recursal/Fanatic-Fandom huggingface dataset:
SCP-1025

**Item #:** SCP-1025

**Object Class:** ~~Keter~~ Safe

**Special Containment Procedures:** ~~Due to its potential as a bioweapon capable of destroying all life on Earth, SCP-1025 is to be kept in an isolated underground vault secured by no fewer than 10 armed guards, to be rotated twice weekly and checked for compromise by infectious agents. The vault should be armed with a thermite mine to be detonated at the first sign of containment breach.~~

**Revision:** SCP-1025 is to be kept in a passcode-secured locker. Further research requires O5 approval.

**Description:** SCP-1025 is a hardcover book, approximately 1,500 pages long. The front cover and spine feature the title "The Encyclopedia of Common Diseases." The publisher's page indicates the book was printed in 19██ by █████ Press. No other copies of a book with that title and publisher have been found, and no record of the publisher exists.

Readers of the book seem to exhibit symptoms of any disease they read about. The effect can take between █ and ██ hours to manifest. **(See Test Log)**
Three Rivers

## Location

In the northeastern corner of Seldarindor, the three rivers are literally that: three rivers. They start at their common source, Lake Quell, then head east in three separate routes. They all end up pouring out into the Sea of Storms.

## Characteristics

Fairly calm waters, these fresh water rivers are the easiest method of travel in the region, and a source of water for the large patches of farming in the region.

## Notable Locations

* Lake Quell - the source of all three rivers
* **Talal** a port city that is near two different forks of the **Gea River**, it is a popular port and way point for sailors going both directions
Xiang Dao

## Purpose

The Xiang Dao or a guild of wizards, sorcerers, and other spellcasters that represent people from the southeast region of Seldarindor (the Wuxian nations). They are a way for spellcasters to share knowledge, money, and resources to further the education and livelihood of the Wuxian spellcasters.

## Role in Society

In the region, they are a welcome sight and are often involved in many public and governmental programs related to the arcane and the spread of knowledge and opportunities related to it. Abroad, such as in the city of Almonte, they serve a slightly different function of being a voice for the minorities that are often underrepresented by the local governments.

## Goals

They wish to have influence in every major city, even a little, especially in cities and nations that are strongly tied to the arcane arts. Getting a foothold in the city of Almonte is a huge step in the direction of other nations taking their organization seriously and perhaps accomplishing said goals.
Agent Nick

#### Age: 27

Nick Scott is the Red Guard that appeared in SCP: Assistance and SCP: Assistance 2.

## Who is he?

In the first game, you can find his room bordering to 966's chamber. But there is a wall blocked off. You may think that it is just a regular wall but it is not. This wall is half uncollided so that means you can try glitching into the wall. If you managed to do that, you can successfully go into the room. Inside there, you will preserve a dead red guard body, SCP-066, A Nice Omni-Keycard and a note to Yeet Master's Secret Room. But Nick didn't die because it is un-canon since he is in Assistance 2. In the ending of SCP: Assistance, you will see him at Gate A or Gate B. He escaped after the breach event of Assistance 1. 3 Years Later, all escaped Class-Ds including; Melvin, Neo, Aaron, Zack and etc were captured/kidnapped by the Foundation. We play as D-6931 once again. In the intro, Agent Nick was asking Melvin to follow him. Nick starts escorting him to 173 chamber for testing. When he reached at the entrance of the containment, he gave Melvin a picture of Gordon Freeman from Half-Life. Anyways, 2 Class-Ds named Aaron and Aniq were ready to be experimented on and Melvin came in to join. Yeet Master was talking on the intercom for them to listen and obey the rules that he had provided. He requests them to enter the containment chamber. Yeet Master closes the containment door then 079 hacks it and he was confused. Yeet Master acts like as if nothing happens so he continues the test. He asks the Class-D to approach SCP-173.Aniq slowly walks to the statue. Instantly, there was a containment breach. Aniq and Aaron died by SCP-173 and all the other anomalies had escaped. The statue teleported to the balcony and the guard starts shooting it rapidly. The lights flickered and the guard got neck snapped. D-6931 sprints to the office and saw Agent Nick and Yeet Master backing away from SCP-173.

## Capabilities

1. Shooting any Class-Ds on site
2. Helping Scientists from SCPs
3. Escaping
Almonte Native

File:Native.jpg
Many people travel to Almonte for glory, for education, for treasure. Many people move there for trade, for family, or for work. But very few people are born and raised in Almonte. This is a particular breed of person as they have grown up with all this magic and magical items around them. Having all of this being common place and normal means they have a particular set of skills that most wouldn’t and they view the world different than you and I.

* **Skill Proficiencies:** Arcana, History
* **Tool Proficiency:** Vehicles (flying carpet)
* **Languages:** One, choose either Elvish or Draconic
* **Equipment:** Book (arcana), Robes (they’re in fashion in Almonte), Case (scroll), Paper (10 pages), Map Ring (enchanted with map of city, which you can project like a hologram and it displays your current location), pouch with 15 gp.

## Original District

An Almonte native is varied based on what district they were born and raised in. You should click the links below to see details about the various districts of the city of Almonte. However, roll on the table or choose which area of the city your character grew up in. The districts on this table are grouped by theme, so that people from all the districts named will have similar lives or views of the world.

## Feature: Arcane Awareness

You have grown up around magic and magical items. You recognize magical effects, spells, and items for what they are even if you never owned one yourself. You gain another half your proficiency bonus (rounded down) to any Arcana check to identify a spell being cast, a magic item being used, or someone or something is creating magical effect (through a supernatural ability or the like). This only takes effect when the magical effect is visible or at the caster is in sight of the character. You also get the same bonus to Arcana checks (extra half proficiency bonus, rounded down) to determine how to activate a magical item.

## Suggested Characteristics

Living in the city of Almonte, you have a singular vision of the world. You only see the world through the goggles of Almonte being the standard for how life is lived, and the rest of the world is nothing like Almonte.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Agents of the Quill

**Influence** | Mormar, various other dark locations, can be found anywhere

## Purpose

The Agents of the Quill are an elite group of assassins. They are famous for always getting their target. There are many rumors about who is in charge and how the group started, but since the nature of the group requires anonymity and secrecy, nothing is for sure.

## Role in Society

The Agents are there when someone needs eliminating, and you want to make sure it gets done.

Supposedly, their name has two meanings. It is a reference to the well known adage that the "...quill is mightier than the sword." It is also a reference to the fact and every time the Agents are employed, there is a contract, which is signed by the client and the Agent assigned to the job. The contract immediately disintegrates and a magical geas or quest is tied to the Agent. The magical geas forces the Agent to finish out the contract or face horrible magical consequences, which ensures the Agent gets the job done. Supposedly...

## Goals

Their goals are secretive, but it is known that they only acquire agents that can get jobs done. They are elite and only associate with the elite, so finding hidden skilled assassins in the world is always a goal of the Agents.
Ebben

**People** | Human 55%, Elf 40%, Halfling 5%

## Summary

Partially an Elven nation, part religious theocracy tied to church of Casdonna, the nation is mostly farmland with numerous large communities. With the Veryd Forest to the north with Verydian Elves and mostly Human farmlands to the south, the nation is a producer of most of the regions crops.

## Inhabitants

Split between a population of Humans and the Verydian Elves, the nation is quite peaceful. Though the Elves do keep to the Veryd Forest, they do get along and trade between each other. Most of the Humans are farmers and they get along with the inhabitants of the Veryd Forest.

## Government

The nation is a religious Theocracy devoted to the praise of Casdonna, as the nation is mostly farmers. Their devotion to their trade of farming and the church make for a peaceful nation that very rarely gets involved with political conflicts. The church runs the nation like a communal socialist nation, the government often helping the unfortunate and aiding the farmers in their trade.

## Notable People

* **Ydra Redmane** - high priestess of the church of Casdonna, also a head of the government
* **Elmara Silvanodil** - Verydian Elf wizardess, ambassador of sorts from Veryd Forest

## Notable Locations

* **Ilmdor** - capital of Ebben, filled mostly with Elves, Halflings, and Humans, mostly a large farmer's community and market
University District

## Atmosphere

Smell of books, ink and quills, and spell components, various young adults wandering the streets quickly with bags, crowded noisy walkways and buildings are heard everywhere

## Typically Found There

Students and teachers from the university, various school related industries (textbooks, spell components in bulk), art and creative groups, businesses open late night

## Locations of Note

1. **Pentad School of Wizardry** - the largest university in the world, an elite school for arcane magic-users, and the settlement that the city of Almonte grew up around. School grounds are filled with Zones of Truth for test taking and Antimagic Fields so students can't use unauthorized spells in between classes
2. **Unvale's Wizard Shop** - local shop on campus that sells most of the books and school supplies needed for life at Almonte University

## People of Note

1. **Ingrid Jackalmyre** - headmistress of Almonte University, known to be very strict and she came from humble beginnings
2. **Fredrick and Jeremiah Unvale** - brother's who inherited their families shop and are co-running it, as their father couldn't pick which son he wished to inherit the shop
3. **Orgimar Undlok** - Half-Orc professor who teachers Evocation at Almonte University, known to be as reckless and immoral as most of the first years, has caused damage to the school grounds numerous times
Leo

Leo is a member of the friend group. He is famous for his omelets, which are a delicacy in the friend group and are highly valued.

## Characteristics

Loved by all, muscular, manly, and strong, devilishly handsome. Very skilled.

## Rivalry with Nate

Leo has a long standing rivalry with Nate. The two often butt heads over the most mundane things, such as points in a video game, whether or not people care, and who would win in a fight. Examples that can be seen on the wiki include the ongoing edit war between Nate and Leo on the "Leo's famous omelets" page.
Tulgea

**People** | Human 85%, Halfling 5%, Githyanki 5%, Other 5%

## Summary

A coastal republic, the people of this nation rely on the Three Rivers and the sea for their trade and livelihood. A large population of pirates have even taken root in the city of **Talal**, run mostly by a sizable Githyanki population in the city. The nation is a hub for trade and travel for the eastern part of the world.

## Inhabitants

Many of the Humans and Halflings in the nation are sailors or in industries that support sailing. The trade and business side of the nation is controlled by a few elite members of society. Githyanki are officially law abiding sailors, but in reality they are mostly pirates and the sailors under them are as well. A large population of pirates takes harbor in the city of **Talal**.

## Government

The republic is made up of representatives voted on by the different regions of the country, and a executive position of power called the Director that is the figurehead of the government, but has very little tower. The Director is appointed by the representatives and voted on by the people. It is known or assumed that many of the representatives and even the current Director are in the pockets of various pirates so they look the other way and allow them to do their business.

## Notable People

* **Artag Blackwater** - Githyanki pirate, leader of a small coalition of pirates that operate out of the city of **Talal** called the Immortal Corsairs
* **Director Hogarth Mason** - current Director of the government, fairly popular, but has a dark reputation of rubbing shoulders with the pirates from **Talal**

## Notable Locations

* Talal - capital of **Tulgea**, famous for its docks and shipyards where many famous ships were built
* Three Rivers - the Tul and Gea rivers run through the nations
Gold Halflings

## Personality

Carefree and whimsical, Gold Halflings love to wander, meet new people, and try new things. They are found in various parts of the world, spending time with various races and cultures. Because of their wandering, carefree nature, some people have a stereotype of them all being thieves, but this is only mostly false.

## Game Statistics

*Like the Lightfoot Halflings in the Player's Handbook*

* **Ability Score Increase**: You Charisma score increases by 1.
* **Naturally Stealthy**: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Issag

**People** | Dwarves 95%, Other 5%

## Summary

With a long history of war (civil or otherwise), volcanic eruptions, various migrations, collapses, and rebuilding, Issag has gone through several forms of government and multiple cities before coming to today. Their military is one of the few things that remains stable throughout the ages, so their government has become a council of generals who run their respective cities, their own regiments, and their own territory.

## Inhabitants

Almost entirely Dwarves, the citizens of the nation are mostly soldiers or former soldiers. The others are usually in trades that support the military, much of their economy reliant on the military industrial complex.

## Government

A stratocracy involving a council of generals who have their own command and their own region and their own regmients. They vote on matters of state and rule their own regions by themselves.

## Notable People

* **General Hygra Redhammer** - General and member of the council, she leads the **Red Steel** regiment and their territory, she is known as a intelligent and calculated tactician
* **General Dorval Felnas** - General and member of the council, he leads the **Iron Storm** regiment and their territory. He is known as a brash and tough leader, known to fight his own battles
* **Ygril Helmoor** - famous blacksmith in **Egras**, people come from all around to purchase at his shop

## Notable Locations

* **Egras** - capital of Issag, founded long ago by refugees from the Jindure Mountains
Era of Blight

## Summary

Left to rot in the wasteland the Illithid left behind, the people of this world suffered. Famine, disease, and death followed the Illithid leaving this world. Many of the Gith left the world and its inhabitants to pick up the mess, and they endured the chaos for almost a thousand years.

## Timeline

### 23,000 P.C. - 22,200 P.C.

Many people tried to pick up the pieces left behind after the Gith rebelled against the Illithid. Some of the previous leaders of this world (Dragons and Giants) even made a play to retake the world, but neither of them were strong enough and failed numerous times.

A few magical secrets and items were left behind by the Illithid, and various natives of this world tried to use them to escape and leave this dying world behind. Unfortunately, it didn't get them off this world, but ended up bringing someone here.

### 22,200 P.C. - 22,000 P.C.

The Efreet, coming from the elemental planes, came under the guise of granting the people wishes. However, once they were in the world, they summoned others, and others, and others, and eventually the Efreet decided to take this world for themselves...

## Signs of the Era

Many of the secrets, spells, or magical items that are used for travel between worlds were discovered around this time. Much of the knowledge used to form a comprehensive map of the planes was discovered during this time as well, obviously at great cost.
Uord

**People** | Human 90%, Halfling 5%, Other 5%

## Summary

A farming nation, Uord is made up of mostly farmland and nothing else. Though the nation is far from anything and has nothing significant of interest within its borders, it is known for its extended conflict with the nation of Osyla. Once one nation, they divided into two separate nations over a conflict of land rights and disagreement over government. Their bitterness and rivalry continue to this day.

## Inhabitants

Mostly Humans with a few Halflings and others sprinkled in, the nation is filled with farmers. However, many of the nations farmers don't own their lands, but just work it for the owners. And those who don't own land don't participate in the government. This causes some internal conflict within the population, but many are used to it.

## Government

A Democracy known as a Timocracy, the government is made up of representatives that can only be voted on by land owners. This results in a government that favors them and continues to maintain the suppression of voting rights for any other citizens.

## Notable People

* **Gunther Broadmoor** - serf famous for writing and publishing political leaflets and declarations, trying to reform the government and get voting rights for all
* **Fredrick Yeoman** - prominent politician, considered corrupt by the people, but the land owners love him
* **Miranda Yarnsworth** - Halfling land owner, she is famous for publicly stating shes for allowing all citizens to vote
Olos Isles

## Location

Out in the middle of The Channel, the Olos Isles often think of themselves as independent, but Antaril to the north has claimed them as part of their nation. Though they maintain an independent culture and are mostly equidistant from several cities other than the ones in Antaril, they maintain close ties to that nation.

## Characteristics

A small grouping of islands, they have two separate major islands that make up the majority of the lad mass of the isles. The trade with various nearby cities like **Ravenne** (in Antaril), **Wannore** (in Leithar), and **Markhazad** (in Nurak), and use The Channel to move about the region.

## Notable Locations

* The Channel - water surrounding the isles, as well as their major mode of transportation and trade
* **Ravenne** capital of Antaril, trade with them as well as deal with them politically
* **Wannore** - port city in Leithar, common trade partner
* **Markhazad** - port city in Nurak, common trade partner
Garmoth Mountains

## Location

The peaks are in the northwest part of the Thargorum continent. Beginning in the western edge of Anduin, heading south through Valneska, running along the western edge of Daeryn, and ending in Drukat.

## Characteristics

Though they aren't the tallest or most treacherous of mountains ranges, they do have tunnels and underground cities that run deep within the mountain. Dwarves fill many of these cities and tunnels, especially within Drukat. Though not too difficult to traverse, it does effectively cut off Valneska and the city of **Galea** from the rest of the continent, leaving the sea as the city's only way out.

## Notable Locations

* Mystic Directorate - was founded and maintains their HQ within the mountains.
* **Karaz** - a trade outpost for those who dwell in the mountains.
* Almonte Valley - the mountains start in the Valley.
Era of the Illithid

## Summary

After a well though out plan of attack, the Illithid took over our world from the Astral Plane. This rule would have gone on indefinitely if the Gith races hadn't started a revolution against their slave masters and toppled their empire that crossed universes.

## Timeline

### 30,000 P.C. - 27,000 P.C.

The Illithid moved quickly across the world, killing anyone who could prove to be a threat, which nearly wiped out the Giant race. Many of them hid and retreated, surviving in their caves up in the mountains. The Illithid proved brilliant strategists and took over quickly.

What followed was terrible. Tribes and settlements were manipulated, tortured, and even worse, sometimes eaten by their psionic overlords. They couldn't do anything about it, as people of this world had no means to fight against their mind control or their overwhelming military might from the Gith.

### 27,000 P.C. - 24,000 P.C.

Eventually the world fell into complacency. The Illithid, spreading their influence over more worlds and more planes, eventually began to spend less and less time on this world. The horror of living under the thumb of these creatures eventually began to lessen. The Gith even began to bond with the races they were in charge of keeping in line.

The Gith couldn't be too nice or get too friendly, though, as their masters would kill them as well. So, they became stealthy and clever about their actions, knowing that any casual reading of their mind could give away their subtle rebellion to the Illithid. But they waited and bided their time.

### 24,000 P.C. - 23,000 P.C.

Eventually, aligned with the natives of this world and on numerous worlds across the multiverse, a man named Gith (the namesake of the race) led a rebellion against the mind flayers. The war lasted centuries and costs many lives, but eventually the Illithid had to leave this world and retreat to their own world and regroup...

## Signs of the Era

Mind Flayers, or Illithids, still exist in this world, but they have driven deep underground. Various creatures like the Intellect Devourers, Grimlocks, Duergar, and Kuo-Toa remain behind as a reminder of the occupation of their kind. Also, after the rebellion, various factions of the Gith, eventually known as the Githyanki and Githzerai, either got left behind or stayed behind on this world.

Various magical artifacts and items have been left behind as well. Coming from otherworldly places, these magic items had been brought here by the Illithid and their slaves long ago and were left behind when they fled. Some have survived to this day, and their purpose or abilities as a varied as the multiverse itself.
Green Elves

## Personality

A mostly warrior people, the Green Elves usually keep to the forest and fight anyone they don't know or don't trust. They have a military kind of thinking, and they are paranoid meeting anyone that isn't a Green Elf. When they trust you, or agree to fight alongside you, they are kind and generous with their help and their resources.

People outside the Culdor Forest view the Green Elves as barbaric warriors, though their society is quite advanced. They are not friendly with almost any other group of people, although they are quicker to trust other Elves. They can respect those that can fight and have a healthy respect for nature.

## Location

They are in several places around the world, but primarily they maintain residence in the Culdor Forest.

## Game Statistics

*Like the Wood Elf in the Player's Handbook*

* **Ability Score Increase**: Your Wisdom score increases by 1.
* **Elf Weapon Training**: You have proficiency with longsword, short sword, shortbow, and longbow.
* **Fleet of Foot**: Your base walking speed increases to 35 feet.
* **Mask of the Wild**: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Guildhall District

## Atmosphere

Filled with various marketplaces with various sights, sounds, and smells drifting from the stalls and stores. Various shopkeepers screaming their current deals and wares on display. Wealthy merchants and policymakers rub shoulders at various locations.

## Typically Found There

Most of the guildhalls for the various craft and professional guilds are located here, as well as shops representing all the different crafts (blacksmithing, bookmaking, carpentry, etc.)
and professions (baker, fisherman, innkeeper, etc.)

## Locations of Note

* **Spice Guildhall** - a massive powerful merchant guild, their headquarters is one of the largest and elaborate buildings in the district
* **Yousef's Youth Palace** - a spa, brothel, and granter of your fantasy, this is a popular spot for the wealthy and influential out-of-towners

## People of Note

* **Yousef Carmichael** - owner/operator of Yousef's Youth Palace, very influential in the city
* **Rovan Hagrid** - Dwarven businessman/politician who is known for brokering deals and profiting from all of them
Righteous Vanguard

**Influence** | They hold sway in very few places, except where faith in Gallant is strong

## Purpose

The Righteous Vanguard are the wall the divides the surface world and the Dark Catacombs. They are experts on the creatures that dwell there, they are hunters, and they are constantly vigilant against any advancement from down below.

## Role in Society

They are often loners, living near known locations of openings into the Dark Catacombs in forts or encampments. They are militaristic, but often don't answer to most authorities so they are a bit chaotic. Many members come from people doing community service or serving a sentence on a crime. Very few actually volunteer for a position in this group.

## Goals

They want to secure and build a defensible encampment near every entrance into the Dark Catacombs and have enough men to man each location. They are hard pressed to find enough soldiers and are spread thin.
Ainur

**People** | 92% Human, 5% Elf, 2% Dwarf, 1% Other

## Summary

A religious theocracy devoted to Isbrea, they are the light companion to the shadow neighbors to the east (Bragol). Their ties to their deity make them the center for various wedding and baby related industries. They are home to the Fey Kindred as well as numerous churches to Isbrea.

## Inhabitants

Mostly Humans make up the population, a large percentage of the population is tied to the church, either by being a cleric or paladin of the order or being in an industry that mostly caters to the church. There is also a large concentration of Fey creatures, presumably because there are portals or spots of thin division between this world and the Feywild. It is thought that this connection to the Fey is a direct response to the strong connection to the Shadowfell in Bragol.

## Government

A religious theocracy run by the High Priestess of Isbrea in the nation.

## Notable People

* **Leilianna Stalvos** - current highest ranking member of the church of Isbrea and the monarch of the nation
* **Koras Temple** - middle-aged ranger who leads a group of warriors that guard the border between their nation and Bragol
* **Hemrick Heartwind** - leader of the Fey Kindred, often espousing the views and well being of the local Fey
* **Xela Stoneburrow** - High Priestess of the Church of Isbrea, technically the highest ranking cleric of that church in the world

## Notable Locations

* Gelmar - capital of the nation
* Red Storm River - river that originates in the Batu Mountains, it runs through their nation to the ocean
* **Pagoda of Isbrea** - main and highest temple to Isbrea, is a bathhouse, religious sanctuary, and monastery for priestesses of the church, in the city of **Gelmar**
* **Wild Fields** - area just outside of the city of **Gelmar**, known for having a strong connection to the Feywild and being filled with various Fey
The World

* The Geography
* The Planes
* The Culture
* The Maps

The Western Hemisphere
Adunaris.pngAdunaris - The larger northern continent divided in half by warbetween nature and industryGarlakan.pngGarlakan - The smaller mountanious and volcanic continent
The Eastern Hemisphere
Thargorum.pngThargorum - The northwestern arcane continentSeldarindor.pngSeldarindor - The southeastern divine continent
Across Entire World
Storm.jpgSea of Storms - ocean that surrounds the two major continents in the world, hard to travel and always stormingChannel.jpgThe Channel - long channel that runs between the two continents, easier to travel and calmer seasTomb.jpgDark Catacombs - underground series of tunnels that seem to connect and go everywhereThe following planes exist in the cosmology of Arcane Sanctum:

Higher.jpgHigher Planes - where the good-aligned deities, celestials, and other good-aligned outsiders make their home.Mid.jpgMidplanes - where the neutral-aligned deities and neutral-aligned outsiders make their home.Nether.jpgNether Planes - where the evil-aligned deities, fiends, and other evil-aligned outsiders make their home.Arcaterra.pngPrime Material Plane - the world and setting for Arcane Sanctum, center of the cosmologyAstral.jpgAstral Plane - the plane that makes up the spaces in between all the other planes, is the most common way to get from one plane to the other.Ethereal.jpgEthereal Plane - a mirrored coterminous plane that mirrors the entire universe.Feywild.jpgFeywild - coterminous with the Prime Material Plane , this is the source of all fey magic and fey creatures.Shadowfell.jpgShadowfell - coterminous with the Prime Material Plane, this is the source of all shadow magic and shadow-based creatures.

Human Ethnicities

There are numerous subsets and various unnamed ethnicities within this world. Even the three listed are divided even further into smaller, unique groups. Not every Human even fits into these groups, but these are the major ones unique to this world.

Wuxian.jpgWuxianFalmarian.jpgFalmarianOlminarian.jpgOlminarian
The Economy

Heads.pngCurrencyAzulian-plate.pngEquipment

Arcaterra.pngNewcontinent.png
Khanos

File:Khanos.png
The God of death and winter. He maintains his residence in the Midplanes, specifically Archeron.

He is referred to as **"The End of All"**

* **Symbol:** Skull with lifeless tree behind it
* **Alignment:** LN
* **Portfolio [Domains]:** Death and winter [Grave, Order]
* **Favored Weapon:** Sickle

## Description

Khanos is a dark and macabre deity. He is quiet, speaks little, but is very stern when he speaks. He is a looming figure even amongst the other deities. He usually appears as a pale skinned man, almost sickly, with black outfit. He appears to be dressed a gravedigger or some an undertaker/caretaker of a cemetery.

It is said that Khanos has been here longer than any other deity as Death has always been here as long as life has. He doesn’t speak to other deities of his past, usually only saying he was there when the first being died and will be there when the last being dies. He was one of the first people to support the Divine Cataclysm as he did not like the unnatural lifespans of mortals during this era. He cared very little about the events at the end of the Era of Magic, as there was not rampant raise dead and resurrection spells being cast.

Khanos is friendly will all the deities except for Olum, as he hates undead. He loves debating with Ancillia and almost seems alive when he does. He and Casdonna have a mutual respect despite their opposing portfolios. He has a working relationship with the deities of the Nether Planes (specifically Malasar, Xorlog, and Vane whose followers bring about death).

## Clergy

The churches of Khanos look like and function like mausoleums to entomb the dead. Cemeteries around the world usually have an office or building that is run by the church and is basically a mini-temple. These buildings are prevalent in the kingdom of Rylbin, as the church is intrinsically tied to the government.

The clergy of Khanos wear mostly black and grays. They serve their civic duty of properly burying dead and maintaining the graves, so they often wear practical clothing and have gravedigger’s tools. They do dress up in robes and wear snowy white owl masks to symbolize their ties to winter when performing the rituals. They are clinical and cold, usually, but they do their jobs well, and are often very proper and polite when it comes to proper burial and care of the dead bodies. They also are constantly vigilant about undead and anyone who tries to ruin the sanctity of the cemetery.

Clerics pray for their spells at dawn. They perform various rituals to consecrate the grounds where they are going to bury the deceased. They also have lengthy rituals they perform when burying and entombing people, but they have shorter versions for practical purposes.

## Dogma

Death is inevitable and unavoidable. The life we lead is temporary and we should ensure proper burial for the bodies of the deceased and for the proper pilgrimage for the spirit of those people. No one should come back once they die, as their death was fated and should not be undone.

## Character Options

Paladins who choose to follow Khanos are in effect choosing the "Oath of Vengeance" Sacred Oath.
Eres

**People** | Human 85%, Gnome 5%, Dwarves 5%, Other 5%

## Summary

Formally a massive empire during the Era of the Gods, it was struck down during the Divine Collapse and a large portion of the nation became the Eres Wasteland. Now a small nation, they are rarely visited except for people who are passing through the wasteland.

## Inhabitants

Mostly Humans inhabit the region, although some Gnomes and Dwarves from the north migrate through. Many people can and have traversed the Eres Wasteland and can be guides through the desert. There is also a substantial business of buying and selling items from the Wasteland within the nation.

## Government

A monarchy that is a shadow of its former glory, the line of royalty is unsure because records of who ran what or even what city was capital were lost during the Divine Collapse. The current Emperor is **Emperor Evar Bolin**.

## Notable People

* **Emperor Evar Bolin** - current monarch of the nation of Eres

## Notable Locations

* Nenda - once a glorious center of commerce, now only stays afloat because it's the last major city before the Eres Wasteland
Frost Dwarves

## Personality

Tough, hardy, and stubborn, Frost Dwarves are usually similar to what most people expect from Dwarves. They live mostly underground and care only for their clan's honor, their trade, and fighting various creatures of the Dark Catacombs. They drink heavily, fight honorably, and their friendships last decades, even centuries.

Most outsiders view Frost Dwarves as abrasive, but many Gnomes and Halflings have no problem making friends with them. The occasional Human and other races can become really close with Dwarves, but almost never do Elves find companions in a Frost Dwarf.

## Location

They are mostly underground in the Jindure Mountains and sometimes above ground in the nation of Issag.

## Game Statistics

*Like the Mountain Dwarves in the Player's Handbook*

* **Ability Score Increase**: Your Strength score increase by 2.
* **Dwarven Armor Training**: You have proficiency with light and medium armor.
Circle of Aerenoth

## Purpose

The Circle of Aerenoth was named after the Elf that founded the group. He founded this circle to protect what was left of the ancient Elven kingdoms and forests that were being destroyed during the Era of Man. Today, its purpose is still to safeguard and protect these areas, in addition to any other natural habitat that is threatened by the encroachment of civilization.

## Role in Society

They are often not in cities, instead living and protecting the borders of natural habitats. However, in some cases they agree to have representatives in cities or around civilized areas to make sure prominent gardens, parks, and small areas of nature remain intact surrounded by civilization. The Park District in Almonte is a perfect example of this, which is maintained by Circle.

## Goals

The goals of this group are to make sure that all natural habitats are protected from destruction or any who wish to settle in that area. Their job will only be done once those areas of nature no longer need protection, which is probably never.

## Character Options

Druids who choose to be in the Circle of Aerenoth are in effect choosing the "Circle of Land" Druid Circle in the Player's Handbook.

Rangers who choose to be in the Circle of Aerenoth are in effect choosing the "Hunter" Archetype in the Player's Handbook.
Dark Catacombs

File:Tomb.jpg
A series of underground tunnels that are interconnected to other tunnels around the world. One could go underground and, in theory, pop up anywhere in the world. The Dark Catacombs are home to various dark a sinister creatures who occasionally come to the surface and attack.

 File:Shield-Sun.png
Often called the "Underdark" in other worlds, this one is called the Dark Catacombs for a reason. There are various underground mausoleums and tombs from a long gone civilization. All of recorded history is mostly of the history that occurred on the surface, so these civilizations are a mystery to most surface dwellers.

Some of the people that live below may know a little about these structures and who built them, but if they do they aren't sharing it with anyone. Many of these structures have been repurposed into homes and forts by the Drow, Duergar, and various other races that live down below.

Because of the evil and tombs that coexist within the tunnels, undead are common and a constant issue with those that live down below, hence the name.
Casdonna

File:Casdonna.png
The Goddess of community, life, home, and summer. She maintains her residence on the Higher Planes, specifically the Mount Celestia.

She is referred to as **"The Revered Mother"**

* **Symbol:** Stone fireplace framed by sunlight
* **Alignment:** LG
* **Portfolio [Domains]:** Community, life, home, and summer [Life]
* **Favored Weapon:** Mace

## Description

Casdonna is a homemaker first. She loves seeing families and friends together around the fire. She will often sneak onto the mortal world in the guise of a young maiden and subtly encourages people to gather and work together as a community. She is more commonly seen during the summer months, as the warmth makes her feel alive.

Casdonna has been in the world in some form or another for a long time. Even when the world was run by other creatures, she founds ways to form communities and homes in the world. She opposed the Divine Cataclysm, but eventually came on board and ultimately convinced Aubade to agree.

Casdonna has always been a silent supporter of Aubade. Secretly, she may love him and keep that love a secret. She gets along with all the deities on the Higher Planes. She is diametrically opposed to Khanos, but they have a grudging respect for one another. She constantly opposes the Deites of the Nether Planes, especially Xorlog and Olum.

## Clergy

Churches of Casdonna are often large communal homes or serve some civic purpose in the community. There is always a place to stay for the tired and hungry, and always room by the seemingly forever-lit fireplace. Town halls are held here, city council meetings meet there, and people come together as communities inside these temples.

The clergy are often dressed as commoners or as civil servants (as most of the clergy also have jobs in the community). When serving a clerical role or performing a ritual they wear white and red. They often are arbitrators in local disputes and organize groups and events for the benefit of the community.

The clerics of Casdonna perform rituals every night before bed and pray for their spells. They also have a ritual for the Summer Solstice and have a festive gathering afterwards. In some cities and villages, it’s a holiday.

## Dogma

The home is where everything comes from. Life, children, community, and happiness. Maintain your home and your community, and like a garden it will grow to provide fruits of your labor. We are stronger together and can accomplish more than we can alone.
Melinas Lokschuppen

**Melinas Lokschuppen** ist ein zweibuchtiger Lokschuppen in Bayern im Süden Deutschlands. Melina wohnt hier und Hugo hat sie hier mal besucht und auch hier übernachtet.

## Auftritte

* **Staffel 4** - Selbstvertrauen
* **Staffel 7** - Sweet Home über alles

## Trivia

* Das Modell des Schuppens besteht aus zwei Buchten vom Lokschuppen in Tidmouth.
Chad Cinder

*„”*
―
**Chadwick "Chad" Cinder** ist ein amerikanischer Organisator von Eisenbahn-Events, der für eine Lokomotiven-Parade nach Sodor kam.

## Persönlichkeit

Chad ist begeistert von der Eisenbahn.
*TBA*

## Auftritte

* **Staffel 7** - Nie mehr allein, Süße Träume, Ärger, Vertrauensbrüche und Genderloks, Am Tage zuvor und Nichts versprochen, nichts bereut

## Trivia

* Benannt wurde er nach Chad, dem Sohn von Cinderella, aus Disney Channels *Descendants*. Der Nachname leitet sich entsprechend ab.
* Seine Unterschrift ist "Chad C".
Armarian Strait

## Location

Runs right through the middle of the nation of Armar, connecting the Sea of Storms and The Channel.

## Characteristics

A strait of water that runs through the middle of Armar. On either side are the twin cities of **Seler and Tal**. It is a commonly run body of water because of all the merchant trade that goes on in those cities.

## Notable Locations

* Armar - runs right through the middle of the nation
* **Seler and Tal** - twin cities on either side of the strait
Valune

**People** | Human 60%, Dwarf 10%, Elf 10%, Half-Elf 5%, Half-Orc 5%, Other 10%

## Summary

Surrounding by various wildlands and barbarians tribes, the nation hired and recruited various mercenaries and fighters to defend the borders against nations like Sombra and Xaris. Over time those groups of mercenaries set up shop and various mercenary guilds were formed and gained influence in the nation. Over time the government itself was controlled by the leaders of the guilds.

## Inhabitants

Filled with a lot of various races, though mostly human, the common thread is their ability to fight. Warriors, barbarians, and various other fighters are the most common profession, although various business and political roles have been created lately as the guilds gain more and more influence over the day to day lives of the people of Valune.

## Government

The government is a private military stratocracy. Each guild has a leader that serves as a general and each general has various duties and powers within the government.

## Notable People

* **Ygritte Eldonna** - Half-Elf Barbarian woman, leader of the **Red Hand Mercenaries**, serves as a general in the government as well
* **Carmak the Plentiful** - cleric of Myndel, serves as a political advisor and treasurer to the generals in charge of the government, he's the "money guy"

## Notable Locations

* Valu River - runs through the nation, the namesake of the river
* **Fort Valu** large fort within the nation, on the coast of the Valu River
* **Fort Lander** - on a large island off the coast
Bravulian Knights

## Purpose

The Bravulian Knights are an order of soldiers devoted to honor and chivalry. The were founded in Bravul during the Era of Magic a couple hundred years ago. With the world still ashamed to be officially tied to any of the churches after the Divine Collapse, the Knights were formed to create a sense of moral stability in the nation. The Knights promote their ideals in Bravul and abroad.

## Role in Society

They are an elite group of Knights that fight for honorable causes, even if those causes are not in Bravul. Woe to those who call them mercenaries, the Bravulian Knights will go where good is needed and evil must be smited. They are constantly vigilant and watchful of their neighbors to the east, Mormar.

## Goals

The Bravulian Knights have just started to form barracks outside of Bravul. They desire to have a chapter in every nation and every major city.
Urban Ward

## Purpose

The military and police arm of the city of Almonte.

## Role in Society

The size of the Urban Ward is quite small for the population of Almonte, considering they also are responsible for policing the surrounding Almonte Valley as well. However, they do have a large number of reservists they can call on when the need arrives, and the members they do have are highly trained and armed with powerful magic items. They are feared by criminals, even if sometimes some criminals can fall through the cracks and disappear into the city.

## Goals

The goal of the Urban Ward is to maintain a safe and pleasant living environment in Almonte and the Almonte Valley. They also recruit as often as they can
Lemba

**People** | Human 45%, Elven 40%, Other 15%

## Summary

Made up mostly of the Culdor Forest, the actual government is mostly separate and leaves the Green Elves in the forest alone. The rest of the nation is made up of mostly Humans, who are ruled by a ruling class of nobles.

## Inhabitants

A large chunk of the inhabitants are Elves, but they are often considered separate from the actualy official nation of Lemba. The actual area that lives under the influence of the government are made up of mostly Humans.

## Government

The Lemba government is run by a council of nobles, whose positions are hereditary. They make all the major decisions for the government.

## Notable People

* **Theodus Dunvail** - one of the ruling nobles, has been a proponent of moving in and ruling the Green Elves by force
* **Revaila Osborne** - another ruling noble, she has been a proponent of the Culdor Forest being it's own separate nation

## Notable Locations

* Culdor Forest - forest that makes up most of the nation in the south
* The Channel - runs along the southern coast of the nation
Calenlad

**People** | 95% Human, 5% Other

## Summary

A mostly plain nation, they are known for their horses. Named after their capital, **Sturmray**, these horses are the pride of the nation and their greatest export.

## Inhabitants

Mostly plainsman, horse breeders, and farmers inhabit the nation. Despite being surrounded by the ever-continuous battles of the nations bordering them, they have often kept out of conflicts, and the citizens are a rather peaceful people.

## Government

A representative democracy filled with representatives that represent various districts in the land. Some are mostly horse breeders, and some are mostly farmers, which creates a divisive political stance when it comes a wide range of issues.

## Notable People

* **Lionel Pilsman** - famous horse breeder who maintains a large stables for his prized horses
* **Warren Nuvil** - leader of the **Farmer's Union** which is organized to help make sure that farmers get representation in government

## Notable Locations

* Red Storm River - runs through the nation and into the ocean
* Sturmray - capital city of the nation, the seat of government, as well as the namesake for their famous horse
* **Pilsman Stables** - large stables run by **Lionel Pilsman**, one of the most famous stables, in **Sturmray**