithet **the** **Wytchmartyr**, was a sorceress of the first and second centuries. Twin to Nithrend the Greedwysard, she was granted deathlessness by Grimmil until she could bring her lichwielding brother to justice. She was ultimately captured and sacrificed by Nithrend at Cinderscale Mount in 201 DY, precipitating the *Era of Balestorms* and Nithrend's death at the hands of a united mortal army.
Yuwen Yi

### Family and Friends

UncleLi Qiuyue (Childhood Friend)Li Erhu (Childhood Friend)Jiang Cheng (Childhood Friend)

### Preferences

None

Yuwen Yi is the main, titular protagonist of Wandering Sword. He is a young man from Liao City in the Outer Lands. He had lived with his uncle since childhood before the events of the game. He is a talented martial artist capable of becoming proficient in Sword, Saber, Polearm, Fist and Hidden Weapon Techniques.

.

Yuwen Yi Wudang Sect OutfitYuwen Yi First Outfit
Halondrim

Illustration in the Chronicle of Welvan

**Halondrim of Wenrouth** (IPA: /hæˈlɔndɹɪm/; born 221 DY), given the epithet **the Mariner**, was a third-century sailor from Suthrim. After successfully mapping the shores and islands of eastern Armenground to great acclaim, he entered the service of the House of Ostethrawen—the royal family of the Kingdom of Suthrim.

In 260 DY, he assembled a diverse crew of considerable size for an expedition into the ocean east of Armenground; however, despite being a famous devotee of Caulrim, he never returned. The fate of he and his crew remains unknown. Popular stories have him fighting a heroic battle at sea before being swallowed by a sea serpent.

In the years following his disappearance, he was paid tribute by the royal house of Suthrim when a large island he charted, once called *Queen's Isle*, was christened Halondrim's Isle.
Wildling

**Wildling** is a playable class in Armenground. Both feared and respected, wildlings are warriors whose triumphant performance in combat is ultimately drawn from unbridled rage, itself enhanced in a variety of ways. Consciously or unconsciously, they channel the thunder of Gluthrim and the fury of Olsevor in their wrath. The wildling way is prized especially by Woodfolk.

Upon reaching the third level of might, a wildling may begin to follow a specialized path.

## Paths

* of the Angerborn, a dwarven path of spiked armor and battle-fury.
* of the Bearhearted, a path of menacing, animalistic rage.
* of the Deerwielder, a path bound to spirit animals in war and peace.
* of the Elder's Ward, a path blessed by ancestral-spiritual powers.
* of Godswrath, a path drawing battle-strength from a deity.
* of the Stormbringer, a path exuding a wild natural aura in battle.
* of the Wallfeller, a path of mighty, shattering strength.
* of Wild Magick, a path employing bursts of raw galder.
* of the Wight, a path imbued with the chaotic power of natural creatures.
Tianlong Cultivation Method

## Description

A cultivation method created by Cao Yutian of Tianlong Gang that enhances all Tianlong Gang moves

## Effects

Only affects self.

Use to gain Tianlong Cultivation Method effect for 4 turns.

Tianlong Cultivation Method: While effect lasts, reduces cooldown for Twin Dragons' Slash, Divine Dragon Slash, and Yellow Dragon Saberplay by 1 turn and restores 50% Qi next turn.

Lv. 5 Effect:

Increases damage of Twin Dragons' Slash by 20%, damage of Yellow Dragon Saberplay by 25%, and damage of Divine Dragon Slash by 30%.

## Obtaining

Bai Jin's side quest "Returning to Mount Wanzi"
Wendelthrim

A mosaic of Wendelthrim found in the Hall of the Foeslayers.

### Relatives

Delwenin (*sister*), Furnelthrim (*son*), Morrenthrim (*son*), Morwendel (*sister*), Ostethrawen (*daughter*), Wendelwen (*mother*)

## Physical description

### Gender

Male

**Wendelthrim** (1 – 78 DY), known in literature as the **Lord of Fire**, was the only son of Wendelwen. He helped to prove the worth of Man to the gods in martial combat, fighting the creatures of chaos wherever he encountered them and purging much of what is now Honnerich of the forces of evil.

While his sisters Delwenin and Morwendel dedicated themselves to virtue and knowledge, Wendelthrim carved out a place for Man through battle. His children each lorded over various realms—Morrenthrim founded Morrethel, Furnelthrim's son Furnelm founded Honnerich, and Ostethrawen founded Suthrim.

His iconic sword, enchanted by Morwendel, is buried below the Hall of the Foeslayers in Lissfall.
Woodfolk

**Woodfolk** (Entish: *Tóthcéthú*) comprise the largely forest-dwelling, Entish-speaking Men located north of Honnerich in the overgrown ruins of the Kingdom of Morrethel.

Their Mathel-speaking culture, once akin to the Honeylanders of Honnerich, was supplanted by a naturalistic Entish-speaking clan-based way of life deeply interwoven with druidry and wildness after the collapse of the Kingdom at the hands of sustained drake and troll attacks. They shared a close relationship with ents that ultimately resulted in their adoption of the Entish language by the seventh century.

Though the drake and troll attacks waned after the continuous efforts of the surrounding civilizations to combat the forces of chaos, the Woodfolk nonetheless emerged as the cohesive successor civilization to Morrethel. The eighth-century warrior Cathuswár vanquished the drake Grikkmol in an event that largely signaled the end of the Woodfolk's darkest days and considerably cooled clan tensions. Today, the *Green Circle* (Entish: *Canthu Glas*) in Mórthechú wields most of the authority over the Woodfolk. It is a largely hereditary council comprising clan-chiefs called *gwirpené* (sing: ***gwirpen***) or *headmen* and druidic priestesses called *guthwáthiré* (sing: ***guthwáthir***) or *druidmothers.*
Morrenthrim

A mosaic of Morrenthrim in Mórthechú.

**Morrenthrim** (22 DY – 83 DY), later given the epithet **the Embattled**, was a first-century Man and the eldest son of Wendelthrim. He founded the Kingdom of Morrethel, a realm occupying the cooler evergreen forests north of Honnerich, but saw a greater stream of chaotic threats from the Frorn Belt as a result.

While at camp on an expedition to confront a troll army, he was ambushed and killed in a last stand against overwhelming odds. Even under the valiant rule of his son *Morthon*, the Kingdom waned until it was destroyed in the third century; it is now occupied largely by Woodfolk.
Hollward

“*Good in his heart was e’er Hollward; Friend of feal friends, who followed bird.*”
―*Hollward, Bird-Follower*, lines 321–322
**Hollward** is a folk hero in the mythology of the Honeylanders. Though his story is frequently adapted to each generation, the core narrative, told as epic poetry, remains the same: led astray by a spectral bird, Hollward strikes his head on a tree, is taken into the care of the tree elves, finds a sword of athlore and uses it to slay the drake *Dargok* at the cost of his own life.

The tale is thought to have originated in the third century in the north of Honnerich. The most popular variation, *Hollward, Bird-Follower*, is told by skalds in Lissfall and beyond; playing on the romanticism of Hollward's following of the bird, notable features include that Hollward's sword is known as *Dovedrawn Edge*, he hails from a village known as *Corenstow* and scarcely resents the bird for any plights he encounters.

## External links

* *Hollward, Bird-Follower*, a 414-line interpretation of the poem written over the course of twenty months and completed in December 2023.
Dwarf

**Dwarves** (sing: **dwarf**) are among the sentient races of Armenground. Created by Cland and condemned to a small stature for their fascination with minerals and smithed items, they are largely mountain-dwellers inhabiting the Frorn Belt shaped by Blondorim. They live, generally, to be two hundred years of age.

The first dwarven kings appointed over dwarfkind were the twin-kings *Vill* and *Surguron*. Both were stubborn and of unchanging mind, but Surguron's charisma won the love of his subjects. Vill was clever, but unloved, and though he forged the fiery bronze-colored athlore from the richness and pressures of the dwarven depths, he was always in the shadow of Surguron. It is said that in a fit of rageful envy, he collapsed the first of the dwarven halls in on himself and his brother, sealing them in the mountains to quarrel alone forever and leaving only a very limited hoard of athlore in Armenground.

What dwarfkind lost in leaders, it gained in myth. Athlore hardly rusts, and its flame-like sheen catches firelight as though smelted from the heartblood of mountains themselves. The fierce yet elegant noble-mineral has thus infused dwarven culture with a peculiar mix of reverence and despair—a tradition in which craftsmen venerate a rare element that arises from their deepest tragedy. After the demise of Vill and Surguron, dwarven society found itself fragmented. The remaining dwarves eventually segmented into clans, each drawing unity from shared crafts and traditions and bearing names discerning whom amongst the lineages held mastery over specific crafts. This was a slow and arduous process, chiefly illuminated to later readers by the runed tablets of the dwarven historian *Orum.*

The current King of the Dwarves, elected by the *Goldmoot*, is Aigar Bronzeblood. Kings are expected to forsake their clan names and adopt an epithet.

## Notable clans

* **Brassbolt**, *bowyers and fletchers of heavy arrows.*
* **Boulderborn**, *great laborers who carve out new halls.*
* **Caskflow**, *fermenters of subterranean fruits and grains into potent spirits.*
* **Gemhewer**, *lapidarians known for their intricate gemwork.*
* **Goldrune**, *etchers of runes, both galdered and mundane.*
* **Hearthhelm**, *stokers of fire and masters of the open flame.*
* **Moltenheart**, *delvers into the deepest acrid depths for the rarest ores.*
* **Stonegleam**, *famed rhetoricians and storytellers often represented in leadership.*
* **Stoutarm**, *a warrior-clan famed for their shield-walls.*
Hall of the Foeslayers

The **Hall of the Foeslayers** is an ancient crypt burrowed into the hilly earth of Lissfall. The masonry has consistently evolved, but its centuries-old mosaics and sarcophagi house some of the most prestigious warriors of Man stretching back to Wendelthrim.

It functions as a dual shrine to war-god Hardol and a place of reverence for the past warriors of Man, most often those of Honnerich. It has experienced not-infrequent hauntings on account of its large population of famed dead.
Elvish

**Elvish**, known natively as ***Cânan*** ("language"), is the language divinely ordained for the elves. Though deep elves diverged to speak Dwarvish, Elvish remains the primary tongue of the high elves, ice elves and tree elves and is studied among Men as a language of scholarship.

The language shares some fundamental similarities with Entish, and both are common mediums of druidry.

## Notes

* The language is an invented amalgamation of languages—chiefly Goidelic with some Brittonic influences.