recursal/Fanatic-Fandom huggingface dataset:
Medeh

## Origins

Card: Flower (Blood Lily)

Medeh is a human-originated god or goddess that was originally a deity of Va’Sehir in charge of marriage. Like many of Va’Sehir’s original patron gods, their gender was considered changeable and fluid. In Ancient Va’Sehir, arranged marriages were the norm and both men and woman prayed to Medeh for a successful match up that would result in a happy union. They were also associated with happiness and childbirth. As Va’Sehir was a major trade center, worship of Medeh spread to other human lands fairly quickly and as they were adapted into other societies their portfolio also changed. In areas where arranged marriages were not common, they became a deity of love and later sexuality. They are worshiped both by married couples and forbidden lovers. They have also become the patron deity of prostitution and beauty. Happiness is still a central blessing by this deity. In Va’Sehir, the Blood Lily was a flower usually presented by a man to a woman during their first meeting upon their marriage being successfully arranged. This flower is often used in depictions of Medeh as a result. One of Medeh’s favored offerings were dates and upon reaching marriageable age, most men and woman would begin leaving them in alters of Medeh in hopes of divine assistance in choosing their husband or wife.

## Worship

Temples of Medeh are common in almost every settlement with a sizable human population. Most marriages occur within their temples or near their alters. To do otherwise risked an unhappy union and divorce later on.

## Appearance / Depictions

Medeh can be depicted as a man or woman, usually androgynous, but almost always with a Blood Lily in their hair or in hand. Date Palms also are often depicted in their vicinity. In festivals involving Medeh, date-related sweets are traditional.
Baerna

### Worshipers

Hunters, Rangers, Ranchers, Druids, Hermits, Outlanders, Sailors, The Lost, Non-Conformists, Outsiders

### Symbol/s

Crossbow (in a square), Topaz

Baerna is a deity that dwarves tend to either worship zealously or not at all. They are controversial, for they oversee dwarves that deviate from the usual dwarf traditions. The realm of the natural surface world is one that only certain dwarves tend to be affected by, so they tend to be the bulk of their worshipers. Though farmer’s usually put Gwandyla first, it is the dwarven hunters, fishermen, hermits, and rangers that tend to look to Baerna for guidance. They are the deity of survival and it was Baerna who taught the first dwarves how to find enough resources to live on when they surfaced in the far north for the first time. Baerna is not a deity for those who dwell in caves and strongholds, holding tight to what Baerna would consider ‘pointless’ values and traditions. Baerna is a deity for the lone dwarf, the outcast, the non-conformist, the exiled. Dwarves who don’t fit into the rigid culture of the Stronghold, whether it be because they are only attracted to members of the same sex or won’t procreate (including asexuals) or they are interested in deviant activities, will find solace and protection from Baerna who holds a similar position within the Clan on High. She is the patron of Wild Dwarves and dwarf druids as well. Baerna is the patron of dwarves who choose to change their gender and gender-role in the clan (ie female dwarves who decide to become blacksmithes or male dwarves who choose to take on the responsibilities of the hearth). Baerna, born to Bruselle and Balmir, continuously changes their gender and refuses marriage or a vocation within the clan. It is said originally Baerna was a male who was arranged to marry a minor female deity called Yulaz, but on his wedding day he fled out of the mountains to hide in the forests above, and refused to come home. Balmir went out to find his son and retrieve him, but Baerna changed himself into a female in order to trick Balmir. Ever since they have remained both genderfluid and genderless, courting whatever deity they wish, and committing to no one. They have had, purposefully or not, a few children in these brief unions- the most infamous of which is the disowned god of destruction Mormekh (whom many believe to be the son of the orcish goddess Hrevahk). The elvish god Solisdar is also considered by some to be their son- originally Soldar. Some stories claim that Baerna was going to be considered one of The Sabrak’Sur, or disowned, but Bruselle would not allow it unless they also planned to oust both her and her (cheating) husband Balmir.

Baerna comes in many, many, many guises but most often as a ranger or outlander. They are generally dressed as a hunter with a crossbow. The hair and skin color are changeable (red hair is most common), but the eyes are said to look like glowing glittering Topaz.
Alderyon

"Colloquial" Regions of Alderyon

Alderyon is a large continent in eastern Arn. It is considered the seat of power for humans and it's where their earliest kingdoms first sprouted. Humans can be found almost anywhere but they absolutely dominate the central interior plains of this continent.

You can still find many elves in the northeast (especially Solistria & Fyrgenden) and most major mountain ranges like those in the Uldunar, Anura, Azan, and Gulth regions are still owned by dwarves. Gnomes can be found abundantly in the central region of Beorh, and in both Feldwesten & Fyrgenden), Many halflings live on the Isle of Caernwyd, and along the southeastern coast. Orc-Kind can be found through much of Urukah and the southwestern coast. Dragonborn are rare on this continent but found sometimes in the desert regions of Va'Sehir. Tieflings, Genasi, and other plane-touched or obscure races tend to stick to the southeastern free lands in Fenara.
Dunfell

Dunfell is a kingdom in northern Alderyon , south of The Anuru Peaks. The people of Dunfell are as tough and stubborn as their cold environment. They are in perpetual dispute with the Moon Elves but get along splendidly with their Dwarven neighbors.

## Economy

#### Agriculture

Dunfell's major area in agriculture has to do with crops used in the distillation of alcohol. They produce the largest amount of rye in Alderyon but also produce a great deal of barley and hops. They are also the largest producer of pine nuts.

Subsistence farmers typically plant turnip, radish, parsnip, cabbage, dill, carrots, corn and potatoes.

#### Major Industries

Dunfell is dominated by three areas: Hunting/Trapping, Mining, and Alcohol Production. Forestry comes in fourth but is not as important as one would think in a highly forested area like Dunfell. Dunfell is protective of its forest lands as Hunting and Trapping are extremely important to many of it's citizen's survival. Survival in these areas can be tough- it is nearly too cold for agriculture in many places- so the acquisition of wild game and furs are essential. The rugged "Dunar Fells", the hills from which this country got it's name, is full of various mining towns and operations. They mine mostly iron, coal, copper, and tin. Alcohol production, as in Marasena, is very important here but they are known for producing *quality* beer- especially rye beer and whiskey. This, they are willing to admit, is due to their association with the dwarves in the Anura mountains whom they share a friendly rivalry with. They do a fair amount of blacksmithing, though, as with the dwarven brews, they cant compete when it comes to quality.

#### Trade

Dunfell trades heavily with both Marasena and the dwarves of Anura. To the south they export mainly furs, metals, rye/hops and alcohol in exchange for fruit/vegetable crops and animal products as well as linen textiles. To the dwarves in the north and the humans that lay in the frigid wastes beyond they export furs, game, grains and coal in exchange for superior Dwarven ales, precious gems/ores, and metalwork and northern fish, seal and whale products.

 Crime & Major Threats
Nzerhaven

Location of Nzerhaven

Nzerhaven is a small country located on Nzer Isle off the east coast of the Meliferan Peninsula and the west coast of Fenara .

 Geography & Climate

## Economy

#### Agriculture

Nzerhaven typically only bothers with subsistence agriculture. They grow various tropical fruits for the local population including papaya, pineapple, and passion fruit.The staple crops are Corn, Beans, and Squash. Other crops include tomatoes, avocado, cassava, and bell peppers. They sometimes trade these with the residents of Mad Harbor and Kells on the Meliferan Peninsula.
Llandovr

Location of Llandovr

Llandovr is a small country located on the island of Caernwyd. It shares this island with the country of Caernwyd and Khorez.

 Geography & Climate

## Economy

#### Agriculture

Llan'dovr does not concentrade much on exports though they do trade heavily with Maralaig for certain things. As with in Caernwyd, most of Llan'dovr's crops were brought by halflings from central alderyon centuries ago and have over time developed unique characteristics. Species of turnips, radishes, parsnips, cabbage, carrots, cucumber, beets, and potatoes grow on Caernwyd as well as berries like blackberries and blueberries. Apples and Pears are also grown here. There are even a few crops from Norvaska which were brought over by way of Bryn. These include plums, spinach, fennel, gooseberry, elderberry, cherries and chamomile.
Bhagrod

Bhagrod is a god of War.

## Origins

Card: Sword

Bhagrod was originally a god worshiped by nomadic tribes of humans and orcs, primarily from the Urukah badlands but also found as far as Hathas Rhogan and the Andun Mountains. Originally he was a wrathful god committed to bloodshed and the glory of battle. Some think he was originally and Orcish god from whatever world they came to Arn from, but there is no way to know for sure. His symbol was the vulture, for when they flocked to feast on those dead in the battlefield, his worshipers considered them to be “feeding” him their spoils of war.  In early times blood sacrifices to him were not uncommon. He was also a god associated with slavery. Over time he began to be worshiped also by early human kingdoms as they squabbled over the lands of central and southern Alderyon and he eventually lost his “barbarian” reputation (at least among humans). He is now the major god of victory in battle, of conquest, and of freedom from oppression in the case of civil war.

## Worship

He is worshiped by all manner of skilled warriors, soldiers and war generals. He is also worshiped by various mercenaries and even gladiators. He is still worshiped by some barbarian tribes in Urukah and Hathas Rhogan. Proper temples for Bhagrod are somewhat rare but can be found in large human settlements near areas where city militias and guards are based.

## Appearance / Depictions

Bhagrod is usually depicted as a very orcish human or a very humanish orc. He is generally bald and his clothing is bloodied leather and iron armor. Various scars on his face is a common motif and he is usually shown either holding a bow with a flaming arrow or with a sword. Sometimes he is simply depicted as a vulture itself with an arrow in its beak. Some claim he is at constant odds with the goddess of peace, Elyra-Lai, but others claim they work together to plan out the ebb and flow of war and peace.
Mount Haelga

Mount Haelga is one of the largest mountains in Alderyon. It is located in the northern area of the Andun Mountains, north of Lake Selir. It was named after (King) Haelga, the first king of the nation that would become Halegath (long since deminished). He died in the final battle and never actually got the chance to sit properly on the throne. His son became the first ruling king proper.
Maluth

## Origins

Card: Dagger

Maluth was a god worshiped by dragonborn during and after the First Dragon War. He was a god of espionage and assassins and prayed to for assistance in taking out important political leaders and war strategists on both sides. It is possible that Maluth was originally a mortal dragonborn who ascended after his death to deity status. He was thereafter worshiped as a god of deception and deadly skill. When humans came into contact with the dragonborn of Hathas Rhogan, they picked up worship of Maluth who was waning in power among his own kind. Humans, who were in the early days in constant warfare with each other readily worshiped this god in hopes of destabilizing and conquering their rivals. Over time Maluth’s portfolio shifted to that of physical prowess of all kinds- of skill in general, and not just in the arena of stealth and killing blows. He became a god worshiped by fighters of all kinds, including soldiers, rogues, and monks. Many of history’s most legendary fighters were champions of Maluth who is often called The Divine Trainer.

## Worship

Temples to Maluth can be found in the same general areas where Bhagrod’s temples are found and sometimes they are linked. They have a history of both joining forces and being at odds on the battlefield and are said to have a “friendly rivalry”. Maluth has, over time, gained a certain reputation as well as a god worshiped by the dregs of society. As a god of assassins, he is also associated with others that work in the shadows, including thieves or murderers.

## Appearance / Depictions

Maluth is most often depicted as a human with draconic aspects more than a straight dragonborn. He was believed to have been a green dragonborn and possibly related to one of the “Spellscales” or first generation of dragons born from the fallen scales of Korana (most claim he was related to Nolzrudd). Some also claim that Dzalak, the green dragonborn who led a great revolt against their dragon masters, might have been a grandson of his. Either way he has an association with green dragon characteristics and acid breath. He is usually a tall dark human male with dragon horns, claws, wings, or scales and his eyes are often glowing green if they are not blindfolded. He was said to be such an amazing fighter that he would go into battle blindfolded and not receive a single injury. He is associated with daggers and shortswords.
Rundath

Rundath is the illegitimate daughter of the god of war Balmir, whose mother is believed to be the elven goddess of shadow Vanar. The most well known story goes that during an ancient war of dwarves against shadow elves, Vanar disguised herself as a gorgeous female dwarf and seduced Balmir. She secretly raised the resulting child- Rundath to hate her father and to pursue a portfolio of conquest. She made Rundath the main general of her armies in their constant seige of Balmir’s dwarf stronghold, building within him great resentment. Later, near the end of this war, she revealed Rundath to be his own daughter- his own flesh and blood- to destroy his resolve. He did attempt to sway Rundath to his side, but she was far too corrupted by Vanar. Tired of being a pawn for Vanar’s mind games, Rundath eventually disowned her own mother as well and took the side of the Duergar- Vanar’s shadow elves’ greatest competitors. They have hated each other since, just as she hates her father and his beloved Dwarves. Rundath is the patron goddess of Duergar raiders, generals, and leadership. Her warfare is strategic yet fueled by the need to unleash violence. She is also worshiped by dwarf barbarians or just those with a penchant for wanton violence. She enjoys swaying dwarves to her side, just as Grildula does. She has developed a fairly good friendship with this cousin of hers through their mutual enmity with Infernal competition in the underdark and dislike of the Clan on High.

Rundath appears to her followers generally as a dwarf with obsidian black skin and a shock of long red hair worn loose or pulled into a ponytail. Her eyes glow a deep dark sinister red, like garnets. She wears armor of some kind of black metal- possibly dark iron or the mythical metal orichalcum and dual wields a sword and handaxe.
Races

Arn is comprised of all the usual races known in the D&D universe. There are some cultural and historical differences as well as new sub-races to choose from in character creation. See the individual pages for details.

* Humans
* Elves
	+ Half Elves
* Dwarves
* Halflings
* Gnomes
* Dragonborn
* Orcs
	+ Half Orcs
* Tieflings
* Goliaths
* Genasi
* Aarakocra
* Lizardfolk
* Aasimar
* Firbolgs
* Kenku
* Tabaxi
* Triton
* Kobolds
* Bugbears
* Goblins & Hobgoblins
* Yuan-ti Purebloods
Era of Conquest

**The Era of Conquest (**1 PE - 1000 PE) -  Humans, having reclaimed their old lands, look hungrily to the fertile lands of the elves and mineral rich lands of the dwarves and begin conquests against their former allies.

* 1 PE - 270: **The Alderland Wars**- Humans fight for central Alderyon, resulting in the empire of Lorneweald.
* 52 PE - 600 PE: **The War for Fenara**: Humans conquer the Fenari elves, forcing them to abandon their forest and migrate to Solistria. Haelgath & Mullbrad are established in their place.
* 344 PE - 659 PE - **The Hill Battles**: Humans attempt to take over the southern hills of Uldun. Two new dwarven kingdoms rise: Urukzun & Khushazad.
* 670 - 680- **The War of Kings**: Civil war in Lorneweald (current day Marasena) results in the creation of 8 separate kingdoms.
* 759 PE - Ilann is Established
* 760 PE - 1211 PE: **The Pine Wars**: Humans begin encroaching on northern Ilunaar and the Tharza Mountains, resulting in a war between humans, dwarves, and moon elves. Humans claim the land, dwarves keep their mountains, elves mostly relocate to Solistria.
* 920 PE - The Ongol Empire is Established
* 950 PE - The Coastal Road is opened by Sanctoril allowing travel between Baoshara and Norvaska.
Deities of Trickery

The following are gods within the Trickery Domain.

**The Common Pantheon**

* Maluth - God of Skill
* Shemar - God of Luck
* Khalil - Goddess of Thievery

**The Elder Grove**

* Mythelea - Goddess of Travel
* Noralva - Deity of Inspiration
* Sylanna - Deity of Festivals
* Fenar - God of Rebellion
* Rhala - Deity of Romance
* Alathan - God of Deceit
* Nialith - Goddess of Hunger

**The Clan on High**

* Mhrgala - Goddess of Travel
* Tulmir - God of Revelry
* Grildula - God of Greed

**The Idols**

* Iorweth - Deity of Mischief

**Guides of Isolda**

* Bede - Goddess of Humor
* Kennack - God of Illusion
* Hisila - Goddess of Violence

**The Dark Pantheon**

* Rana - Goddess of Greed
* Aleth - God of Murder
Llanath

Llanath is a country in southcentral Shathaar.

 Geography & Climate

## Economy

#### Agriculture

Llanath doesnt export a great deal and relies heavily on subsistence farming. The staple crops are pearl millet and soybean as well as native vegetables like Eggplant Yams, and Taro. Subsistence farmers often plant both Mung Bean and Pidgeon Peas. In some areas they can cultivate rice as well as subtropic fruits like apples, peaches, mulberry, plum, apricot and orange. They also produce tea, cotton and peanuts which are the only real exports they have.
Geirr

Geirr, The Fifth Guide, was the first gnome to smelt ore and learn to properly utilize copper. He revolutionized how gnomes made their weapons and he sparked a proper trade system with many other burrows in the area in the first major way. Gnomes came far and wide to buy his copper wares and to learn how to smelt ores themselves. Other than the dwarves, the gnomes were the only other race to discover this themselves and this knowledge was not given to them by a god (though in some iterations of the story, he received divine help from Cyred- his spiritual predecessor). With smelting growing far and wide, he helped create the first monetary system- smelting copper, silver, and gold into “coins” of the same weight. Geirr lived a decently long life, but did die prematurely from a then-unknown illness. Many think in retrospect that perhaps mercury or lead poisoning had been the cause, as in his later life he spent years experimenting with both.  Geirr is looked to by innovators and those who are looking to make a profit. He is a guide for success and trade. He is also a guide for artisans and craftsman and his symbol, a blacksmith hammer, is used on many guild crests, even ones unrelated to smithing.
Deities of Order

The following are gods within the Order Domain

The Common Pantheon

* Pelenei - Goddess of Domesticity

The Elder Grove

* Solisdar - God of Light

The Clan on High

* Thodhar - God of Craft
* Mavrin - Goddess of Tradition

The Idols

* Aberdan - God of the Dead

Guides of Isolda

* N/A

The Dark Pantheon

* Izumir - God of Tyranny
List of Deities

The following is a list of all deities in Arn.

To search by racial pantheon, go to the List of Pantheons.

You can also filter these by choosing pages based on a gods Domain: Life, Light, Order, Protection, Tempest, Forge, Nature, Trickery, Death, Arcana, Knowledge, War, and Grave.

Possible Homebrew Domains: Love, Coin, Art
Norvaska

Norvaska is a large empire in southeastern Shathaar. It's residents were originally from central Alderyon and it has a bad reputation for having colonized Shathaar and enslaved its former residents. Although it is a major trade hub and it is a center for art and culture, slavery remains a facet of it's economy- something which causes much controversy to visitor and the other nations in the area- many of which broke from this original empire.

 Geography & Climate

## Economy

#### Agriculture

Norvaska exports a huge amount of crops, many of which are native to this area. Some, like carrots, onions, potatoes, and raspberries came from Alderyon, but there are many fruits, vegetables, nuts, and spices that are native this this area. Staple crops are wheat, millet, hops, and barley and they also grow soybeans and pole beans. Unique vegetable crops in the area include spinach, artichoke, asparagus, celery, and chives. Others native to the continent include sorrel, fennel, and plums. Norvaska is also home to many native berries and fruit trees including gooseberry, elderberry, cherries, black currants, medlars, hazelnuts, and juniper berries. One area Norvaska concentrates on is the production of fruit wines and herbs. Many of these herbs are used for herbal teas and include chamomile, spearmint, lavender, and liquorice. Norvaska also exports rare truffles as well as absinthium, used in the creation of absinthe.
Galatea

## Origins

Card: Chalice

Galatea was, in her mortal life, an extremely famous healer that hailed from the Island of Caernwyd. She was said to be a priestess and cleric of Eldthar who became known far and wide for her ability to heal even the most desperate and diseased. She traveled from town to town on Caernwyd, essentially eradicating all notion of disease and curing the injured wherever she found them. She was said to do this with a chalice of blessed healing water. She spent her entire life in service to the humans and halflings of Caernwyd, and upon her death was granted deity status by Eldthar. She became the minor goddess of medicine, care-taking, and second chances. She is worshiped by healers, doctors, the physically and mentally ill, the dying, and the people who take care of these unfortunates.

## Worship

Temples to Galatea are found nearly everywhere now, and are where most people go when they are injured or ill. Not every temple has a cleric or priest capable of divine magical healing, and those that do usually have ridiculously long waiting lists, but most of them also have physicians that care for others in the more traditional ways.

## Appearance / Depictions

Galatea is usually depicted as a woman of fair complexion and dark hair, dressed in white, with a chalice in hand. Sometimes the chalice is pouring water. Others also present her haloed by a sun or a crown on her head, symbolizing her association with Eldthar.
Elthrain

Description

## Origins

Elthrain was an extremely old god and originally a deity that held the portfolio currently owned by Talla, goddess of combat. He was the god of Strength, Soldiers, and War. He was neutrally aligned, helping any elves intending to fight who gave proper offerings for his assistance. He was the guardian of elf civilization, symbolized by a mighty owlbear that he supposedly rode into battle. That is, until there was an unprecedented period of peace in the world. It is said that when war ended with the elves Elthrain grew restless. His purview had shifted from a glorious god of war and battle to he who simple guards half-heartedly gave thanks too. As his power wained he sought out new worshipers outside of the realm of peaceful elves. He found worshipers in bands of raging barbarians of all races. Shadow Elves also found their way to Elthrain as well as secluded sects of Wild Elves and highwaymen. The High Grove considered him a traitor and cast him from the pantheon and he shifted to a god of conquest, barbarism, and general wrath and violence. He comes to those full of suppressed anger or frustration, and those who seek conquest for the sake of conquest. He is also the patron of many gladiators, despite their alignment. Most of his followers worship by slaughtering in his name, pillaging, raping, and burning everything in their path.

## Appearance / Depictions

Though some still use the owlbear to symbolize him, this has fallen out of vogue over the years. Now he is more often symbolized by a (sometimes bloody) spear or glaive piercing through a helmet. There are hardly any depictions of what Elthrain looked like before his fall, other than he appeared as an elven male in a suit of armor and riding upon a gigantic owlbear. The owlbear motif has remained for the most part, though others show him riding on other monstrous creatures as well. He now often appears dressed in more barbaric clothing- usually bloodstained with a pike, or spear in hand. Some say he is so bloodstained his skin tone cannot be deciphered. He is dressed in leathers, feathers, and furs, though he’s often seen shirtless as well. He is dark tanned skinned in most depictions with brown hair and amber eyes. His gloves are said to be made in part by gigantic (presumably) owlbear claws.
Emris

Emris is the Idol of curiosity, knowledge, and magic. These are not areas typically associated with a lot of halfling culture, but all societies have their deviants. Halfling scholars, historians, philosophers, alchemists, and wizards all heavily respect Emris who loves to reward bright minds. He is also the idol for those that enjoy traveling and exploring as most halfling communities relish in simple lives and the bright ones leave to find answers to bigger questions. Emris is the twin brother of Iorweth, the idol of mischief, and tends to end up getting pulled into their schemes. He does not ever appear to resent his sibling for this and appears to enjoy the shenanigans as it’s an opportunity to study cause and effect. Sometimes their pranks were secretly orchestrated by Emris, who was attempting to study something. Where Iorweth appears, Emris is more likely to follow, but he is still a rare visitor due to his social awkwardness. He does tend to prefer the spring time.

Emris, as a character, is extremely awkward. They tend to stutter and pause- sometimes uncomfortably long. They do not have people skills and can jump from extreme shyness to loud overconfidence. Its usually very entertaining for most. They also get very embarrassed easily and will hide if this happens so halflings must be very careful not to laugh at him. His preferred gifts are books or magical items, as well as potions or inventions. When it comes to food he enjoys strange and exotic things but is especially fond of coffee (especially with brandy in it). He is also fond of soups and stews. Though he has a preference for learned halflings, he will take interest and reward any halfling of keen intelligence. Those that can perform magic tricks for him are guaranteed a request or blessing and he loves to get into philosophical debates- even already knowing all the answers and simply testing a halflings intellect.
Nidema

Nidemba is a country on the north-central coast of Shathaar.

 Geography & Climate

## Economy

Agriculture

Exports from Makoa are generally grains like Teff, Sorghum, Millet, and Okra as well as peas and lentils. They also grow a species of coffee as well as cannabis and a local drug called qat. Subsistence farmers also grow taro, yam, potato, onion, and eggplant. Aloe is also grown here as well as watermelon.

####
Andun Mountains

The Andun Mountains is a massive mountain range, rivaled only by the Uldunar mountains on Alderyon. It was originally the homeland of the ancient Andun Dwarves who perished long ago when they were attacked and destroyed by invading Duergar. It is located in Fenara, in southeast Alderyon and its in a constant state of changing ownership and control. Many various groups of duergar, dwarves, humans, gnomes, orcs, and others fight over treasures hidden in the long lost halls and mines of Andun. The largest peaks are Mount Haelga, Mount Andunar , and Mount Nylriss .
Bede

Bede, The Seventh Guide, is a guide probably called upon most and for the largest array of reasons. This is because no matter what profession or passion a gnome has, they all are looking for happiness, and that is Bede’s area of expertise. In life, Bede was a forest gnome who was very clumsy growing up. She was not talented in any craft, nor was she skilled in combat or scholarship. She was well known for being impatient and impulsive. One thing she was good at, however, was raising the spirits of others. Bede was famously funny. Though many thought she was not pulling her weight in the burrow, and wasting her time, they let her stay for her sheer company. She was charisma incarnate. Still, feeling like a mooch or a burden on her burrow, she eventually turned to traveling. She traveled from burrow to burrow, enthralling the gnomes there with fantastic stories, hilarious jokes, and even the occasional song. She picked up a band of friends who followed her everywhere.  She spread happiness and hope and she became incredibly famous and welcome wherever she went. There was a certain magic to her entertainment that inspired others and healed heavy hearts. Her cause of death is unknown but it is presumed to have happened prematurely as she simply disappeared while traveling between burrows. As you can imagine, she is the guide for most entertainers and bards, but not only them. She is called upon by gnomes who themselves need a little happiness and inspiration themselves.
Alvesund

Alvesund is a country on the southwestern coast of Shathaar.

 Geography & Climate

## Economy

#### Agriculture

Alvesund's rocky terrain make farming difficult and much produce is imported. The staple crops grown by subsistence farmers are pearl millet and soybean as well as native vegetables like Eggplant Yams, and Taro. In some areas they can cultivate rice as well as subtropic fruits like apples, peaches, mulberry, plum, apricot and oranges. They produce small amounts of cotton as well.
Lazara

## Origins

Card: Mace

Lazara was originally a mortal aasimar related to an unknown celestial being. She was raised in Norvaska and lived through the Norvaskan War of Independence. The empire of Norvaska had become extremely corrupt and built on slavery and oppression. Lazara fought on the side of the rebels and helped take out several of Norvaska’s most tyrannical politicians. She helped to free slaves and punished slave-owners. By the time the war ended and the new countries of Ulvinsk and Bogsanov were established south of the Empire, she was considered a great war hero and a very famous cleric. Upon her death she was granted deity status by Ilianna, the patron of anarchy and the persecuted. Now she is worshiped as a goddess of justice and in some cases revenge. She is known for dealing punishment and pain to those that deserve it.

## Worship

There are not many temples dedicated to her, though some large cities have a small temple to her near their place of government (as a reminder to stray from corruption or face the consequences). She is usually worshiped by individuals with a vendetta or heroes on a mission to thwart corrupt governments, cults, and organizations. She is a patron for rebels fighting against oppressive governments as well as victims of slavery. She has an association with horses and cavalry as she fought many battles in this fashion.

## Appearance / Depictions

Lazara is usually depicted with large celestial white wings and eyes glowing white. She usually has a mace in hand and sometimes a shield in the other. When depicted without wings she is usually on horseback. She is often also accompanied by a moon symbol to associate her with Ilianna, her goddess of worship.
Koa Da

## Origins

Card: Ship

Koa Da is a god that originated within human culture in Baoshara located in northwestern Shathaar. Originally he was simply a god of fishing as well as storms called Da. When sahuagin began raiding the coasts, and later when conflicts with Ongol began, he also became a deity of naval warfare and piracy. The Ongolan’s worshiped him heavily, calling him Koa Da, and brought this religion back the way they had come to Alderyon. Nowadays he is the main deity of sailing. He has associations with both Trade and Piracy. Temples to Koa Da can be found in most major coastal cities and small coastal villages that rely on fishing and which are often under threat of coastal raiders. He is especially important in major Trade Ports that rely on transporting good over large bodies of water or down large rivers. Koa Da is also associated with dolphins whom are known to follow and sometimes aid humans from time to time and even protect them against sharks. Having a pod of dolphins following your ship is considered a great blessing or a sign of his protection. Koa Da has an association with lighting as well and is said to have the power to call it down and sink entire ships with it. He is also said to be human’s only protection against the great monsters that lurk deep in the ocean.

## Worship

Most ships keep a small alter to Koa Da somewhere on-board- even if its a small carving into the wall. He is known for protecting men or women lost at sea, marooned, or made to walk the plank.

## Appearance / Depictions

Koa Da is often depicted as a human with either baosharan or ongolan heritage and dressed as a ship captain. Some depict him more as a pirate and still some others depict him as a simple fisherman. The Ship is his main symbol as well as the Dolphin. He often has a spyglass in hand.
Eshathar

Description

## Origins

Eshathâr is a deity that is sometimes feared by those who do not understand his purpose. He is the deity who presides over death, but he is not malicious or sinister in nature. Everything must die eventually and there must be a deity to preside over this eventuality. When an elf dies, they are escorted by the deity Shorana to Eshathâr’s court and they are brought before him for judgment. He decides their fate based on their actions during their mortal lives and sends them to a realm fitting for their character. Elves who attempt to forestall death through necromancy or attempt to attain immortality are great blasphemers in his eyes because they are acting against the natural laws of the cosmos. Eshathâr is not only the deity who presides over death but also fate. It is his job to make sure that the destiny of the world is carried out to plan, and at times he must extend his hand to keep things on track. He is known for sending prophetic dreams to those who need them and giving helpful visions to worthy diviners. He is often seen as a deity who is in control of fate- who decides himself how things are to turn out- but this is not true according to his cults. The writer of destiny itself is a power above even him- he just executes that divine will in the material plane when it is necessary. It may seem melancholy of the Star Elves of Astrithyr to see this death god as their patron deity, but if you read into history you will understand why they revere him so much. He is believed to leave messages in the stars that will give fair warning of what fate may bring to his devout followers. Eshathâr has little interest in physical offerings to gain his favor. Whenever an elf looks to the stars to find meaning or answers, they are communing with him in a far more profound way.

## Appearance / Depictions

Eshathâr comes in many dreams as a tall handsome elf with long white hair and all white eyes. He often wears a cloak of inky black feathers. The interior of this cloak is said to look like a deep void full of endless stars. He is also believed to watch over the entire world through the eyes of every raven. When ravens congregate around a person, or they have recurring dreams about ravens, it is often seen as a portent of death (or to the optimistic- a great destiny).
Ardenmore

## Economy

### Exports

Lumber, Wild Game (Duck, Rabbit, Deer), Cranberries, Furs, Fish, Maple Syrup, Tree Nuts

## Government

### Alliances

Boskfallow

Ardenmore is a large human country along the border of the massive swamplands called the Dragonmire. This is the location of many ancient battles and remnants of old castles and structures is scattered through the landscape. The people of this kingdom constantly face issues from draconic threats.

## Economy

#### Agriculture

Ardenmore is heavily forested and cannot compete agriculturally with Marasena. It does export berries (blackberry, blueberry, raspberry, chokecherry),and tree nuts (walnuts, acorns, pine nuts, and chestnuts). It is also a large producer of maple syrup. It is famous for it's gigantic cranberry bogs.

Subsistence farmers typically grow vegetables like turnips, radishes, parsnips, cabbage, carrots, cucumber, beets, potatoes, tomatoes and corn.

#### Major Industries

Hunting and Trapping is the largest and oldest occupation in Ardenmore. It goes neck and neck with Dunfell in regards to the fur trade. Large forests dominate the bulk of Ardenmore, and it's residents have to be very cautious about over-hunting. Fishing in Ardenmore's many rivers is another common occupation. If one is not hunting the creatures in the wood, they are likely cutting down the wood. Lumber mills are always looking for workers and this is one of their largest exports. The other thing Ardenmore is a major exporter of is cranberries. Because Ardenmore is a rather wet area, it's the perfect place for cranberry bogs.

#### Trade

Ardenmore's major exports tend to be wood, fish and furs, but these are not particularly hard to come by materials (especially competing with Dunfell). Ardenmore's secret "cash crop" is to be found in the wetlands to the east known as The Dragonmire. The "bounty of the swamp"- mosses, mushrooms, algae, and lichens which are extremely rare and very useful in medicine and alchemy. The swamps are extensive and dangerous to traverse, but there are many who make a living as "collectors" in these areas who sell these rare prizes for a pretty penny. Another item that is rare to be found here; dragon parts (if one is willing to go into the swamp and fight a dragon of course)
Khushaz

Khushaz is a kingdom within The Uldunar Mountains in west-central Alderyon.

Location of Khushaz

## Economy

#### Agriculture

Kushaz does not take part in agriculture other than some traditional underground fungi and lichen farms. The great majority of their food has become imported over the years- both from the halflings of Llangollyn and dwarves at the southern end of the Uldunar Mountains.

#### Major Industries

Kushaz, like Uldun, concentrates almost wholly on their mining and blacksmithing. As one of the only places where Mithril has been found, their economy is based around the mining, smelting and crafting of mithril items.

#### Trade

Kushaz trades primarilly mithril items and ore for food, wood, textiles, and other things not found within the mountains. Their biggest import is bread and grain. They also export some beer, though they cant compete with Uldun.
Edward Adams

**Edward Adams** is a wasteland raider and friend of Angelo Rodríguez.

## Appearance

Edward wears a signature black Nevada hat with a long, white-trimmed brim. He usually wears a blue shirt and jeans, a brown vest jacket, long black gloves and a black bandana. He also wears brown boots with spurs.

## Personality

Compared to most raiders, Edward generally works alone, and is considerably lax. Despite being a raider, he acts more like a ranger, often patrolling Hawthorne for other raiders, while also acting as a guardian angel for Tiana Rodríguez, as part of a life debt owed tk her older brother, Angelo. Curiously, Edward usually targets other raiders.

## Attributes

### Strengths

Despite his lazy lifestyle, Edward is has decent acrobatic skill, and has a good shot with a firearm. He is also adept at horseback riding.
Llangollyn

Llangollyn is a small country east of Uldun and north of Marasena.

## Economy

#### Agriculture

Llangollyn is primarily only interested in subsistence farming and there are few major exports. They grow much of the same produce that Marasena does. There are many large berry farms (blackberry, blueberry, raspberry), and orchards (apples, pears, walnuts, acorns, pine nuts, chestnuts, and sugar maples). Families typically grow vegetables like turnips, radishes, parsnips, cabbage, carrots, cucumber, beets, potatoes, tomatoes and corn.
Shemar

## Origins

Card: Clover

Shemar is one of two civil gods with gnomish origins- the other being Ghoeth. Shemar was originally a god of happenstance and accidents. These accidents could be happy ones or sad ones. In life, Shemar was said to have been cursed as a child so that nothing that he attempted could come to fruition as planned. He was labeled a walking gnomish disaster- although sometimes the results of his accidents had pleasant results. Despite this, Shemar never despaired or sought revenge on the one who had cursed them. As a result, when he finally died (of course in an accident- he tripped and hit his head) the gnomish goddess Isolda made him one of her Divine Guides to help the unfortunate. Initially worshiped by gnomes, humans took a particular interest in him as early on life for humans in Arn was near-constant strife. His portfolio slowly changed from a god of accidents to a god of luck. He is worshiped now by anyone in a position to take heavy risks, be it physical or financial. Gamblers are his most devout. He is also worshiped by businessmen and thieves as well as explorers, hunters, mercenaries, and adventurers. Large cities often have a temple to Shemar, though it is usually on the small side. Most people worship on a personal level as opposed to doing so at alters or seeing priests.

## Worship

Large cities often have a temple to Shemar, though it is usually on the small side. Most people worship on a personal level as opposed to doing so at alters or seeing priests.

## Appearance / Depictions

Shemar is usually depicted as gnomish, though human variations can be found. He is usually seen wearing a crown of clover on his brow, the gnomish symbol for luck. Crickets are also said to be associated with him and are considered good luck. Killing a cricket is considered extremely bad luck.
Landbridge Isle

Landbridge Isle is a large island in the Yawning Channel . Two of the longest bridges ever built in Arn lead to this island- one from Daragwa  on the continent of Alderyon  and one fromHathas Rhogan on the continent of Shathaar. Each of these bridges were built using magic and are roughly 20 - 25 miles in length. This island serves as it's center and houses a small pit stop for people journeying from one continent to the other.
Fyrgenden

Fyrgenden is a small country in northern Alderyon .

## Economy

#### Agriculture

Fyrgenden is mostly forested so there is not much agriculture to be had. There are berries and tree nuts that some may choose to trade, but for the most part it's just not done. This area is, however, famous for its mushrooms, and ramps.

#### Major Industries

In Fyrgenden, hunting and fishing reigns supreme. Like Dunfell, the citizens of this area are protective of the trees and forestry is a fairly minor industry. In the northwest there are some mining operations, but most of the good mines of this region already belong to the dwarves of Khuzzud. This country is almost more of a territory and the economy is not of major importance to most.

#### Trade

Fyrgenden doesn't participate in much trade, though it does on a small scale with the dwarves of Anura, Dunfell, the peoples of the far north, and traders from the Alabaster Isles. It trades mostly furs, game and fish. It mostly trades for grains, textiles, and alcohol.
Thodhar

Thodhar is probably the most widely worshiped of the dwarven gods. He is the patron of the traditional dwarven lifeblood- mining and blacksmithing. He is also considered to be the ideal dwarven example- a perfect husband, father, clan-leader, and crafter. He is considered the eldest son of Gwandyla and King of the Clan on High. He gives his blessings to the hardworking and ambitious and those that adhere to dwarven values. He is a god that represents fidelity both to spouses and the clan. Though not the dwarven god of commerce, he is the god that overlooks craftsmanship of all kinds and is said to instill superior skill in his most devout worshipers. All dwarves pray to him for success, and inspiration, and skill. Craftsmen of all kinds venerate and craft gifts for this deity, in hopes of gaining his blessing and finding success in their area of business- whether is blacksmithing, jewelry making, tailoring, or what have you. In fact, there is a wintertime holiday among many dwarves where people present their handmade gift to his alter in hopes of success in the coming year (Halurmun). Thodhar is especially worshiped in the kingdom of Uldun, for he was said to have crowned it’s first king Hrolagg Uldungar. It is said that Thodhar was the god that showed dwarves how to mine in the first place and it was Thodhar who built the great forge at the heart of Uldun Dwarvhela(though some claim he simply instructed the first king on how to do so). Thodhar is the only dwarven god that could be said to patron creativity, so many dwarven musicians and artists also tend to pray to him. Ankher finds him especially important and the only god as important to them as Mhrgala for this reason. It is said by some that he has an age old friendship with the god of the gold dragons which is why they aid the kingdom of Uldun.

Thodhar often appears to his worshipers dressed as a simple blacksmith. His hair is braided back as is his beard, both of which are black. He is said to also wear a simple golden circlet, symbolic for his position as Clan Leader of the gods. His skin is dark and his eyes glow like molten gold. His touch is said to be able to melt things on contact and he is said to be able to smash coal into diamond within his fists.
Hisila

Hisila, (called by some The Tenth Guide, in hushed whispers), is a gnomish guide for all evil gnomes. It is hotly debated how she gained divine guide status- some say she did it out of pure will after building a devout following during her life, and others claim that Isolda was so neutrally aligned that she felt even evil gnomes needed guides. In life, Hisila was known as Hisila the Horrible. There are many conflicting stories about what caused Hisila to turn to evil- some say she was born rotten, others say she was done wrong and originally acted out in revenge. Some say she was corrupted by some outside influence. Either way, Hisila was the first gnomish mass-murderer. Early in life she is known to have killed every member of her own original burrow. She then moved from burrow to burrow, manipulating them into letting her join, and then killing some or all and leaving with their most precious items. She amassed great wealth and a fearsome reputation. Other gnomes of darker dispositions were drawn to her and she essentially formed an organized crime organization or gang- possibly cult. She employed assassins and thieves and mercenaries. She lived to an extremely old age and died filthy rich but without naming an heir to her blood money fortune. Whether she had amassed enough influence to reach deity status of her own, or whether Isolda chose to give her divine powers to even things out is unknown. All that is known is that cruel gnomes look to her for assistance in their dark deeds.