recursal/Fanatic-Fandom huggingface dataset:
Kolok

The smallest and most savage continent, Kolok has not been tamed by its neighbors. Expeditions to the land find it harsh, with terrible beast roaming the lands. Many stories of ancient cities full of priceless artifacts, wells that grant the wishes, and floating islands trickle down from those that have tried to explore the land. These accounts either vary greatly from of one another that some cannot be true, and others are so similar that they must be plagiarisms.

Kolok is surrounded by the Spire Sea.
Heliosol

Heliosol is the Sun God. His domains are Light & Life. He is the husband of Seluna and the father of Atherva, Daestas, Deres, & Thallora.

Heliosol is depicted as an older male adorned in golden plate armor that radiates light. He is reserved and prefers to let his actions speak for him. He often depicted as feeling guilty for letting evil seep into the world and believes that while his light blot out the darkness, his followers must carry the torches to the places still hidden. While he fends off the greater darkness, mortals must fend off the cruel and maligned that creep from the crevasses and tuck away in shadows. He uses the sun to keep the void at bay and create the souls of mortals. Midwives asks him to give infants the spark of life, while healers ask him to keep plagues and disease at bay. Helisol uses his power each day to light the sun to cast back the void and bring life to Rhoas. Many pray to him to keep them on right path and to help heal their injuries or illnesses. Heretics that offend him are forced to look at his great work until they accept it or blinded by its magnificence.

His worshipers build open air circular temples that hold service at noon. His temples are seen as places where beggars can receive alms and the sick can seek cures. His symbol is a circle with eight coronas surrounding it, with the cardinal ones being longer than the ordinal ones. His followers incorporate yellow or white into their dress, and use flails or morning stars as their weapons of choice. His holy symbols are lanterns and censers. His season is Summer and his holiday is on the Summer Solstice. During the night of the Solstice, a lantern festival is held. It is common for lovers to exchange gifts that day or for blind dates to be arranged.

Blessing:

Sunspear: The skies part as a gleam spear of golden light from the heavens into your hands. For the next minute you may wield the weapon and cannot be disarmed. If you throw the spear, it reforms in your hand at the end of your end. It deals d12 radiant damage instead of it's standard damage.

Ray of Heliosol: You emit a 15ft cone of bright golden light from your eyes as your hair flies back with recoil. All enemies in that radius take 2d12 radiant damage, while your allies are healed by that much.

Corona Crown: As an action, a ring of sunlight burns around your head, casting away your shadow and emitting a bright light for 60ft. For the next minute, anytime a creature attacks you, it must pass a DC 17 Constitution save or become blind until this power ends.
The Academy District (Sandala)

The Academic District holds the prestigious Academy of Sandala. Its campus is home to several large towers, including a dromatory, library, and the teleportation circles of the city. Other smaller schools in the area are devoted to the arts, culinary discipline, and writing. The Dragon Museum here holds select treasures from the conquest of Sandala.
ATI WinTurbo

The WinTurbo was an enthusiast-class graphics card by ATI, launched in January 1995. Built on the 600 nm process, and based on the Mach64 graphics processor, in its Mach64 GX variant, the card does not support DirectX. Since WinTurbo does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games. The Mach64 graphics processor is a relatively small chip with a die area of only 90 mm² and 1 million transistors. It features 1 pixel shader and 0 vertex shaders, 0 texture mapping units, and 1 ROP. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). ATI has paired 2 MB VRAM memory with the WinTurbo, which are connected using a 64-bit memory interface. The GPU is operating at a frequency of 40 MHz, memory is running at 40 MHz.

Being a single-slot card, its power draw is not exactly known. Display outputs include: 1x VGA. WinTurbo is connected to the rest of the system using a PCI interface. Its price at launch was 699 US Dollars.
Deep Water (Sandala)

The Deep Water Docks surround a bay that allows the docking of deep water vessels in the southern part of the island city. The docks here are busy, with dockhands working day and night to unload and reload the never ending fleet of ships coming to trade. Despite this continuous service, many ships are forced to stay anchored offshore for two or three days before being able to dock, with smaller ships often ferring their crew and cargo ashore to avoid the wait to moor. Two double wide dry docks offer maintenance for ships arriving damaged. Large storhouses are located around the peer to help facilitate quick trade to the bazaar. This is the first stop for most visitors to Sandala.
Hammerhill

Hammerhill is a settlment in Northern Vlossenvarn. It was orginially settled by Dwarves from the Greypick Trading Company to cement their claim on the region.

History

The Greypick Trading Company, a branch of the Greypick Mining Company, took out a loan from the Copper Claw Bank to purchase the Hammer Hill region, originally called Volon-Valantia or Volon-Valalennar on maps of Vlossenvarn. To further assist with cost of transporting men and supplies from Cyrant, several non-Dwarven merchants from the outside of the clan were added as investors. This also allowed access to cheaper labor from non-Dwarves. The location was selected for three reasons. The first was that the hill itself is defensible, offers a good view of the land, and presented to the Dwarves. The second was the location against the land that Greypick Mining Company is currently disputing as part of their claim. Should they win the claim, it will allow for easy expansion to the area, and should they lose, then it prevents incursions into their own boarder. The third is that hill conceal a deposit of gems to be mined.

Settlement

The town itself is split into three areas, Hilltop, Lakeside, & Underhill.

Hilltop is where many of the non-Dwarven residents live.

Lakeside is on the west side of the hill against Anvil Lake. Several of the more transient residents have created a small tent-town. The docks of this area offer access to the rivers.

Underhill is where the Gem mine and many of the Dwarven residents reside. The Greypick's headquarters are located here.

Government

The Greypick Trading Company has charted a local council to govern the town. This council also includes a member from the Greypick Trading Company as a representative, usually the captain in charge of the town's defense. The town charter follows closely to standard Dwarven laws and customs.

Food & Drink

Hammerhill's remoteness has created a different diet that Dwarves are accustomed. Fish from Lake Anvil is a common in meals, as well as edge water plants like Leeks and Malanga. Trappers and Hunters bring in wild game, while shepherds range north of the town. Brewers create a various ales, each vying to become the town's signature.
ATI Graphics Xpression

The Graphics Xpression was a graphics card by ATI, launched in November 1995. Built on the 600 nm process, and based on the Mach64 graphics processor, in its Mach64 CX variant, the card does not support DirectX. Since Graphics Xpression does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games. The Mach64 graphics processor is a relatively small chip with a die area of only 90 mm² and 1 million transistors. It features 1 pixel shader and 0 vertex shaders, 0 texture mapping units, and 1 ROP. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). ATI has paired 2 MB EDO memory with the Graphics Xpression, which are connected using a 64-bit memory interface. The GPU is operating at a frequency of 40 MHz, memory is running at 40 MHz.

Being a single-slot card, its power draw is not exactly known. Display outputs include: 1x VGA. Graphics Xpression is connected to the rest of the system using a PCI interface.
Atherva

Atherva is the Enlighten Goddess. Her domain is Knowledge & Trickery. She is the patron of Scholars and Philosophers. She is the oldest of the sister goddess.

Atherva is depicted with long raven black hair woman with an rolled up scroll and a quill. She speaks eloquently and with beats of a poem. She believes that mortals are capable of learning the truth of the universe and create new knowledge to add to it. She expects her followers to learn and pass on knowledge, as well as cultivate the arts. Atherva uses her expertise to help other's plan and prepare, to learn new ways of solving problems, and to be witty. Philosophers and scholars see her as a muse, and playwrights and songwriters beseech her for inspiration. She believes that guile and wits can overcome many situations where swords and spears only continue the violence and struggle.

Her followers worship her by philosophy and by performing plays and poems. She encourages subtle details that keep knowledge alive, as well as drama to bring stories to life. She is offended by those that refuse to learn or that criticize the arts without merit. Her symbol is an open book, often with poetic verses or hymns. Her followers dress in orange or brown and use staves and sickles to follow their rituals. Her season is Wilt and her holiday is the Ides of Wilt. Her holy symbols are books and quills. Her holiday is a host to plays, street performers, lore and poem readings, as well as pranks between friends.
Contessa Consasha

Contessa Evalynne Consasha is the de facto leader of the Castrupax. It was said that during the Parame Civil War, her estate was besieged by traitors. Rather then face the humilation of defeat from attrition or a slow death from stagnation, she treated with the traitors to arrange for the commoners and servants to be released enchange for her surrender. The commoners were able to hide her wealth within their belongings, and the Contessa escaped her captors in the dead of the night. She met up with her people soon after, and lead them away from the war and into the neutral lands to found Castrupax.
Nioamh

Nioamh is the Slaughtering God. His domains are Forge and War. He is the patron of reavers and berserkers.

Nioamh is depicted as a bloodstained man gripping a large bloodied axe and wearing the skulls of his enemies as trophies. He rarely speaks, but his presences creates an aura of dread. His only tenets are that no mercy is given and nothing is held back in war. His warlords enter his service usually seeking vengeance, but stay to for the never ending battles.

His followers interpret mercy as failure and diplomacy as weakness. His clerics answer criticism with violence and fight with reckless abandon. His warriors believe that only violent death will please him, and it need not be theirs. His symbol is a cracked skull on a spike. His colors are red and brown, representing a blood stained ground. His holy symbols are battle scarred weapons and trophies from battle.
Aenilliad

The Aenilliad became the most prevalent faith during the cloistering of cultures at the Bastion and remains the most widespread to this day. The roots of the Aenilliad date to an ancient book written prior to the Splintering, called The Aenilliad. While the original source is said to be lost, copies or passages of it can be found in temples throughout the world. These copies do have inconsistencies that come from copying or translation errors, along with errors from interpretation. While scholars argue which of these are correct or false, the general story remains similar across all versions.

The first section of the Aenilliad deals with the travels of Heliosol through different realms to win the love of Seluna. This story has the most variation between traditions, leading to a sect of worshippers attempting to combine them into one cohesive story. The traditionalist believe that this will only cause more contradictions and the journeys all have some truth in them.

The second section of the book speaks of the Rhoas, the world in which Heliosol and Seluna gave birth to their bounty of children. They cultivated this world to create a paradise for their children. As their family grew, so did the love between Heliosol and Seluna. So enthralled with each other, they failed to notice corruption enter the world. An entity called the Void Walker brought back the darkness to the planet and twisted the lands with a choking miasma. While the gods and this entity battled, some of their children took other actions to stop the plague on the world. Thallora took a pieces of each beast and plant and hide them from the poisonous mist that fouled the land. Atherva bargained with the minions and followers of the Void Walker, tricking them into becoming mindless monsters and ambitious demons that bickered among themselves. Deres cultivated a storm to hold back miasma, giving passage to remaining survivors to the Bastion. The Bastion, whose plans were created by Daestas, was designed to hold the survivors until the realm was safe again. The chapter ends with either the Void Walker fleeing or being cast out of the realm. Devastated by their loss, the lovers agreed to become vigilant and always watch over the land in turn, so as to not get distracted by each other. They only meet during the eclipse.

The last section speaks of what the gods great works to remove the blight from the land. Heliosol created the sun to burn back the void and allow for the creation of new life. Seluna created the moon as beacon from the dead and grant them respite from being lost in the void. Their four surviving children aided them in restoring the world and holding back the void.

Not included in the Aenilliad is what has become called the Baalord, an oral collection of poems, songs, and stories that depict several of the corrupted that formed after the clash with the Void Walker. There is much debate on whether this is the work of fringe cults or actual tradition, as much of it is said to have been learned during the Splintering.
Baalord

The Baalord is collection of oral works that tell of the gods that arose from power of the Void Walker. Many of the faithful of the Aenilliad see these stories as heresy. While each of these works have emblishments added in or details left out, there are six common gods that arise from the works:Sekuhenna, Hapur, Nioamh, Noek, Shegir, and Loket.
Lolan Tor

A short, flat topped series of hills which have been operated as a clay quarry by the Greypick Trading Consortium.

The two inns in town are both called the Bickering Brother Inn and share the same foundation. Torin Mortarstain runs half of the inn, while the other half is run by Tobin. Guests to the inn quickly find the brothers do not get along and provide much entertainment for the clay haulers.

Just off the wheel path leading north out of town, a small oasis full of foliage and small critters. A small stone in the center of the oasis has been eroded in such a way to look humanoid and is overgrown with plants like a dress.
Ostun

According to the local customs, Ostun was once the seat of power of Cyrant in aeons past. From here, the Giants ruled the lands to the south and battles dragons for the riches of the seas. But to all changes when the "smallfolk," unhappy at the Ostuni rule, rose up after one of the many costly wars against dragons. The giants were driven back across the Nevergreen Mountains, where they rule a shell of their former domain.

Ostun is a highly defendable mountainous terrain and flood lands. Each Spring, the melting snow causes the valleys to flood, changing the mountains and hills to little islands. By the end of Summer season, the water recedes. Heavy snow quickly builds up by Winter, then the cycle begins again.
Holy Symbol

**Amulet** (Holy Symbol) 25g

Whenever you use magic to heal yourself or an ally, you may change any 1’s roll to the spell’s level.

**Emblem** (Holy Symbol) 5g

Whenever you prepare your spells, you may switch out one domain spell for another domain spell of your faith’s focus.

**Reliquary** (Holy Symbol) 250g

Whenever you use your channel divinity power, you may use an option of another domain power of your faith’s focus.

**Tattoo** (Holy Symbol) 50g

Whenever you cast a spell, you gain temporary hit points equal to the spell’s level.
ATI 3D Rage PRO AGP

The 3D Rage PRO AGP was a graphics card by ATI, launched in March 1997. Built on the 350 nm process, and based on the Rage 3 graphics processor, in its 215R3DUA22 variant, the card supports DirectX 6.0. Since 3D Rage PRO AGP does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games. The Rage 3 graphics processor is a relatively small chip with a die area of only 47 mm² and 8 million transistors. It features 1 pixel shader and 0 vertex shaders, 1 texture mapping unit and 1 ROP. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). ATI has paired 2 MB SDR memory with the 3D Rage PRO AGP, which are connected using a 64-bit memory interface. The GPU is operating at a frequency of 75 MHz, memory is running at 75 MHz.

Being a single-slot card, its power draw is not exactly known. Display outputs include: 1x VGA. 3D Rage PRO AGP is connected to the rest of the system using an AGP 2x interface.
Cyrant

Cyrant is the third largest continent and the most northern continent.
To the north of it lies the Scalding Sea, to the east is the Steady Sea, to the south is the Sheeted Sea, and the Serpentine Sea lies to the west. It is also the continent that stretches farthest to the north. Its largest nation is the Parame Empire, which rivals for power of the continent with the Combined Kingdoms of Runapur and Dulle. While these three nations dominate the landscape, the Peacelands separate the Empire from the Kingdoms. Ostun and Lilanne make up the northern crest, while Mwan marks the bottom.
Sekuhenna

Sekuhenna is the goddess of tyranny and conquest. Her domains are Arcana & Order. She is the patron of rulers and ambitious schemers.

Sekuhenna is depicted as an auburn haired woman, dressed in the finest clothes and adorned in glamours jewelry. She is subtle and cunning in her speech. She is said to remember every slight and hold everlasting grudges. Those that earn her ire can be expected to face humiliation as they lose their status and pressed into her service as a slave. She desires to control each situation until she controls the cosmos themselves. Her goal is the subjugation all souls under her will. She will stop at nothing to achieve this goal. Her fiends use the promise of power to recruit mortals to her cause and ensure their servitude beyond death.

Her followers believe her code is that the strongest should rule with absolute power. Clerics to her see no issue with slavery or displacement of the weak. They seek to serve and support strong authoritative rulers, or use their own cult to raise their status. Her followers believe that she aids them in being placed in positions of power in order to practice her absolute law but that in the end, they are all slaves to her. It is said that those that die in her service are taken to her realm beyond the moon to serve her for enterality as fiends. Her symbol is a truncheon with a chained wrapped handle. Her colors tend to be purple and white. Her holy symbols are either ornate crowns for those in positions of power or small lengths of chains for those of lower status. Her followers commonly use whips and maces as weapons.

Fiends make up the higher position of the hierarchy of Sekuhenna's worshipers. Those at the top trade hints of her power to gather loyal lieutenants, which in turn give slivers of their power to gain their minions. Mortals that bargain with the fiends are at the lowest position, but by bending others to her will they seek to raise above their station. Her favor is gained by those that enslave other, rule without hesitation, pay her tribute, and continue to pledge their loyalty to her. Those that fail her, bring anarchy, or are unable to his their power are quick to lose favor with her.
World T2

* Normal
* EX

1T2-1

2
2T2-2

3
3T2-3

4
4T2-4

5
5T2-5

6
6T2-6

7
7T2-7

8
8T2-8

9
9T2-9

T2-X

 Speed Trial Goal
 Initial BPM

## Unlock Method

All platforms: Purchase Neo Cosmos DLC & Beat World 1

## Trivia

* This is the only official level in the game to have colored text in the title.
* In The Cubicle section of T2-X, the song recites the Lucas Numbers. Hence why after beating the level, The Overseer is shocked at how you finished counting as said number series is infinite.

1T2EX-1

2
2T2EX-2

3
3T2EX-3

4
4T2EX-4

T2EX-X

 Speed Trial Goal
 Initial BPM

## Unlock Method

All platforms: Beat World T5 and get at least 5 gold medals on World T2
ATI Rage XL

The Rage XL was a professional graphics card by ATI, launched in August 1998. Built on the 350 nm process, and based on the Rage 3 graphics processor, in its 215R3LASB41 variant, the card supports DirectX 6.0. Since Rage XL does not support DirectX 11 or DirectX 12, it might not be able to run all the latest games. The Rage 3 graphics processor is a relatively small chip with a die area of only 47 mm² and 8 million transistors. It features 1 pixel shader and 0 vertex shaders, 1 texture mapping unit and 1 ROP. Due to the lack of unified shaders you will not be able to run recent games at all (which require unified shader/DX10+ support). ATI has paired 8 MB SDR memory with the Rage XL, which are connected using a 64-bit memory interface. The GPU is operating at a frequency of 125 MHz, memory is running at 83 MHz.

Being a single-slot card, the ATI Rage XL does not require any additional power connector, its power draw is not exactly known. Display outputs include: 1x VGA, 1x S-Video. Rage XL is connected to the rest of the system using a PCI interface.
Suncourt (Sandala)

The Suncourt is the smallest district of Sandala, but it houses a large temple to Heliosol. Several minor shrines devoted to his wife and daughters are built around the periphery. The old catacombs are secured here. During the day, beggars and invalids seek aid and shelter here. The Suncourt is patrolled by templars of the sun, but their number is very limited.
Parame Heartlands

The Parame Heartlands are the domain of the Impalador of Parame and hold the capital city of Heartholm. Outside of this grand city, most of the area is rural, held by bannerettes to the Impalador. Each year, these loyal families hold a tournament, where the finest warriors compete to join the ranks in the Impalador’s honor guard.

The Parame Heartlands have always had fair weather and fertile soil. This plentiful boon has allowed many farmers to grow an abundance and variety of crops. Plums and Peaches are popular cultivations that are used to create the wines that are a favorite export of this region.

Horses are staple in most households. The Parame families of horses are used instead of oxen and mules on most farms, with other beast of burden seen as non-traditional. All land holders that have enough land to support at least one horse, are required to raise one, or suffer extra taxes.
East End

Posted on the Harmony River, this small citadel  has been understaffed and manned by invaild troops that are unable to keep up with the Empire’s restructuring. It marks the extent of the territory of Ivern, a subject of the Parame Empire. Traders from the Peacelands rest here before traveling into the larger markets of the Parame Empire. The town is protected by an old stone citadel and low stone wall, though both are in need of repair.

A silver Dragonborn known as Captain Dethane Silverscale runs the garrison. He takes a great interest in searching the wagons of traders from the Peacelands, though for caravans in a great hurry, he may offer a temporary writ of trade for a fee.

Traders seeking to rest before leaving Parame stay at the Caravan Circle Inn. This collection of run down wagons have a permanent feature just outside the wall. Each wagon has been despoked and remade into rooms. Smaller wagon rooms usually are rented for a gold piece per night while larger family sized wagon rooms can be rented for three gold pieces. The innkeeper usually cooks outdoors in the center of the wagon arrangement, offering supper with the cost of the rooms. Those seeking ale usually trade with one of the other traders returning from the Peacelands with Dulle Apple Wine or for Parame Peach Wine going into the Peacelands. The soldiers of the garrison brew their own beer with high variance of quality between batches.

A common sight in the town are the erratic ravings of a Tiefling hermit that proclaims the tenets of Daestas. Just up the road from the town, this hermit has created a large statue of Daestas from scrap from the traders and surplus iron from soldiers at the citadel. She also runs an outdoor forge and is often heard working deep into the night. The traders that are able to overlook her behavior say that her ability to forge magical weapons and armor is superb, but her required components and payments are expensive.
Currency

Near the end of the fourth millennium, several banking clans and trade unions banded together to introduce a new currency to help manage trade between nations and solve the silver and copper shortage. The shortage had been caused by many traders melting down silver for its anti-magical properties and copper being hoarded by alchemists and engineers for its conductive properties. A surplus of gems that were too small or had imperfections that limited their use in spell casting and jewelry, would eventually become what is called Cut Currency. These gems were cut to size and used to phase out non-gold coins. To help create a reliance on them, gold was flooded into markets to drive down its value, bringing the gems into circulation. By the late 4,100s, most merchants found the Cut Currency to be safer and more stable than that of any one nation. It was able to keep its value throughout war and disaster. Long distance traders also were able to cut down on profit loss by not having to switch currency between nations.

During the refining and cutting process, the inside of the gems is marked with a set of magical runes that link it to a specific bank or hold, where its value in gold is held.

Garnet 10g

Amethyst 50g

Ruby 100g

Sapphire 500g

Emerald 1,000g

Diamond 5,000g
Hannah Snell

**Hannah Snell** (ハンナ・スネル, *Han'na Suneru*) is a pirate, a high-ranking member of the Rumble Rose, and a major antagonist in *Fena: Pirate Princess*.

## Personality

Hannah is a confident girl, she also hates cowards as shown when she berated Charlotte for abandoning the crew in episode 3, She is also cautious as shown when she was shown shaken when she saw the Huge cannon aimed at the ship.

## Abilities

* Marksmanship: Hannah's skill with her four-barreled rifle is impeccable, able to graze someone even as inhumanly fast as Yukimaru in midjump.

## Trivia

* Hannah is one of the three known surviving members of the Rumble Rose crew, along with Mary Read and Charlotte Barry.
* Unlike all the other members of the Rumble Rose pirates, Hannah's real world namesake was in reality never a pirate at all; but rather a soldier.
Castrupax

This sprawling town lies on the northern shore of Peace Water Lake. An extended boardwalk is built over the lake, which houses many of the residents that work the docks or fish the lake. Due to its location in the Peacelands, this town sees a lot of trade and smuggling, between the Parame Empire and the Kingdom of Dulle

The town has no charter or formal government, but most of the townsfolk look to Contessa Consasha for leadership or to settle disputes. The Contessa, along with the most wealthy merchants, have hired out mercenaries and former soldiers to form a small, but effective city guard. The town lacks a true judicial system, so most matters are settled by the people or the guards, while matters that cannot be solved this way are overseen by the Contessa. There are no taxes in Castrupax, but most residents offer a portion of their income each season to the Contessa.

Along the docks is the Floating Manor, a large boat that ran aground. Instead of repairing it, it's owner converted it to the only inn in town. Over the years, the Floating Manor has increased in size by being cobbled together with other boats. One boat rammed into it, which then became a part of the manor, while two older boats were saved from scuttle by becoming part of the manor. The manor carries Ciders from Dulle, Ales from Parame, and Wines from Runapur.

Most trade occurs just off the docks at a series of trade halls. The biggest one is owned by Gually Gladegold, a Gnome entrepreneur. The oldest traders use a smaller trade house that is run by the Contessa's estate. A membership fee keeps most smaller traders from seeking entrance here.

A small outdoor shrine to Atherva was recently renovated and is part of the Contessa’s estate open to the inhabitants. While it has no fixed staff, pilgrims often stop here to leave paper, quill, or ink as tribute when passing through the Peacelands. During the season of Wilt, the Contessa usually has a small stage built at the shrine for the Ides of Wilt, where she or other scholars read to the people and actors partake in performances to celebrate Atherva.

Near the eastern side of the town is an aging flop house run by a Halfling called Granny Hooknose. She has gained a reputation for having the cheapest room and board in Castrupax, as well as taking in orphans and invalids. She brews her own grog known as Bog Bottom Grog and usually offers a stew for meals.
Medicine

Common Medicinal Herbs

Bloodfield Seed are from plants that bloom red on the field of battle. Fresh blood makes these colored plants germinate quickly.

Masonhold Vine is a long pale blue vine that grows on stones and in urban environments. If guided with sticks or rope, then can form patterns on the side of homes.

Nightbell Flower is a purple bell like flower that chimes in the wind, but only at night.

Quillsmear Root is from several different plants that are grounded up to make dyes. These roots can be used as chalk to draw on hard surfaces. Orange is the most common of these plants.

Sparkledrip Sap is stored in older trees of all types that have been blessed by a Fae spirit. Many of these trees only leak this green sap if asked with a small offering of dirt and water.

Sunfan Leaf is from a wide leaf plant that can turn its leaves with the passing of the sun. At night or during storms, the leaf curls up to help prevent wilting. The center of the leaf tends to be yellowish in color while the sun is at noon.
Shegir

Shegir is the Opulent God. His domains are Life and Peace. He is the patron of the spoiled and the wealthy.

Shegir is depicted as an a shining, well dressed, and handsome man. His voice is pleasing and enthralling. He believes that mortals should not hold back in their excesses. He encourages lavish revels, excess drinking and narcotics, and overindulgence to one's owns vices. Many of a celebrant looks to Shegir to keep the party going, while those of other obsessions look to him for one more taste of their addiction.

His followers worship by giving in to their vices without care. He scoffs at those that practice temperance or charity. His symbol is an ornate goblet of wine. His followers often dress in yellow and pink.
Bathan

Bathan is the spirit beast of the seas.

Its physical form is typically depicted as a massive undersea turtle covered in sea plants. Its shell is said to made of coral and is home to an ecosystem of deep water sea life.

Bathan guides the movements of the current and the time of the tides. It guides the migration of whales and the creation of reefs. Many sailors and fishermen consider Bathan to be the seas itself and dread offending it for fear of being lost at sea or denied their bounty. Land dwellers tell stories of civilization swallowed by the sea for failing to keep harmony with Bathan.

Tritons maintain large undersea temples that are home to rare and delicate undersea plants and creatures to venerate the ways of Bathan. By keeping this harmonious ecosystem, they emulate the goals of Bathan on a small scale. Land dwellers that seek favor from Bathan visit seaside temples or traveling temple ships. Many fishermen return part of their catch to the sea, especially if a younger fish is captured to maintain Bathan's balance. Sailors look to Bathan for safety on their travels. Seaside cities often thank Bathan for bounty and trade by sea provide. Returning fish trapped at low tide and feeding fish is seen as paying respect to Bathan's way. Those that waste the bounty of the sea, overfish, pollute the waters, or fail to respect the waters are said to stray from Bathan's guidance.

Many durids and nature worshipers that are connected to Bathan choose to be set adrift in a body of water.
Lornloam

After the scar devastated Vlossenvarn, many of the inhabitant relocated to Lornloam. This flood of refugees and new powers caused a war and famine which devastated all sides. The mainland fell into new rule split between five dragons, whom all vie and scheme agaisnt each other for power. The city of Lornhold has avoided total dragonic control by playing the sides agaisnt each other, and offering a neutral ground for their schemes.

**Surrounding Seas**

To the north and east is the Shallow Sea, to the west is the Spire Sea, and to the south is the Sheeted Sea.
The Shallows (Sandala)

The Shallow Docks are located in the northwestern part of Sandala and are simply known as the Shallows by the locals. The waters here are shallow and see lots of traffic by flat bottom fishing boats and small ferries heading to the mainland. Away from the docks are storehouses, the fisherman quarters, salt reservoir, mussel farms, and a small timber preserve.
History

Scholars argue greatly about the details of the history on Rhoas, but common themes and events have been recognized at many of the great libraries.

According to the archivists at the Imperial Library of Parame and seconded by proctors of the Royal Library in Sandala, the history is divided into three ages. The Bastion Age, which ends with the Splintering, then the Age of Reclaimation, and then current age know as the Common Age.

Not much is remembered prior to the Splintering. Only that the world used to be lush and bountiful until an offense to the forsaken gods led the world to slowly wither. A black void crept through the land, bringing with it monsters, plagues, and famine. The survivors found themselves pushed further and further inland. Forced to work together, they used their combined knowledge to build the great Bastion. Through the generations, most of their culture changed and melded together, creating a common language, school system, calendar system, and pantheon. While factions of purists still retained a vestige of their old ways, the controlled population forced each to make do with each other. Eventually, the purists incited several insurrections, causing the Bastion to be destroyed. But outside was not what it once was. Instead the vile all-consuming ichor had receded, revealing a new changed land. Many books written during the Splintering reference the books of this era had pages made from glass. None of these glass page survive fully intact, and fragments of them of the ones said to be recovered from the Sunderlands have no writing on them. Some of these pages have thin frames that contain scrawls of letters and numbers of the common alphabet, which was thought to be developed at this time. These scrawls form no words and are thought to be a reference number to where each glass page corresponds to each other.

The Splintering marks a new age of the world, a time when the races travel out and begin society anew. Strife and disease were common at this time, leading to a loss of many of the old ways. But after several millennia, several cities and states emerged to dominate the lands after a series of brutal and taxing wars, supported by a common religious order. The languages and traditions have changed to incorporate life after the Splintering, giving each region differences in cultures.

Common Age's beginning is heavily debated, with various nations claiming their founding to be the beginning of it. The yearly calendar known as the common calendar was created by a loose network of merchants & sailors for the purpose of tracking and timely delivery of goods. It is a close derivative of the calendar first adopted by early followers of the Aenilliad. It has been revised to more closely match cycles of the seasons. The calendar is made up of a 360 day cycle known as a year. Each year is split up into six seasons that are made up of 60 days. Each season is split into six decants of 10 days. The year begins on the 1st of Spring and ends on the 60th of Wane. The seasonal order starts with Spring then transitions to Summer to Storm to Wilt to Winter and then ends with Wane.
Parame Civil War

Impalador Robright Parame, great grandson to the first Impalador of Parame, Elmame of Parame, began investing talks with ambassadors across the Serpentine Seas. While most of the older nobility disliked this expansion, none dared voice their dissent openly. Fearing more centralization and loss of control, they began a buildup of arms encase Imperial policy was no longer favorable to them. Many trade rights were given to the petty kings across the seas, and their influence was felt in the harbors of the western coast. Robright made several trips to Artychus, but never returned from his last voyage in 4,008. After a season of no word or return, his chosen Regent, Daliah Helmhire had her chargen, the Impalator in Waiting, assassinated. Before the Daliah could be confirmed, information spread of her Artychusi ancestry spread and was the only excuse the Nobles of Basilk and Hydrell needed to strike her claim. Kimaris followed suit, striking Daliah’s claim to the throne, but their slow response to organize afterwards left them devastated as the war enter their borders first. Trize became a staging ground for Artuchusi support to those loyal to Daliah, but throughout the six years of war, none of the mercenaries promised arrived. Of the few weapons that did arrive, most was low quality iron that was ill-tempered and quickly broke. The supplies were long spoiled prior to arrival, and were of no use to Daliah’s forces. Pagus stayed neutral until the last few months of the war, arriving only after it was clear the forces of the nobility had cemented victory. Macorn and Griggen, for harboring Daliah’s forces, suffered much change to its peerage. The borderlands of Ivern were annexed under the guise of hunting down Daliah's remnants, but by that time her and her supports were captured or killed. The heartlands of Parame were devastated from the war, but new leadership, backed with favorable reorganization of the Dukedoms emerged to take the title of Impalador.

Many scholars now see the war as a ploy by Artychus to destablize Cyrant and keep them from leaving their boarders.
Palace Grounds (Sandala)

The Palace Grounds of Sandala are located in the northeastern edge of the city. Besides the palace, the grounds contain a second wall, two gates, a small hunting ground, the royal vineyards, and grazing land containing rare animals. Rather than using the Firespeakers to guard this area, security is run by a personal guard of Orcs that have been indoctrinated from birth to be in service to the crown.
Vlossenvarn

Vlossenvarn is the fourth largest continent.

Vlossenvarn used to be a land reigned by dragons. Their domains were kept in check by their schemes against each other, as well as using their ambassadors to secure lucrative trade routes and pirates to plunder their rivals. Over a centuries ago, a massive event described as a blinding light trough the southern half of the continent, leaving a large scar across the land. This event also caused a large amount of soil and soot to blanket the land, forcing its people to flee. Its former ruling dragons fled north, but were eventually driven off the continent by expansionists from Cyrant.

**Northern Vlossenvarn**

After the turmoil of the south spilled into Northern Vlossenvarn, brutal wars and disease followed. Many of the inhabitants fled off the land, taking stories of lost city and dragon's hordes ready for plunder. Several expeditions from Cyrant didn't find any unguarded treasuries, but found the land had scores of natural resources. The largest nations on Cyrant, already posed for war with each other, signed a treaty that allowed the buffer domains to expand there instead of beginning a resource war. The former Volon-Valalennar region is one such region currently being settled by Cyrantian trading companies.

**Seagrave Straight**

Separating the north and south parts of Vlossenvarn is the Seagrave Straight. This channel connects the Spire Sea and the Steady Sea. The eastern part of the channel must pass between two long cliff faces which allow little room to maneuver a ship, while the western portion is littered with a maze of jagged sea spires that can pierce a ships hull. The sea spires open up around the Island of Sandala.

Sandala is the largest city in Vlossenvarn. Once the domain a powerful red dragon, it was conquered by Elves. The city has become a major trade, tourist, and academic hub.

**Southern Vlossenvarn**

Most of the south has become a desolate ash land, where only the strongest have remained. Along the coast, gatherings of survivors have tried to rebuild a new life. Along the scarlands, which is still deformed to this day, there are sightings of vast hordes of aimless undead. On the west coast, protected by the mountains, likes the remnants of the last dragonic holding on the mainland. Rumors of that the dragons are returning to the heart of this land to reclaim there abandoned domains. Off the coast is Cutthroat Cove, a haven for pirates hiding from the navy of the Sandala.

**Surrounding Seas**

To the north of Vlossenvarn lies the Scalding Sea. To its south west is the Steady sea, while to the east is the Spire Sea.
Hapur

Hapur is the Tormenting God. His domains are Nature and Tempest. He is the patron of torturers and destroyers of civilization.

Hapur is depicted as a man that is decayed to the bone. His voice lingers and often his speech is slow and slurred. He believes the world needs to slowly return to its natural state, devoid of all light and life. He believes that suffering is the propose of mortals. The blighted of society ask him to share their suffering, while the cruel use his ways to torment their victims. Others see him as a means to destroy the civilization and return to primal rule.

His followers believe that plagues and famines are his gifts to the world and that he spares those loyal to him that are able to endure his hardships. His clerics treat the ill as if they are blessed and fast or flagellate themselves to show devotion. His servants believe that he uses his powers to make his faithful stronger and cull the unfaithful before the final ruin. His symbol is a skeleton hand grasping a wilted flower. His colors are green and gray. His holy symbols tend to be death masks and bones. His followers prefer scythes and axes.
The Breach (Sandala)

The Breach, which was the site of the invasion of Sandala, is located in the southwest part of the city. This area was heavily damaged in the battle, and the rebuilding was done quickly to help house the masses. Over the years, this became the focal point for the poor, leading to many workhouses, textile mills, and cheap block housing. The Firespeakers rarely patrol the areas near the damaged walls, leading to a thriving black market and haven for outlaw gangs.
Religion

The most prevalent faith is The Aenilliad, which is actively practice all over Rhoas. Some of its teachings vary based on local custom.

Not practiced openly, the faith in the Baalord has spread into many corners of Rhoas.

Drudic Cults or Nature Worship is next most commonly practiced religion. It lacks uniformity and its traditions can vary greatly between practitioners.

Other cults also dot the land, most localized to a particular region or group. Many cults claim to be previous religions of old, though it is difficult to tell how far they have deviated from their source or if they even existed at all. These cults tend to be secretive in nature, and only share their secrets after members have proven themselves loyal. Draconic cults that are devoted to a particular dragon, as well as demonic cults, can often have a large membership if left unchecked.
Deres

Deres is the Victory Goddess. Her domain is Tempest & War. She is the patron of Mercenaries and Soldiers. She is the second youngest of sister goddesses.

Deres is depicted as a red haired woman riding a horse into battle armed with a spear and a shield. She speaks in commands and her shouts carry orders through the battlefield like thunder. She believes that mortals, using tactics and strategies, will be able to combat the void the next time it seeps into the world. She knows that bravery and daring make or break battles, and expects her followers to practice a code of honor. She inspires courage in war and inspires tactics in commanders. Her storms bring rain to the fields and clear out the old growth from forest.

Her followers worship her by maintaining their weapons and studying the great battles. She encourages brave and bold actions in battle, white the valiant and daring winning her favor. She is offended by cowards and those that refuse to protect themselves or their family. Her symbol is a bolt of lightning crossed with a spear to represent swiftness in war & weather. Her followers dress in red or olive and use bows and spears to hunt and fight. Her holy symbols are war horns and banners. Her season is Storm and her holiday is the Midyear Equinox. Her holiday is celebrated with contests, games, and mock battles.
Kei

**Kei** (ケイ) is the elder brother of Shitan who rescued Yukimaru Sanada from the attack of the Hope by the Rumble Rose and the Royal Navy under Abel Bluefield.

He then trained Yukimaru to fight.

## Appearance

Kei is a handsome tall man with straight long brown hair, purple eyes and an almost-androgynous look. He also has a birthmark underneath his right eye.

Images of Kei
Episode 12

**The Chosen Maiden** is the 12th and Final episode of Fena: Pirate Princess anime series.

## Synopsis

There was a mission that Frantz left behind for Fena. Hidden inside Eden was a line of painful choices made by the maidens that had been passed for many years. As she thinks of Yukimaru and her friends, Fena decides her destiny.

## Plot

The Observer switches repeatedly between Franz and Cody's forms as it tells Fena that she is the "Maiden of Choosing" who must choose between letting the world continue as it is, or resetting it with only herself and a few other "pure souls". In either case, her memories will be wiped to save her from the burden of her choice. As the island begins to collapse on itself, Fena believes in the words of her friends and makes her decision. Yukimaru meets with her in Eden one last time before she disappears, swearing to find her again. Suddenly, Yukimaru wakes up on a beach, where Fena is standing in the water, but her hair has become dark and she has lost all of her memories. The Goblin Knights then appear with their ship and whatever treasure they could carry. The crew decide to take Fena on a journey to retrace her steps and hopefully restore her memories. Fena receives an item from Kei, reunites with Salman, Otto, and Angie, walks by three of the Rumble Rose members, and sees two kids resembling Abel and Helena. While they are alone, Yukimaru confesses his love for Fena.

## Characters

* Fena Houtman
* Yukimaru Sanada
* Shitan
* Karin
* Kaede
* Enju
* Tsubaki
* Makaba
* Cody