recursal/Fanatic-Fandom huggingface dataset:
The Golden Cardinal

The leader of the clerics of the Temple of Light in Dusken.

This is a man of immense authority and holiness. Yet for a man of wisdom and spirituality he seems awfully savvy about the intertwining factions at work in Dusken. He dislikes arrogance, willful ignorance and greed. He has only limited patience and feels his own time is very valuable and he refuses to see it wasted. Having said that he has the reputation of showing remarkable kindness and intense interest even in the lowly and unimportant.

He wears the radiant robes of his office white with golden sunburst symbols and lining. He also wears the golden mitre which signifies his full rank. Bowlen’s nose twitches around him. His name is Therin Amberlite.
Stoneclad Knights

Stoneclad Knights are the manes of the Shift of Stones. They fight with specialist weapons in this case Stone Lances and ride Greyhill Steeds. They are the heaviest armed and armoured riders in all of Alkan. They are the knights of Horsegate.

**Game mechanics**

Stoneclad Knights are a class open only to Alkar players and NPCs. You must have DM approval to play an Stoneclad Knight as you will be noble born and start with benefits unavailable to most level one characters.
Theonists

Theonist is a rank in the Church of Celer. Under the Cardinal himself Theonist is the highest rank to which a cleric of Celer can aspire.

The Theonists wear red and gold as normal for the clergy of Celer but they also wear on their brows circlets of the star ore. Those there is no limit to the number of Theonists in church dogma, doctrine or ecclesiastical law, there is typically no more than six at any one time. It is known that the two who serve in Tor Celer stand above the others in authority.
Tirrieth Thannal

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Tirrieth is a True Soul Blade. As he lived and grew he empowered his sword. He seems out of place when with other members of the Guild of Dretch as he appears despite his loyalties to live to a code of honour.

With his sword he is more than a match for even the greatest swordsman.
Shift of Running Waters

One of the Seven Great Shifts the Shift of Running Waters is known for having the greatest riders on Karandia.

The manes of the Shift are called Falling Blades, they duel-wield Streaked Blades made to bypass armour and ride Water Runners, horses capable of running over water almost as easily as land.

The Shift is known for its riders ability to perform acrobatics in the saddle. These serve several purposes that of a sport, training, combat and of course pleasure. As soon as a Running Waters child is born it is washed in water and placed on the back of a horse. Obviously they can’t ride yet but the gesture is symbolic of the fact that they will learn to ride long before they worry about walking.

The Shift is an explorer Shift interested in discovering new horizons and seeing new places. Of all the Shifts this one produces the most loners. Those who simply are tugged out by wanderlust to see the world.

**Famous members of the Shift include:**
Sequators

Sequators are archons who serve the Avatar of Justice.

Sequators seek to provide the justice of intended consequence. It is not simply that if someone does something right they should be blessed. Their blessing should be logically linked to their meritorious effort. If one studies philosophy hard that should not result in stronger arm muscles. Rather if one lifts weights that should result in stronger arm muscles.

Sequators search out injustices where those who have done good have not had a good result or when those who have done evil have not been punished accordingly.

They have the power to warp reality using their power to do the equivalent of the miracle spell. However this is limited in that it can only be used to make the punishment or the reward fit the crime or the good deed.

Sequators are specialists and often consider Justicars to be their cruder lesser brethren. If someone has stolen thousands of gold coins bringing misery to countless people a Sequator would arrange to leave him penniless and in debt to those from whom he had stolen, he would not UNDER ANY CIRCUMSTANCES try to physically attack or harm such an individual.

They also have little care for unintended or inappropriate consequences. For example if a reckless youth caused his loved ones to fear for him and betrayed their trust and while doing so lost his eye in an accident, the Sequator would not consider that just. So while completely ignoring the fact he had lost his eye as a non-issue they may in fact make his family unable to forgive him, or provoke a constant round of betrayals of his trust in order for him to be ‘justly’ dealt with.

In appearance they vary widely but often have multiple limbs and no visible eyes.
Shadowblades

*Description*

These are shadow warped demons of various descriptions often animals like sometimes humanoid and frequently grotesquely formed. They vary widely in size and power but all seem to be only partially flesh, they all carry weapons as parts of their bodies hence their name.

Night Reapers were once Shadowblades before being exiled from the Abyss.

Highly developed experienced or empowered shadowblades are Mistblades.
Circle of Friends

Also called: The Circle, The Fellowship or the Fellowship of Equals; this group is semi-secret and based around the idea of mutual bias and preference.

Admittance is only permissible through invitation. Once you have been invited in you are sponsored by an existing member in good standing and put on a kind of probation. Once this is concluded you are a member. All that this officially entails is doing all you can to help other members of The Fellowship in preference to all others. Give them discount prices, shop at their stores, vote for them in elections, care for their children and widows should they die etc.

It considers itself to be an entirely beneficial organisation. However others do not always look at it the same way hence its slightly covert nature. The members tend towards favouring the Avatar of Darkness in his role of seeking self-interest.
Vae'tal

The language of life itself. Vae-tal was the language of all living things. It was also the core language of Perennials and so it was spoken in the Eternal Vistas.

## Origins

All living things speak Vae'tal in one form or another though many are not aware of it.
It was the true language of the wild and thus of the Faye and was the root of Kol-tal the language of the elves. Indeed it was claimed as the root of all language.

## Variants and Traits

Ele'tal (the elemental language) is the most commonly recognised form of vae'tal. Of the spoken languages of Tal, Kol'tal the languages of the elves were cloest to capturing the essence of vae'tal.

It was much easier spoken than understood. It was expressed only partially verbally. Most of it was visual, olfactory and tactile. Much of it was felt rather than heard. It was a language that ever living creature speaks but not many can understand.

## Speakers

Vae'tal is the language spoken by the trees, the wind, the heartbeats of mortals and the sighs of Tal herself.

Literally every living thing was a speaker in one sense or another though very few could articulate it enough to interpret another's speach.

Some sentient races used vae'tal as their primary or only form of communication. These included:

* Ents
* The Faye
* Perennials
Spiritual Plane

When speaking in Planar terms the locations known as Tal, the Eternal Vistas, the Celestial Haven and the Abyss are all made up of two planes. These are layered within the 'physical' locations.

The spiritual plane is present layered upon the physical world as we know it. But instead of being governed by physical and intellectual laws it is populated by and governed by spiritual and emotional rules and realities. There is no solid matter within the spiritual plane at all. These are opposed to the physical and intellectual/scientific realities of the Material Plane which co-exits alongside the Spiritual one.
Traderoutes Alliance

This was an Alliance founded by the city state of Auria. The Aurian Monetary Union allowed nearby city states and countries to join themselves into an alliance with the powerful and ambitious Auria. When Auria became an Empire (0PE) its reach was significantly extended.

Its purpose was to agree to the safeguarding of trade routes from bandits and pirates. It also formed a avenue of communication between nations and states. The alliance also codified taxes and tariffs across Tal.

64PE: The state of Kolaran made an official trade alliance with the Aurian Empire. This was considered the true beginnings of the Traderoutes Alliance. The written documentation was quite detailed emphasising trade tariffs for those outside the alliance and the specific benefits of membership.

363PE: The Kolaran trade alliance is widened and Yewdon and Tor Zeric were brought into the Traderoutes Alliance specifically.

387PE: Gan Tarak joins the Traderoutes Alliance.

The Third Commerce Wars to tackle the western coastline of the modern Empire, under Emperor Thomas-Yulis, are considered by historians to run from 443-448PE.

445PE: During the Third Commerce Wars The Kingdom of Tatrak embarked in aggressive raiding against Kolaran who was Auria's ally and attacked other seaborne trade in the Shining Sea in a direct effort to break the Traderoutes Alliance. It failed and the alliance grew even stronger, which resulted in Kolaran, Tatrak and Gan Tarak eventually entering the Empire.

450PE: Cthol Tarak, previously a vassal of Tatrak, joined the Traderoutes Alliance which brought it's ally the Dutchy of Tholis Messa in as well.

460PE: The seaborne trade route to Elygia is guaranteed by the Alliance with Kaladire and Sariport's support.

520PE: The plain's route into Alkar territory is officially permited by the Horselords.

687PE: After the failed campaign in southern Saracan Emperor Horus made the most of the treaty negotiations. As a result Auria was able to widen the Traderoutes Alliance to include Dusken, Battlerock and Northport.

1060PE: Several of the overseas enclaves of the Empire are added to the Traderoutes alliance including several non-hostile states on the continent of Eltirian.

1187PE: Emperor Carlson founded the Imperial Road Planning Committee, which civil servants saw as an internal extension of the Alliance.

1200PE: To commemorate the the 12th centennial Emperor Gerard founded the Imperial Post. The post operated only along the trade routes secured under the alliance, so several countries expanded their involvement with the alliance in order to benefit from the post. This included for the first official time Torash. This cooperation was withdrawn from during the War of Vengeance two centuries later.

1643-77PE: The road system was heavily expanded and allowed for trade routes to improve and extend across the continent.
Spark Archons

Sparks are the scouts and weakest of all archons of Light. They are the manifestations of glimmers of light and moments of goodness and hope.

## Appearance

They usually appeared as light. Sparks varied in colour and size significantly. Colour often determined their types, interests and power selection, but the level of power was usually represented by size and intensity of the light. Some believe Spark Archons are created from Luminessence.

## Role

Scouts and lookouts for the forces of Light.

## Abilties and Traits

Spark archons could travel with extreme speed and float/fly as if totally uninhibited by weather or physical laws.

They could launch a beam attack of light thats effects and intensity varied depending on the type and power of the Spark.

They could dazzle those who have evil hidden in their hearts.

Powerful spark archons can become Prism Archons.
Selina

Selina was a female druid living near Shepperton Vale who had been a companion of Meeka the Meek in the past. She was a hardened and angry with the local town believing that nature was being mistreated by the exp-anion of the settlement and its farming. She was unwilling to accept mediation with Varian the Unseen Hand and eventually this led to her wolf attacking a villager and the Unseen Hand killing her.

She was known to use explosive and enchanted acorns and she had an animal companion wolf.

Base Stats (Modify to encounter level)

 INT | 8

To hit: + 2(0 str, 1 wep focus and 1 BAB)
Dam: 1d8 + 5 or 1d4 + poison DC 14 -1d4 CON
AC: AC 13 (wood armour and robes +2 and DEX +1 base 10)
HP: 23 (20 +3)
Key items: Sickle, staff, enchanted acorns.
Shadowmane

Shadowmane is a state of war for the Alkar people. Unlike their usual skirmishing and raiding Shadowmane rules that all feuds between Horselords are void until Shadowmane is complete on pain of instant death. Shadowmane invokes the Alkar’s most ancient traditions and beliefs. Once invoked all Seven Shifts ride as one and death o all who oppose them. Shadowmane is called by the Shift of Souls and is traditionally led by the Shift of Gales. During Shadowmane the Shifts raise the Desert Storm banner a magical artefact that symbolises the fury of Alkan united.
Shadowstuff

*Description*
These are blots of shadow energy that live after a kind of sentience. They can manifest directly into the mortal realm from areas of Darkness and cause mischief and dissensions wherever possible. They are skilled at mimicking voices.

More evolved Shadow Stuff are called Shadowmelds.

*Mechanics*
Use lesser Shadow as template (No STR attack)
Perfect morphology so they can appear in any shape its size allows but always it appears as blackness
Incorporeal but can manifest at will to interact with the physical world. Typically 1-3 HD and so physically weak it cannot directly cause harm. Usually it has to lift an physical object and hurl it in order to cause damage. (1d3 or 1d4 depending on object, no STR bonus).

All have darkness traits.
Shadow Reavers

Shadow Reavers are the manes of the Shift of Shadows. They fight with specialist weapons in this case Shadow Blades and ride Nightmares. They are the most silent and deadly killers of the Alkar.

**Game mechanics**

Shadow Reavers are a class open only to Alkar players and NPCs. You must have DM approval to play an Galerider as you will be noble born and start with benefits unavailable to most level one characters.
Tele-Kinetic

These are xeren who are born with the ability to lift, push and pull material objects with their minds. This ability can be developed, but it is innate and can apparently not be taught to a non-xeran Tele-Kinetics.

As with all xeren abilities the absolute power level of this ability is set at birth for each individual. The xeren caste system is based upon this capacity and whichever tier you are in you will remain in for life. You can develop your abilities within your tier but you will never access a higher tier.

## Role in Society

The Kinetics are widely used in Derioch as builders, craftsmen, soldiers, healers and traders.

## Powers

TK powers are the most visible of all the xeran power types. They can manipulate real objects with their minds and even create fields of mental force. These fields can be as hard as Ironforge or as soft as a cushion of air.

## Male/Female

Males can move larger single things faster and can simply exert more force than females.

Females are far more dexterous and can move far more individual objects than males.

Their city is Ki-xial.
Toby Linkensphere

Toby is the Battleleader of the halflings of the Midfield who are led from the Harvest Hold. He reports directly to Hassel Redmane. His only symbol of rank or office appears to be his blue cloak. Calm, confident and direct, Toby appears to be the undisputed leader of the halfling military in the area. He is one of Redmane’s two key lieutenants.

 Capable of blocking most spells once every sixteen seconds
Sybilant

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A bard historian, who recorded many of the events that took place during the Clash of the Cabals. Most believe it was Sybilant's use of the phrase 'Clash of the Cabals' in his writings that led to that becoming the undisputed term to describe the conflict and that era of time in history.

The most quoted and studied passage of his history of the clash was his personal eye-witness account of the wizards' duel between the elven archmage Silvernial and the human so called dragon-mage, Dranic Felbrow.
Skeletal Abominations

*Description*

Skeletal Abominations can be of almost any size. Some are literally the size of ants others have been the size of a small island. Importantly they are not an animated corpse of animal or sentient. They are made from collected bone often with rock, gems or wood of some kind mixed in. They are usually grotesque to look on though some have been formed strictly with functionality in mind. Their roles vary depending on why they were constructed and for every size difference from medium the difficulty of creating the necessary spell goes up considerably. Medium is a lvl 2 spell, large or small lvl 4, Huge or tiny lvl 6, diminutive or gargantuan lvl 8, and fine/colossal epic spells. With increased spell craft DCs these sizes can be continually changed to an almost infinite level. they can only be created through the use of Soulcraft.

*Mechanics*

Modeled on the skeleton (MM pg 225). They have all the special qualities of skeletons. Their actual look and appendages is dependent on the spell used. A medium abomination can only have 4 limbs and no special abilities. For every 2 special abilities in addition to their normal skeleton ones they must use the higher level spell but maintain their size. The larger/smaller abominations have 1 key ability in addition to their changed size.

STR is changed significantly based in size category.

*Additional Abilities*

* Intelligence
* Death’s touch
* Adamantium Skeleton
* Hunter Seeker
* Demolition
* Guardian
* Assassin
Toral Castle

Toral Castle is the centre of a small coastal city in Errantlund. It was built to be the home and fortress of the Duke of Toral. It is heavily defended behind 10 stride high walls over two strides thick. When it was damaged during the civil war and almost fell to seige but held out it was rebuilt in the years of peace and in celebration was named the ‘Neverfall’ a second wall was added even taller and thicker than the first.

It now operates as the personal home and military headquarters of the Toral Duke.
Shift

A large grouping of Alkar similar to a clan. They are bound more by the kinds of horses they have bred than any other specifics of location or genetics. Smaller family groupings or shifts have split off over the years from the main ones but almost all Alkar identify themselves as part of one of the seven great Shifts.

They are:

* The Shift of Gales,
* The Shift of Inferno Blades,
* The Shift of Light,
* The Shift of Running Waters,
* The Shift of Shadows,
* The Shift of Souls,
* The Shift of Stones
Trademaster

Trademaster is a title given to men in the Aurian Empire, who are left in control of the economy in a Trade Area. Cities typically have governors that run the city and large land areas that have Senators that speak on behalf of voting rank Aurians for the political leadership of the Senate.

Trademasters are incredibly influential and powerful. They are not elected they are assigned and you become one through promotion not by election.
Barner Blackson

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Barner was a member of the Yellow Protectoran's Suicide Squad. He was one of the squad's two Hilts the other being his closest friend Rykov.

Barner was a career soldier unable to really remember his life before entering the Border Guard. A reliable warrior who had all the hall marks of a good potential officer. He was sometimes known somewhat jokingly as Barner ‘the bad’ Blackson.
The Reckoning

The battle, at which Rimic marshalled an eniter half of the elven nation to bear against the human armies. It was a catastrophic defeat of the human forces and historians still consider it to be the major factor in the ending of what have become known as the Wars of Betrayal.

It occurred near to the current location of the Aquatikol fortress Aquariguard.

Technically the reckoning also signaled the founding of the Aquatikol as a separate race and Rimic as a separate nation.
Star Walkers

## Appearance

Star Walkers are in two types Crystalline Angels with wings that appear to be made of crystal or prisms and Astral Angels whose faces cannot be seen as they are lost in the darkness of space and only the stars reflect their longing. Their wings tend to be wings only of their power and light itself rather than actual appendages.

## Role

Star Walkers guard the sky and walk the routes between the planes. They bar the path to the sun and are the captains of Light's angelic forces. Wings of Guardian Angels are led into battle by Star Walkers.

## Traits

Star Walkers have the same traits as guardian angels except that in almost every particular they are stronger and more powerful.

They are utterly impervious to mind affecting magic.

Their weapons are from the Sunforge itself and are often sheer power in material.

Star Walkers can move between planes including the spiritual and material of each realm they travel through. For this reason they are often used for assaults on the abyss.
Star Seekers

A secret information and action group set up almost accidentally by wandering do-gooder. the Seekers far outgrew their original role and became unofficial power players in the future of Karandia and even Tal as a whole. They eventually used their knowledge and key members to manipulate the courses of entire nations and wars. Most of the time it i agreed that their input has been benign. One of their most important leaders is Jace Thrawn..
The Dead Plains

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The Dead Plains as the name suggests are relatively flat and dead. At the very centre of the Dead plains is the Rotting Sea.

The Dead Plains are located between Alkan and Auria lying on the border but unclaimed by either. The western border is very close to Free Country and so Saracan.

The Plains were not always dead. Yet in the year
Rimic the elf

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The greatest of the elven kings, he founded the country of Rimic and the race of the Aquatikol, as they are known today.

As the humans out populated elves turned on them they drove the sea loving elves to the edges of Karandia. During these Wars of Betrayal Rimic became the leader of the sea loving portion of the divided elven nation. Realising the humans were too many and too strong to fight in every area, Rimic took his people and fled to the Moonreach peninsula. Here in a bottleneck an entire half of the elven nation could be brought to bear at once. A huge battle was fought masterminded by Rimic. This battle was fought on the ground where Aquariguard now stands and became known as the Reckoning. The human armies were slaughtered and this confrontation broke their desire for more land and spoils. Indeed the Reckoning is the clearest single event in ending the Wars of Betrayal.

Rimic is said to have mourned after that dreadful battle and to have cursed the important elven deities of death and life. He adopted Sollus as the god of his people. In return Sollus gave the Aquati the ability to breath and move underwater. Rimic then led his people to populate the peninsula and to return to the ancient submerged city of Aqual Sollus.

Rimic also began the development of the Webway around Zenis and created the Military Border. He also founded Aquariguard though he did not live to see this monument to the Reckoning, ever finished.
Soul Blade

A Soul Blade is both an item and the title of a wielder of that item. An individual who has been trained by another Soul Blade can learn the secrets of Soulcraft, however the true Soul Blades believed that they could avoid the taint of Soulcraft by only ever using their own souls and only ever to one purpose. To enhance a particular blade with Soulcraft runes.

As each rune is placed upon the weapon, the wielder gives and the weapon takes something from the soul of the wielder. This endows particular powers upon the blade that will be unique to the wielder and the blade. This creates a peculiarity where neither blade nor man are complete without the other and it provides for some surprising possibilities.

Soul Blades vary significantly but most consider the use of Soulcraft for anything other than the soul-forging of a True Soul Blade to be heresy. Indeed when, over the millennia, Soul Blades have strayed into using the souls of others on their blades or for other purposes it has inevitably been the other Soul Blades who have hunted them down and destroyed them.
Seekers

A secret organisation that purports to 'Seek for Justice and Truth'. Properly entitled the Star Seekers

Their members have secret methods for identifying each other and little is known of their membership or their leadership structure though members are fairly common across Karandia. Many consider them meddlesome, some consider the organisation to be a grand conspiracy to grab for ultimate international power and still others think they are the last true heroes trying to do some good in this world.
Succubi

*Description*

Succubi and their male counterparts incubi are demons who use mortal pleasure as their opportunity. These are master manipulators and well practiced in the arts of distraction and misinformation. Succubi are incredibly physically attractive and can alter their appearance to enhance this. they have several mind-bending abilities and glamours to further pull others under their spells and like many demons they delight in binding mortals into deals they do not understand.

Some very powerful Succubi study wizardry or clerical magic and become Craven Queens, or Succubi Princesses (Princesses are often the offspring of Craven Queens and are taught their magical powers by their parent). Some Succubi Queens grow so powerful they should be considered equivalent to Princes of the Night, such as Jezel'ark or Adoration.

*Mechanics*

See Succubi pg 47 MM.

Enhance these by HD and replace demon traits with Shadow traits.
In the case of Succubi Queens these should be considered to have the paragon template as well as character levels and additional HD. Craven Queens are simply advanced HD succubi with wizard levels. Add more levels to add additional strength. Additional HD should also reflect additional DEX, INT and CHA.
Trading Areas

The Aurian Empire is the largest and most heavily populated country in Karandia. It is divided into Trading Areas and the Protectorates. These areas are all protected by the five military Protectorans. They each have a Trademaster and within them each of the various cities will have its own Governor and depending on population each will contain several Senators

Each Trading Area is covered in detail on its own page:

* Gan Tarak Trading Area
* Gilgan Trading Area
* Kolaran Trading Area
* Oakland Trading Area
* The Protectorates
* Rak Danning Trading Area
* Tor Honarik Trading Area
* Tor Zeric Trading Area

Technically the self contained country of the Vormach is in no trading area.
Solemnus

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Emperor of the Aurian Empire between 129-147PE. He was the nephew of Jonah I and the cousin of Ivanok.

137PE: Emperor Solemnus creates the position of Imperial Vizier. It seems this was created in part to give a civilian counselor equal or even superior weight to military and magical equivalents. However if this was the case, it backfired horribly as the clerics of Celer and the mages of Tor Armakan vie for the title the moment it is created. The vast majority of all Imperial Viziers are either Sarrifs or Cellen priests.
Toran ports

There are four main ports in Torash: Stephim and Calikiane in the north, Vergim just south of Torash and in the far south the trading port of Hotal.

The first three are military ports focused on the building and maintaining or the Toran fleet to guard its shipping and protect from what is seen as an inevitable attempt by Auria to invade from the sea and so bypass Torash’s outer defences.

Hotal once the second city of Telholm is the centre of the merchant shipping of Torash and opperates as a successful and relatively safe port of call.

.
Tal

Tal is a small planet with three habitable continents: Vash'Kar, Karandia and Eltirian. It has two moons Syron and Serrim.

It exists in a system with 11 planets only two of which can support mammalian life.

Over 50% of its surface is covered with water and at the northern extremities it has a frozen ring of perpetual ice called the Ice Crown.

## **EXTRA**

* Characters
* Gods
* Magic
* Notes
* Planes
* Races
* Stars of Destiny

* TAL Wikia
Varkas Tefras

The brother of the Stone Paladin. At first one of his greatest allies but terribly angered when not chosen as his heir. He tried to imbue himself with power by ingesting Talium and star metal into his body and became the ‘Blade of Jade’ However, he was defeated by his nephew who was the true heir and sealed in the prison dimension along with many of the Stone Paladin's enemies.

He was later released by Bowlem and Silver.
Thaneclave

The Thaneclave is a group of dwarven nobles and important representatives such as the Iron Rank Marshals, the High Priests and the Rune Lord. The Thaneclave is a political body that discusses, counsels and carries out the Thane’s will. It could in some ways be considered the dwarvern court or senate but it is not like either.

You are not elected to the Thaneclave. You are born to it as the scion of a noble house or it is assigned to you by the Thane as recognition of your service.
Sierra

**Sierra**, labeled as **The Obsessive Uber-Fan**, is a contestant who competed in Total Drama World Tour and Total Drama All-Stars. She is Total Drama's biggest fan, and also has a crush on Cody. She used to dislike Gwen, because Cody was more interested in her, but it's a possibility that Sierra had forgiven her. Cody used to be scared of Sierra, until later in Total Drama World Tour, when he started to learn to get used to her, after she accidentally destroyed the Total Drama Jumbo-Jet, in Drumheller. She then competed in Total Drama All-Stars, where she had to compete without Cody. Now, she gets to be a member of the Total Drama Gang, and hang out with Cody as long as she wants.

## Trivia

* She joined the T.D. Gang in The Total Drama Gang meets Aladdin.
The Protectorates

In Auria the five Protectorates is where a lot of the money is made and is the bread basket of the Empire. Here the farmers, miners, spinners and blacksmiths toil day in and day out to make the produce that runs the thriving economic machine that is the Aurian Empire. These villagers and townsfolk turn raw materials into what 'proper' city craftsmen call crude materials. It is the city craftsmen who by shaping these into goods and selling them make the majority of the profit.

Auria's main interest in the Protectorates is that they feed its heaving population centres and provide recruits for its even hungrier armies.

The Protectorates were once mainly unclaimed land and before 20 PE they were known as the Savage Lands to the Aurians. However they were conquered in the campaign known as 'the Scourging' during the Wars of Unification. After this they were settled and officially brought under Aurian control.

The Protectorates are split into five sections called 'Ridings'. These are: The West Riding, Weatherdark, Middlehaven, Huntersholm and The East Riding. These are covered mainly by towns and villages with very few cities. They are protected and policed by the Black Protectoran.

The Trading Area's capital is Middleholm built on the ancient dwarvern nation of Golmhaven.

Places of Note:

* Haven Lake
* Leyroch
* Middleholm
* Weatherdark Forest
Spree

Capital city of Danaspree.

The home of thieves, vagabonds and pirates, Spree is the end of the line for many an unsuspecting traveller. Nominally controlled by the Port Authority, the true power in Danaspree is the feared thieves’ guild, the Hidden Blade.

Corruption and vice is the grease in the wheels of commerce in this town. Little can be achieved without bribing the Port Authority, usually under the guise of paying ‘landing fees’, and even less without the implicit support of the Hidden Blade.
Senate

Reorganised from the Ro'Tier in 502PE by Aluap The Organiser: The Senate is the legislative body of the Empire under the Emperor. While the Emperor can attend directly he usually has his First Senator speak for him. The 1st Senator is chosen by the Emperor directly and is privy to his personal council. The 2nd Senator is typically appointed by the Senate and represents a senator with a lot of voting power. All Senators are noblemen and are elected by nobles with the ‘elector right’ from their various districts. Elections are neither regular nor well regulated and so there is a lot of dishonesty and despotism involved.

The Senates two functions are to create and oversee the evolution of law and to operate as the head of the Imperial bureaucracy.

The place the Senate sits is the Dome of Debate. One must be either present at the Dome, or have given a written and witnessed document assigning your vote to another, in order to vote in a session on a law. The Senate is typically split by different factions of support, usually surrounding a certain set of ideas or individual senator or more than likely both. These groups are usually identified as voting blocs.

No member of the Cellan Clergy or the Sapphire Wizards' Guild can be Senators.
Sirriis

A Star of Destiny. These are not actual stars, though it is claimed the stars predict their arival and passing. A Star of Destiny is a Sirriis, a special being who is fated to live at a certain time and who will be given the opportunity due to abilities, relationships or circumstances to change the fates of whole nations and even worlds. These individuals are not necessarily good or evil they are simply keys.

Often 'the powers that be' will vie for control of such individuals hoping to use their influence to pull fate in their direction. A Sirriis is capable of bending the destiny of the world around their choices. Freewill moves all people, at all times and in all places; however the course of the planet and the progression of the races thereon is a much more difficult thing to affect. A lot of what will happen is already determined by what has come before. Yet there are points, moments, life times, where important crossroads are arrived at. At these times, the Avatars place upon the world Sirriis, Stars of Destiny, and through their actions determine the future path taken at those vital junctures.

Sirriis, it is argued, gain no power from the fact that they are such. Merely circumstances seem to result in their having momentous effects out of proportion to regular people. On the other hand, others have argued that their is more to it than that. They say that when Sirriis speak and persuade their words have a greater weight in the minds of listeners, that hearts are pulled, friends made of enemies, people who suddenly fall in love with them for no apparent reason or they are allowed to break traditions that have been sacrosanct for centuries and not slain. Some would say there is an influence here beyond the ordinary of the individual, but if it is the Avatars expressing their power and will, one must assume that both good and evil push equally.

Sirriis are not alone either, it is usual for a Sirriis to have an Alliius. These are individuals who have been especially placed and prepared to assist the Sirriis to achieve their role as a chosen of destiny. These Alliius often teach them important skills, give them key information or objects that guide them to their life altering roles. Alliius are often unaware of what they are doing. They are simply friends, family and others who happen to have a Star of Destiny in their lives. Often they do not realise that the person they are helping will later use their assistance to rise above all their peers and change the fate of countries and continents.

This is a confusing topic and is much disputed amongst scholars. I refer you to Opical's 'Destiny: The Reality and Unreality of the Future' and Mikal's masterwork on Divinia and fate:'The Heavenly Scroll', if you wish an in-depth look at the theories surrounding Sirriis and their roles and powers.

Historical Figures theorised to have been Sirriis:

* The Evenshade
* Heartcleaver
* Jomark of Auria
* Quintox
* Rimic

At least one of the group known as the Stars of Destiny.
Silvernial

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Silvernial was an elven archmage who was primarily known for defeating and destroying the Dragon's Eye Cabal when they attempted to exert control over the elven settlement of Weatherdark in the Clash of the Cabals era.

He was the acknowledged leader of the elves in the conflict and helped channel the deadly power of the Shrouded and Shadeborn under the druid Infestial. His defeat of the human mage Dranic Felbrow in a fully realised wizard's duel was considerd by many the classic example of elven magical sorcery over human.
Splitters

Splitters are a loosely organised military unit of mountain dwarves. They operate as a unit of berserkers and wield huge two handed axes. It is a matter of pride for Splitters to carry axes as big as possible as it helps them offset a dwarf's height disadvantage and is intimidating at the same time.

Only berserkers typically join the Splitters. There is no future promotion once one has openly acknowledged that one is subject to battle rage. Still the Splitters are an intimidating force and their impact on any battlefield is immense. Rather than engage units Splitters specialise in running through them. Unlike most dwarvern formations the Splitters do not work in closed ranks with shields and armour. They go lightly armoured in order to move with greater speed and carry no ranged weapons as once they rage they couldn't use the precision weapons effectively.

As such they offer a dwarvern battle commander something quite different from any of his other units. Rather than a determined, slow moving wall, the Splitters are a fast cutting edge. Often they are used as shock troops to smash into and split an enemy formation and carry on to their vulnerable rearguard and hopefully to their leadership positions. Then into this gap generals will push a slow, solid wedge of dwarvern regulars who then cannot be moved. This has proven startlingly effective, especially as the dwarvern commanders have become more and more aware of just how to use a Splitter unit. Still, there are many examples of when an appropriately disciplined and powerful enemy has weathered the Splitter assault, then surrounded and butchered the units. Some such examples are Grotfang pass against the ogres, the third battle of Heatherfield against the Aurian Empire and ‘Bladenight’ against the Karritkol.

Still a Splitter charge cannot be reasoned with and is something any sentient and sane enemy commander fears with good reason.
Sapphire Wizards' Guild

Founded by Whitefire the Imperial Vizier to the Emperor Cartazian, the Sapphire Wizards’ Guild is the only officially sanctioned wizards’ guild in the Empire. It is not compulsory to be a guild member but independents must be known to the conclave which run the guild and are not allowed to work for the government in any capacity.

The guild protects its own. Benefits include pay, legal protection, research opportunities, guaranteed work and a progressive career path. On the other side of the coin not wearing the blue of the guild brings suspicion, tacit or open monitoring by the guild and isolation.

The guild’s centre of power is Tor Armakan at the Blue Crystal Palace which is their learning academy and command centre. The guild is led by a conclave of arch-wizards or arch-mages, which is led itself by the specialist High Ones or Master Magi. There are Master Magi for each of the arcane specialisms and some with secondary titles such as the Master of Invocation also being called the Supreme Battle Sorcerer.

Almost all mages, including independents wear some token blue to reference the guild and show they do not directly oppose it in Auria. Its influence is great in the army and the Senate.

Every Protectoran has a quota of Sarifs assigned to it. The minimum permitted is 1 per cohort roughly 1:100. Yet some, such as the Red Protectoran, can have almost five times that many mages operating in their legions. Though the Sarifs have their own power structure, they do take orders from the established military to which they are assigned. Typically however a Hilt doesn’t talk to a Sarif except in deference and a Captain makes carefully worded requests. A Commander will have a Sarif of rank with him to whom he makes requests that the wizard then delegates downwards. Blademarks and above can feel fairly confident giving orders to wizards of the lowest levels but wouldn’t think of doing so with the Sarifs that are assigned to them personally. Generals, Lexions and Marix’s give orders to all but the Arch-Mages and some of the Marix would go so far as to do that as well.

No one save the Emperor himself can directly ‘try’ to order a Master Magi.
The Mine

A mine apparently discovered by the old storyteller Dazric just north of Evenfall in the southern reaches of the Barkarin Mountain range. It has been confirmed to hold not only gold, but also Talium, solidified chunks of natural energy.

The heoes also discovered whilst exploring the mine that it develaved far futher than the normal pits and shafts ofthe gold mine. Indeed they came into contact with an entity they did not see which seemed to propese a deal to them. If they helped keep secret the additional portions of the mine it would allow them to leave and let them profit from the gold mine itself. This force/being was called ‘Brightest’ by Ratfink a small ranat, who seemed to have gone slightly mad working in the secret portion of the mine for the creature/force.
Shadeborn

The Shadeborn are an elite secret society of elven warriors. They live in Deadwood hidden in the north western stretches of the Karritan forest under the command of the Shrouded, or battle druids.

The Shadeborn are seen as the very elite of wood elven warriors. They seem to have no history or rather none that anyone remembers, or wishes revealed. They are the most determined guardians of Karritan and the most merciless. The Shadeborn act more like assassins than soldiers, dropping from the trees and appearing out of shadows to strike, kill and disappear.

They are elves and to a one are dangerous, yet quiet with restrained violence, rather than an overt bloodthirstiness. The are considered the most dangerous fighters on Karandia for their pure ruthlessness and skill. Even elite assassins and shock troops have been cut down by the Shadeborn.

Their link with regular elves are the Vaseal warrior rangers of Karritan who have a special status among the inhabitants of Deadwood. They and their Shrouded masters consider themselves the true defenders of Karritan and consider most elves to be too weak and compromising in their defense of their homeland and race. Individually there is almost no military organisation to match them. Not among the human, half-elf, halfling, visk, ranat, ogre, orc or dragonite populations anyway..
Tamech

Tamech is a walled city just south of the Elygian Desert. Whatever excess the nomads can create they sell in Tamech once a year. Tamech hugely profits from this influx of nomad made goods available nowhere else. In return it provides the nomads with luxuries from the outside world that they would never have access to otherwise.

Over the years the attitudes of the city people has changed and in turn so has that of the nomads. The nomads now feel they are treated as beggars rather than equals, seen as uncivilised savages by the walled city folk. They murmur that one day the arrogance of the residents of Tamech might grow too great and that the city will feel the desert?s wrath. The people of Tamech however do not fear a nomad attack. The have a militia and an impressive city wall. At worst one large tribe could attack with its allies. Even the largest tribe with the greatest amount of allies could scarcely number 1000 men. That however is almost an impossibility, so the attackers it is reasoned would be outclassed and outnumbered. With no siege weapons and no way to breach the walls such a disadvantage leaves the residents of Tamech sleeping soundly each night. If the wall was as strong as the prejudice the Elygians of Tamech would have nothing to worry about. However the tribes stir and the desert hungers for war and thirsts for blod. Maybe Tamech will test its wall after all..
Shadron Dan'r

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A half-elf, dreeku hunter from Karritan. His father was Shadar Dan'r. He wielded a magical bow called Moonslayer and was a remarkable hunter, archer and rider. He had an Alkan Steed, a Galemount called Moonbeam. He was considered part of the group who became known as the Stars of Destiny.
Hidden City

South of Battlerock, north of Northport and Dark Gate, on the Western coast of Saracan is the Hidden city. This city is hidden behind the longest wall in Karandia. Over a hundred leagues long, this wall is like a rectangle with the western side missing. Its western edge having the sea wall against the Blackened Sea. On the other three sides the Skirge Wall stands resolute. The wall is manned by thirteen forts and several turrets in-between at every half laegue. It has been there since the time of the Wars of Betrayal.

It was not there on elven maps during the Golden Age and after the elves and dwarves retreated the humans didn’t expand to that northern corner of Saracan before the wall was already finished. The skirge keep the wall flying over it in huge packs and repelling any invader without warning or question. They never have yet spoken any known language to a living witness. There name was given them by the humans who first discovered and tried to get through the gateless wall. As the skirge themselves fly the hugeness of the wall is nothing to them, nor is its lack of gates of arrow slits a problem. It seems that as they can fly the wall is to keep others out, rather than them in. All who speak of the skirge and their wall do so with the hidden City in mind. Within the Skirge Wall has been seen from dragon rider height a city. It is indistinct and dark especially from that height but it is there. No one knows if this is a city of skirge or simply their masters.

Some people do not believe in the Hidden City, holding it to be a myth, others consider it real and some consider it equal to a ‘Holy Grail’ a place of great treasure and secrets. The only thing people don’t even pretend to know is who, or what, lives there.

The sea is just as unapproachable hidden sunken walls make artificial reefs and dangerous magical and natural underwater guardians patrol its waters. The nature of these guardians is uncertain as the only people to have ever gotten close to them have died and never returned.

Any ship that tries to land is ruthlessly fire bombed by the skirge anyway and as no trade seems to go in or out of the Hidden City most just avoid the area and try to pretend the skirge, their wall and the Hidden City do not exist.
Stone Paladin

Roigon Telfras the Stone Paladin was a dwarvern paladin of Justice who founded the Hammerfall alliance to protect the oppressed. He fought against and eventually defeated the demi-god/demon Colossal Fury and left his men to protect the halflings that had been dominated by the infernal creature. It is said he made his hammer ‘Indominable’ and his shield ‘Eternal Vigilence’ from the remnants of Star Ore found after the fall of a great star in the mountains.

He himself retired to Barkarin where he became a legend and his family are renowned as being great a faithful dwarves loyal to the church and his legacy.

His father was Ammanan Tefras.
His son was Garret Tefras.
His brother was Varkas Tefras.
His descendants are Gorim Tefras and Bowlem Tefras.