recursal/Fanatic-Fandom huggingface dataset:
Elves

Elves are the longest-lived race in the world. They are generally more in tune with nature than the other races, which has led to many of them enjoying solitude from the rest of the world.

## Elvish Settlements

Most elves tend to settle on their own, secluded from the other races. Even when they live within larger cities, they often congregate amongst themselves.

### Nations

Llembir

Mirewyth

Seralos
Astrazalian

**Astrazalian** is an eladrin city in the Feywild.

The city of Starlight is a strange city of the eladrins. During the spring and summer months, it occupies an island in the Material Plane where mortals flock to its shores. The city is the jewel of the eladrin cities and is a center for trade, diversity, and power. During the months on the Material Plane trade is conducted, festivals and feasts are held and great tournaments fill the days.

But not all is happiness in Astrazalian, for when the fall and winter months take this city it leaves the Material World and returns to the Feywild. Here it is besieged by fomorian lords and hideous cyclops who hope to kill the inhabitants and take over the city as a means of a staging area for their conquest of the Material Plane. During this time, the resources of Astrazalian are lean and many of the inhabitants are well used to fighting on battlefields where they kill giants and doing everything that they can to survive.

The City of Starlight is the last city on the borders of the Feydark and many other cities near it have all fallen to the evil influence. While this is truly a dangerous city to travel to during its time in the Feywild, it is not without its rewards. The ruler, Lady Shandria, is a distant niece of Queen Tiandra, and offers vast rewards and powerful items to any that can help her destroy the fomorian menace that assaults their walls.
Calendar of Purlis

The **Calendar of Purlis** is the calendar used across most of Alerion. It was created by the wizard Purlis of Moongarde, although most people associate the word "Purlis" with the calendar. It is split into twelve months, each lasting three tendays (or thirty days). There are an additional five days that fell between months, bringing the total number of days in most years to 365.

## Months and Festivals

The names of the months and festivals used in Alerion are as follows:

* Hammer ("Deepwinter")
	+ Midwinter between Hammer 30 and Alturiak 1
* Alturiak ("The Claw of Winter")
* Ches ("The Claw of Sunsets")
	+ Spring Equinox on Ches 19
* Tarsakh ("The Claw of Storms")
	+ Greengrass between Tarsakh 30 and Mirtul 1
* Mirtul ("The Melting")
* Kythorn ("The Time of Flowers")
	+ Summer Solstice on Kythorn 20
* Flamerule ("Summertide")
	+ Midsummer between Flamerule 30 and Eleasias 1
	+ Shieldmeet occurs the day after Midsummer, once every four years
* Eleasis ("Highsun")
* Eleint ("The Fading")
	+ Autumn Equinox on Eleint 21
	+ Highharvest between Eleint 30 and Marpenoth 1
* Marpenoth ("Leaffall")
* Uktar ("The Rotting")
	+ Feast of the Moon between Uktar 30 and Nightal 1
* Nightal ("The Drawing Down")
	+ Winter Solstice on Nightal 20

## Date Conventions

The days making up a tenday do not have formal names. If precision is required, the number of the day and the number of the tenday are used, as in, "the fourth day of the first tenday of Flamerule". Days of the month are typically written as the numerical date followed by the month name, for example, "15 Hammer" or "15th Hammer". Informally or poetically this can be spoken or written as "the 15th of Hammer".
Kellish Rebellions

The **Kellish Rebellions** of 2879 CR were a series of rebellions of the communities of Kell against the mighty Kingdom of Midheld. The city-states of Kerak, Orgrin, and Flame -- collectively known as The Trio -- began the insurrection, with the Plains of Kell dwellers following close behind. By the time that Mirewyth, Aramor, Heladrin, Daggerweald, and Brastletweed had joined in the uprising, the armies of Midheld were already mostly routed and in full retreat. The might of Midheld-that-was ended during these rebellions, and led to Midheld as it is today.
Northreach

The region of Northreach is very sparsely populated, as the land is mostly made up of mountains, taiga, and tundra. Some scant few towns and villages exist above-ground, but the majority of the Northreach population lives underground. Most of the wealth of Northreach resides in deep mines, which the dwarves are perfectly equipped to handle. As such, few other kingdoms have ever shown interest in conflict with them, preferring to reap the rewards of trade with the master craftsmen who reside in the Skyveil Mountains.

The land to the north and east of the mountains hold few civilized settlements. Instead, this region is known to house large numbers of giant tribes, who often roam south to raid those who they deem inferior.

## Skyveil Mountains

Home to the oldest dwarven kingdom in Aleria, this is where dwarves first settled when they chose to go underground. Wars, including civil, overland, and underland, have caused their influence to wax and wane over time, but they currently hold a pretty decent amount of influence, particularly in the west. Their military might is strong, and is mostly used to guard the paths from the mountains down into the nastier portions of the Everdark. The craftsmen of Northreach particularly excel in weapons and armor, although their goods lack the more powerful enchantments that are typical of other dwarven smiths. The cities that exist in these mountains are all connected by intricate passages and caves, most of which have been carved by the dwarves for ease of travel.
Daggerweald

Daggerweald is a dwarven kingdom, located in the Daggerweald Mountains, the Hellgate, and the hills and forest between the two ranges. Located in Kell, these dwarves are some of the friendliest dwarves one could meet in all of Aleria, and as such, they enjoy good relations with all of their neighbors, particularly the gnomes of Brastletweed and the corporations of Midheld.
Midrun

Midrun is a hamlet in eastern Hjaarenwald. It is best known as the source of the legend of the Mason of Midrun.

## Local Legends

In the small hamlet of Midrun, in the farthest eastern reaches of Hjaarenwald, lived a mason. He was not a particularly notable man. He performed his job well, he had a wife and two children, and he helped out his neighbors when they required aid. He lived a life of no renown, and he preferred it that way. Unfortunately for him, fate disagreed. When giants from the north came down from the hills in search of men to eat, the mason was on the roof of the blacksmith's home, helping rethatch. The two men saw the giants coming before anyone else did, and they hurried to sound the alarm. The mason hid his wife and children in a hole he had dug beneath their house for just such an occasion, but he did not join them. He took up his chisel and went forth to defend his hometown. It is said that he felled four giants before he himself was struck down, and his heroics helped the rest of his town to push the giants back. He is now forever known as the Mason of Midrun.
Ferha

Ferha was a philosopher who questioned the relationships between the gods and intelligent races. His ideas got him executed for blasphemy at the time, but they are now the foundation of multiple philosophies and religions. There is a modest statue of him located in a small park in Southgate, near Southgate College.
Dwarves

Dwarves are a shorter, stockier race than most, and while they tend toward crafting, mining, logging, and the military, they are skilled at a wide array of vocations.

## Dwarven Settlements

Dwarves have settled throughout the world, and there are a few dwarven kingdoms as well as scattered cities in other kingdoms where dwarves are in the majority.

### Nations

Northreach

Daggerweald

Hjaarenwald

Underland Grenlia

Moranath

### Cities

Brazenthrone

Rockreach

Eagle Peak

Seltenfir

Arathmanil
Burnklowdle

Burnklowdle is a small gnome kingdom located in Frostnight Forest in Nerograd. Its capital is Buzzinwallow.

## Geography

Burnklowdle is located in the Mountains of Night, as well as some of the surrounding hills, within Frostnight Forest. It neighbors the kingdom of Seralos.

## Government

Burnklowdle is an absolute monarchy, ruled by King Pellingham and Queen Thellinarial. King Pellingham has ruled the kingdom for centuries, while Queen Thellinarial has been his wife for just under a hundred years. They have no heirs.

## Society

Little is known about Burnklowdle society, as the gnomes who live there keep themselves secluded from anyone outside of the Frostnight Forest. Only the Seralosian elves have any contact with them. It is not known why the two kingdoms are allies, but they are very close friends.

Outsiders are occasionally allowed into the kingdom's borders, but they are generally kept away from main squares, gatherings, or anywhere else that might give them too much insight into the ways of the Burning gnomes.

### Culture and Customs

Burnklowdle's gnomes have unique fashion preferences, and their insular society means these trends have not left the mountains. The men usually wear their hair long in tight braids decorated with small silver bells, while the women keep their hair cut short in a manner that, in many other parts of Aleria, would be considered a male hairstyle.

## Trade

Burnklowdle only trades with Seralos. They receive primarily food and lumber from the elves, while providing mined goods and smithed tools.

## Defenses

Burnklowdle has a minimal army, but they seem to rely on Seralos's army for protection, which has worked for centuries, as they haven't been successfully attacked in living memory.

## History

The gnomes of Burnklowdle have lived around the mountains since just after The Devastation, when some surviving gnomes migrated to the Frostnight Forest in search of anywhere to live. They struggled for many years, under attack from all sides -- xenophobic elves from the forest, beasts from the mountains, and monsters from underground. They managed to survive despite these dangers, slowly delving deeper into the mountains and developing unique technologies to keep them protected. The kingdom didn't feel completely safe until the emergence of King Pellingham, many centuries ago. While nobody knows where he came from, his leadership brought an alliance with the Seralos elves and has prevented the majority of the monster attacks that plagued the kingdom as well. Burnklowdle may be insular, but they have enjoyed peace for more than 800 years.

## Inhabitants

Burnklowdle is inhabited almost solely by gnomes -- primarily rock, but some forest as well. Some Seralos elves make permanent homes here for trade reasons.
"BITTER SWEET MUSIC BIZ" LIVE IN BUDOKAN 2002

リリース
 録音
 ジャンル
 時間
 レーベル

（2001年）
（2004年）
 テンプレートを表示

『**"BITTER SWEET MUSIC BIZ" LIVE IN BUDOKAN 2002**』（ビタースイート ミュージック ビズ ライブ イン ぶどうかん 2002）は、ポルノグラフィティのライブビデオ。2003年3月26日にリリース。SME Records制作（発売元はソニーミュージックレコーズ・SME Records）、ソニー・ミュージックディストリビューションより販売 (SRBL-1188) 。エンドロールのエンディング・テーマとして収録している未音源化曲『LIVE ON LIVE』についても、本項で解説する。

## 概要[編集]

* 2002年におよそ4ヶ月かけて行われたライブツアー『5th LIVE CIRCUIT "BITTER SWEET MUSIC BIZ"』より、日本武道館で行われた追加公演の最終日(10月11日)の模様を収録。
* 最終日の為若干喉が枯れている。
* セットリスト全ての曲が収録されている。
* パッケージ等には表記されていないがメニュー画面にはツアースケジュールを一覧にした映像が収録されている。
* ポルノグラフィティにとって最後の販売記号である(SRBL)。

## 収録内容[編集]

1. **敵はどこだ?**
イントロに長いドラムソロが追加されている。
2. **空想科学少年**
3. **アゲハ蝶**
6thシングル。
4. **ミュージック・アワー**
3rdシングル。ブラスセクションをフィーチャーしたアレンジとなっている。
5. **Report 21**
イントロで昭仁と晴一のギターの掛け合いを披露している。
6. **n.t.**
7. **ハート**
8. **Aokage**
昭仁曰く「故郷因島の思い出を歌った曲」。Tamaがトランペットを披露しており、原曲よりしっとりとしたアレンジになっている。
9. **Guitar Inst (didgedilli)**
当時未発表曲。アウトロにはJeff BeckのLed Bootsのリフを引用しているが、『WORLDILLIA』に収録されたスタジオレコーディングバージョンの「didgedilli」ではこのフレーズは収録されていない。
10. **ラスト オブ ヒーロー**
マントを羽織った昭仁が登場しポーズを決める。途中で晴一とTamaによる長いセッションが挿入される。
11. **サウダージ**
4thシングル。
12. **Century Lovers**
表記はないが冒頭部分には現在の「Before Century」の部分も披露されている(当時は命名されていなかった)。
昭仁が2番のサビの歌詞を間違える（途中で気づく）。
13. **幸せについて本気出して考えてみた**
8thシングル。この曲をもってライブ本編が終了する。

**ENCORE-1**

以下の3曲には、9thシングル「Mugen」でも演奏参加していたブラスバンド「THE THRILL」が特別参加している。
1. **Mugen**
ライブ当時最新の9thシングル。
2. **狼**
この曲から喉の調子をおかしくしている。
3. **Jazz up**
前作のライブDVD『Tour 08452 〜Welcome to my heart〜』に引き続いて収録された。
前曲で喉の調子をおかしくしているため、音を下げて披露している。
アウトロではテンポを加速させたり、THE THRILLとの長いセッションを披露している。
演奏後にメンバー紹介が入る。

**ENCORE-2**

1. **ビタースイート**
この曲でも喉の調子をおかしくしている。
演奏後にエンドロールが流れる。
エンドロールの最後には、メンバー一同から視聴者と観客への感謝の言葉が収録されている。

**Special track with Bonus movie**

1. **LIVE ON LIVE**
諸事情(後述)からこのDVDへ初収録された未発表曲。
年越しの東京体育館公演(2002年12月31日 - 2003年1月1日)の裏側のドキュメントが収録されている。
途中で年越しのカウントダウンの様子も収録されている。

## LIVE ON LIVE[編集]

『LIVE ON LIVE』(リヴ オン ライヴ)とは、作詞・作曲を岡野昭仁が、編曲をak.hommaとポルノグラフィティが担当したポルノグラフィティの未音源化曲である。DVD『"BITTER SWEET MUSIC BIZ" LIVE IN BUDOKAN 2002』のスペシャル映像として収録されている。
### 概要[編集]

当初は4thアルバム『WORLDILLIA』(当時の最新アルバム)に収録予定で、他の収録曲と同じくスタジオでのレコーディングが既に終了していた。しかし、タイトルが「ライヴ」だったため、「アルバムに収録よりも、今回のライヴのDVDに収録した方がフィットするのでは?」という意見が持ち上がったため、急遽アルバム収録を取りやめて見送りとし、DVD『"BITTER SWEET MUSIC BIZ" LIVE IN BUDOKAN 2002』のエンドロールのエンディング・テーマとして収録した。その後、『**"74ers"**』や『**∠TARGET**』のアンコール公演(2日間)の合計3日間披露されたのち、32ndシングル「**EXIT**」に『**∠TARGET**』のアンコール公演(2010年12月31日)のライヴ音源が初収録されたが、CDへの原曲の収録には至っていない。また、『EXIT』への収録の際、意味が通るように「叫ぶよ **枯**れても」との誤植を「叫ぶよ **嗄**れても」へと表記を訂正している。

## サポートメンバー[編集]

* 小畑"PUMP"隆彦（ドラムス）
* ジャッキー池田（キーボード）
* nang-chang（マニピュレート）
* NAOTO（ヴァイオリン）

武道館スペシャルゲスト THE THRILL
* ROBERT KOYAMA（サックス）
* YUKARIE（サックス）
* SMILEY（サックス）
* KUNIO KOIZUMI（トロンボーン）
* SASUKE（トロンボーン）
* GYO TADA（トランペット）
* NAOKI HIRATA（トランペット）
* RIEZ!（トランペット）
* TAKERO SEKIJIMA（チューバ）
Dread Isle

The **Dread Isle** is an island in the Borderlands of the Feywild.

The Dread Isle exists somewhere above the Sea Lords domain of coral reefs. This island is home to treacherous waves, jagged rocks, and mysterious creatures. It is constantly flitting from the Feywild to other planes, and any who find themselves on this island may never leave.

This island is constantly trying to kill any visitors as it is home to the psychic Su Monsters that reside in its treetops. The Su Monsters watch over their island, with a special focus on the Yuan-ti who also live here. If you are ever shipwrecked on this island, you may find yourself having to fight to the death with your friends, for survival is everything here.
Autumnport

Autumnport is a town in the Uplands Prefecture of Southdown. It is located on the banks of the Egaré Sea, near the border of Midheld. It is notable for being the location of the first battle of the Uplands Resistance.

## Geography

### Geographical Features

Autumnport is located on the shores of the Egaré Sea, and the land to its north and south is fairly level and arable farmland. As one moves west, the land becomes more and more hilly, eventually turning into the Elsinorr Peaks.

## Government

Autumnport is part of the Kingdom of Southdown and swears allegiance to her king and queen. The town itself is led by a mayor and an appointed town council.

## Trade

The main trade goods that come from Autumnport are fish from the Egaré Sea and farm goods from the surrounding lands.

## Defenses

Autumnport relies on two different defensive forces: A town guard and a paladins' guild.

### Town Guard

Autumnport's town guard is much larger than most towns of its size. This is to protect it from the many dangers it faces due to the many enemy forces that have taken it over in the past and its strategic importance as a port on the Egaré Sea.

### Paladins

A large guildhall just outside the town is home to a paladins' guild. Since the town guard needs to be ready for threats from invading armies, the paladins were brought in to help shore up other defenses, particularly ones against raiding parties from the hills and mountains. Different sects of paladins have taken residence in this guildhall, including a group of Mulcean paladins currently.

## History

The ownership of Autumnport has changed perhaps more than any other known settlement. It most recently was taken over by Midheld during the Uplands Resistance, before being taken back by Southdown. Other nations that have laid claim to Autumnport include the Kingdom of Pale, the Uplands Kingdom, Seralos, Naqeth, and Aramor.

## Inhabitants

Autumnport is a primarily human town with large minorities of elves, dwarves, gnomes, and halflings.

### Notable People

Piotr Tallensham was the mayor of Autumnport when Midheld first invaded, and he is best known for immediately surrendering the moment he saw the army approaching his town.
Dreamlands

The **Dreamlands**, also known as the **Dimension of Dreams**, is a dimension which overlays the Ethereal Plane, created and maintained directly by the dreams of sleepers on the Material Plane. It consists of a finite, relatively stable core, surrounded by countless ephemeral dreamscapes.

## Geography

The Dreamlands' semi-permanent core is formed from slumbering desires, and the dreams of especially powerful individuals, like the Outer Gods and Great Old Ones. It can be entered via the obscure occult ritual known as the Dreamlands excursion, and is less accessible than the Outer Planes but easier to travel to than individual dreamscapes. A dreamer that enters the Dreamlands' core for the first time descends a spiral staircase that emerges from the side of a great tree into the Enchanted Forest.

### Dreamscapes

Surrounding the Dreamlands' stable core is a foam of transient dreamscapes, each the dream of an individual sleeping mortal, constantly forming and evaporating when someone goes to sleep or awakens. These can be viewed from the Ethereal Plane, but can only be entered by those who possess the appropriate kind of esoteric magic. This sort of magic is unreliable, aiding access instead of guaranteeing it. However, certain dreamers have learned how to lucidly dream, consistently gaining access to the Dreamlands in their sleep or even abandoning their waking life for it.

When one physically enters a dreamscape, it first appears as a prosaic dreamscape of the visitor's native culture. However, those who travel deeper into the realm discover that it molds itself to dreamers' wishes, slowly becoming whatever they would imagine.

### Leng

The Plateau of Leng is a distant, ill-understood demiplane of nightmares that exists beyond the Dreamlands, where nightmares overlap into a strange reality spawned by the dreams of primordial gods of the Dark Tapestry.

### Harrowed Realm

Sonnorae Imlios sheared off a section of the Dreamlands to create her own demiplane known as the Harrowed Realm.

## Inhabitants

The Dreamlands' core is inhabited by both humans and beings of the Elder Mythos like Ib shades and the Great Old One Bokrug. Entire nations exist within the Dreamlands.

Aside from mortal dreamers and those who've abandoned mortality, the Dreamlands is also haunted by night hags, the most powerful of which stride through the land of dreams like demigods. These are countered only by the azata sorceress Fiorindria the Longing.

Figments from the dreams sometimes escape the Dreamlands, usually when a particularly imaginative dreamer awakens. These animate dreams stalk the Ethereal Plane, feeding off minds and searching for new dreamscapes to torture other sleepers.
Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can't benefit from the Grappler feat until your Strength is restored.

Feats are allowed in this game, but not everyone has access to every sourcebook, so you may not know every feat available. This page shows all of the available feats in the game, and this page shows a few more from Unearthed Arcana, which I will also allow. Whenever your level-up grants you an Ability Score increase, you can forego that and take a feat instead. **However, I have decided to adopt a homebrew rule that gives everyone a feat *and* their Ability Score increase the first time. After this time, you have to choose between the two.**
Iron Reach

Iron Reach is a city located in Nerograd, on the border with Southdown. It is the only true city for hundreds of miles, the largest settlement before the tundra of Nerograd and the dangers of the Frostnight Forest. Its location attracts a large variety of peoples, including travelers, hardened northern folk, and lowlifes.
Ellinea

Ellinea was originally uninhabited by the intelligent races of Alerion, as it is home to creatures and monsters more dangerous than those found on the mainland. It was for this reason that Felithir, Thraxia, Parvusia (before Parsalos existed and before Moranath split from them), and Elgaria began sending their exiles to the island. Most of these exiles died at the hands of the exceedingly dangerous inhabitants of the island, but some of the strongest, craftiest, and cleverest managed to survive. As more and more survived, they banded together, eventually creating a civilization on the island. The new civilization built up a militia, walls, and protections against the outside threats.

Exiles rarely get sent here now, as the Ellineans would simply welcome them with open arms. The harsh realities of the island have caused the people to be tough, but have also made them welcoming to all who wish to join, as they can always use more people to protect against the tide of beasts from outside their walls.

## Demographics

Ellinea is a fairly diverse island. It has fairly equal numbers of elves, dwarves, half-elves, and humans at the forefront, and equal-but-lesser numbers of halflings, gnomes, half-orcs, and dragonborn. The races that are rarer in the world, like tieflings, genasi, and so forth, are also present in Ellinea, and are also fairly rare here.
Eryk's Crossing

Eryk's Crossing is a large town just north of Southgate. It is basically a suburb of Southgate, part of the Southgate Metro Area. A bustling trading spot of its own, this town sits at a crossroads.

## Geography

To the south is Southgate, and to the north is Astennia in Umbre. The eastern road leads to Sprucehurst, while the western road leads to Crestfell.

## Trade

Despite its position, most traders still go to Southgate, as it is far larger. However, Eryk's Crossing has continued to grow and thrive due to its position, with some traders stopping here instead of making it all the way to the capital.
159年

出典: フリー百科事典『ウィキペディア（Wikipedia）』

ナビゲーションに移動検索に移動

 **年:** | 156年 157年 158年 **159年** 160年 161年 162年

**159年**（159 ねん）は、西暦（ユリウス暦）による、平年。

## 他の紀年法[編集]

凡例[表示]

* 干支 : 己亥
* 日本
	+ 成務天皇29年
	+ 皇紀819年
* 中国
	+ 後漢 : 延熹2年
* 朝鮮
	+ 高句麗 : 次大王14年
	+ 新羅 : 阿達羅王6年
	+ 百済 : 蓋婁王32年
	+ 檀紀2492年
* 仏滅紀元 : 702年
* ユダヤ暦 : 3919年 - 3920年

## 死去[編集]

「159年没」も参照

* 張衡 - 中国の理学者で詩人。文選の『帰田賦』など。
(84522) 2002 TC302

出典: フリー百科事典『ウィキペディア（Wikipedia）』

ナビゲーションに移動検索に移動

**(84522) 2002 TC302** は、将来的に準惑星（冥王星型天体）に分類される可能性がある太陽系外縁天体の一つ。2002年10月9日にアメリカ航空宇宙局 (NASA) の地球近傍小惑星追跡プログラム (NEAT) のマイケル・ブラウンらのチームにより、パロマー天文台で発見された。海王星と2002 TC302とは2:5で軌道共鳴をしている。

## 物理的特性[編集]

(84522) 2002 TC302は絶対等級が3.9という値を持つ。直径は584.1+105.6

−88.0kmと推定されている。スピッツァー宇宙望遠鏡の観測によると(84522) 2002 TC302は以前は直径が1145.4+337.4

−325.0kmあり、準惑星であったのではないかと推定されている。これは高く見積もりすぎており、背景の明るい星がたまたま近くにあったため、スカイ引きを行うに十分ではなかったからである。ブラウンはスピッツァーの測定について大きな誤差があると考え、準惑星であるかについてはnear certainly(ほぼ確実)よりかはlikely(ありそうだ)であると考えている。赤いスペクトルを示すため(84522) 2002 TC302の表面には氷がほぼない。
太陽系外縁天体と2002 TC302の比較。

(84522) 2002 TC302の自転速度は5.41時間で、光度曲線の振幅は0.04 ± 0.01等級である。

## 軌道[編集]

(84522) 2002 TC302は次に2058年に近日点に来る。近日点の位置は太陽から39.1AUの位置であり、冥王星の軌道長半径にほぼ等しい。その軌道から散乱円盤天体に分類される[*要出典*]。

非常に長い軌道をとるため、(84522) 2002 TC302は10月終わりに太陽と衝の位置にあり、視等級は20.5になる。

### 軌道共鳴[編集]

小惑星センターとDeep Ecliptic Survey(英語版)(DES)は海王星と2:5で軌道共鳴をしていることを示している。共鳴により海王星が5回公転するごとに2回公転する。
Lake Kingdom

The Lake Kingdom is one of the many smaller kingdoms of Llembir. It covers the land between Lake Varo and Lake Vora.

## Government

A group of elven clerics known as The Conclave leads the Lake Kingdom from The Duskspire. The head cleric is chosen in secret from a group of hopefuls, and their true name is never revealed to their subjects. Known as The Witness, they are intended to represent the Lake Kingdom's close ties with the gods.

## Trade

The two lakes, Lake Varo and Lake Vora, provide food in the form of fishing and farmland, which gets transported inland as well as to other nearby kingdoms.

## Rumors & Legends

### The Lakes

Each of the large lakes nearby is the birthplace of various legends and myths of the Llembirian elf society. Lake Varo is where Laothu, the Lake Princess, is said to dwell, though no adventurers have been able to find her on any of the lake's many islands. Some say that the reason she has not been seen since she led the elves to the Fyrewood is because she has been locked in a millenia-long battle with an ancient foe at the bottom of the lake.

Lake Vora, the smaller of the two lakes, may not be associated with an origin myth, but it is no less important to Llembirian culture for that. The farms and fishing established on this lake's banks produce more food than any others in the Kingdom, and the elves believe this to be due to a blessing from the gods. They do not, however, agree on which god is to be thanked for this blessing. Many arguments, and even some full-on battles, have occurred over these disagreements.
Mithrendain

**Mithrendain**, also known as the **Autumn City**, is an eladrin city in the Feywild.

This large forest city is home to towering trees and glows in the orange, red and yellow leaves of this eternal Autumn city. Time almost seems to move more slowly in the Autumn City and as such, the citizens place no importance on timeliness or working too quickly. It is a great insult to ask for something to be done in a quick manner, as such many humans are seen as impatient for their short lives keep them active.

It is said that once Mithrendain ran so fast that it caused a hole in the Feywild and from that hole came the fomorians, drow, and other dark creatures. This hole was only stopped when seven fey wizards placed seven seals over the hole and then built a massive fortress, known as the golden Citadel Arcanum, over those seals. The wizards then banished time from this city so that their seals may ever stay new and that the dark creatures could never enter. Because of this, timekeeping devices are treated as ill omens and at every grand festival, an hourglass is destroyed so that its sands may fade into the winds.
Senaliesse

**Senaliesse**, also known as the **Summer City**, is an eladrin city in the Feywild. It is best-known for being the home of the Seelie Court.

The personal realm of the Summer Queen is the personification of the Summer. Here the inhabitants experience everything as if it is for the first time and merriment can be had all around. Play and sport are how the inhabitants pass the time, and when outsiders do not play along, they become the targets of tricks and pranks.

Senaliesse is a city cradled in the massive forest, between the silver limbs of the massive forest that holds them high above the Feywild. It is said that the Green Lord, Oran, handcrafted this city for the Summer Queen. Weaved into the limbs is the massive city where Summer never ends, coated in heavy ivy and bathed in the light of the stars above.

Here the Court of Stars holds their meetings and listens to those who would plea from them for relief of their problems. Many petitioners, from all over the planes, bring lavish gifts and offerings all in the hope of grabbing the Summer Queen’s eye.
Felithir

When Felithir was first settled, the people who came there lived in relative peace. Surrounded on three sides by water and the fourth side by a desert and a mountain, it was difficult for others to come in and invade. If anyone did come, those who lived in Felithir knew the forests so well that they could easily defend their homeland without having an overpowering military. As they developed, they felt incredibly secure in their powers of self-protection and self-preservation, and an overwhelming sense of individual and societal honor took hold of their culture. However, they also became increasingly detached from the gods they once worshipped, and this made the gods angry. When The Devastation took hold of Hjaarenwald, the gods decided to throw the mountains they took from the north into the forests of Felithir, effectively cutting the peninsula in half and creating two distinct Felithean cultures.

## East Felithir

While both sides of the peninsula struggled initially, East Felithir ended up doing much better for itself than the western half. Its proximity to Thraxia and Parvusia allowed it to maintain trade relations, giving it a leg up in recovery post-Devastation.

## West Felithir

West Felithir has never truly recovered from the Devastation. Their isolation was too much to overcome, and civilization fractured. Although they kept their ideals from before the mountains (namely, honor above all else), they ended up as disparate nations within the forests and deserts of their region.
Elgaria

Elgaria has little history to tell, as most of it is pretty much the same. The thick rainforests of the Rainswood make large-scale civilization difficult, so instead, various tribes of peoples live in the trees of the peninsula. The peninsula is populated mostly by lizardfolk and dragonborn, with a smattering of other races scattered around (orc, half-orc, tiefling, human, genasi, gnomes, and aarakocra make up the majority of what's left). Each tribe tends to be homogenous in terms of race, and most of these tribes are so isolated from each other that they tend to attack first, ask questions later whenever they see an intruder. It is this mentality that has caused the peninsula to stay relatively primitive, as well as historically stagnant, for so long.

That said, there are some few larger settlements in this region, mostly located along the coast, where the forest thins out. These settlements still enjoy an autonomous government, but there is an unspoken agreement that they will band together to stave off any attacks from outsiders, should they choose to invade.
Nerograd

The northern plains of Nerograd are a hard, desolate place. Most of the terrain is frozen tundra, and the few small settlements that exist are typically found on the banks of the rivers and lakes of the region. The rest of the tundra is home to roving bands of giants, orcs, and goblins, as well as myriad cold-weather beasts and monsters, all looking for weak, hapless travelers to pounce upon.

The southern half of Nerograd is home to a small elven kingdom, Seralos, and an even smaller gnome kingdom, Burnklowdle, both living in the Frostnight Forest.
Feydark

Beneath the magical forest of the Feywild lies the dark and twisting caverns of the Feydark, a reflection of the Material Plane’s Everdark. This land is in sharp contrast to the beautiful world above it and is home to fomorian lords, cyclops, drow and other horrors who only wish to destroy the surface dwellers.
Aleria

Aleria is the largest known continent of Alerion.

## Geography

Aleria is a widely diverse continent. It is large enough to house tundra and glaciers in the north and rainforests and deserts in the south. Mountain ranges, marshes, grasslands, forests, lakes, rivers, seas, and more are found throughout.

### Regions

Elgaria

Ellinea

Felithir

Grenlia

Hjaarenwald

Kell

Limland

Llembir

Midheld

Moranath

Naqeth

Nerograd

Northreach

Oa'a

Parsalos

Parvusia

Southdown

Thraxia

Umbre
Limland

Limland is known primarily as a hub for spices and magic. While the first people to settle in this area came for the spices and the coastal weather, magic-users soon followed, as they were being run out of their own homes. At the time that these mages appeared in Limland, the native people were mostly settled along the fertile coastlands, farming and fishing and cultivating spices. The mages scattered into the lands to the north, where the populations were more sparse. But even the ones who encountered the native people were met with surprisingly high tolerance.

The Limlanders are known for being fairly laid-back, which was to their detriment in their early days. They have a token militia, but it is used mostly as defense from orc and goblin raiders from the hills and mountains. Once the wizards and such came into the region, raiders from afar got a lot less sure of themselves when attempting to raid. Even today, the presence of this many magic-users keeps the land fairly safe.

Limlanders are chill, relaxed, and very spiritual, tending to worship either Mulceo or Mazraea.

#### Wizards, Sorcerers, Warlocks!

Although magic users have often been distrusted by some parts of civilization, it was once seen as unnatural and abhorrent, an affront to the gods themselves (the exception of course being clerics and paladins, who everyone agreed were just vessels for the gods). People believed that these mages were trying to take the power of the gods and use it as their own. Many groups of wizards tried to explain the goddess Illyr, but these words fell on deaf ears. It took Illyr herself coming to Alerion and explaining that magic was her gift to the world before people began to believe.

Now, magic-users are seen with a generally wary acceptance. Hey, they can create fireballs...you would be a little cautious too.
Harrenhold

Harrenhold is the largest city and capital of Parsalos.

## Geography

Harrenhold is located at the mouth of the Harren River where it empties into the Sea of Tears. It is situated mere miles from the eastern edge of Harren's Marsh.

### Geographical Features

Due to the proximity of the city to Harren's Marsh, the land on the western side of the Harren River is less arable than the eastern side. Some small pockets of marshy land exist on this side. Most of the rest of the city is situated on low hills with some farmland outside the city proper.

## Society

### Religion

Harrenhold is an Eadalan city within an Eadalan empire. The Grand Temple of Eadala, located at the center of the city, is the largest Eadalan temple in Aleria.

### Holidays and Celebrations

Due to its size, Harrenhold's Highharvest celebration is held in various locations throughout the city. The Siegeball arena is the largest arena used, and this tends to be the most popular spot for spectators.
Duskvale

Duskvale is a town located on the banks of Lake Varo in Llembir.

The grandest statue of Laothu is located in Duskvale, on the banks of Lake Varo. This was the first large settlement of elves built on the lakeshore, and the statue, erected in the lake itself and standing over 50 feet tall, shows a nude elf maiden with vines for hair. Despite being made from wood from the trees of the Fyrewood, it hasn't rotted, nor has it grown mold or fungus or algae, despite being centuries old.
Moranath

## Defenses

Moranath relies mostly on the natural barriers of mountains, lake, and ocean to protect itself, though any invaders would not find the primarily monastic people of Moranath an easy one to subdue.

## History

Even when it was a part of Parvusia, Moranath was always a fairly sheltered region of the kingdom. Semi-autonomous even at the height of Parvusian power, it wasn't hard for the Moranathans to split from them in a nearly-bloodless civil war while Parvusia was busy fighting off the crusading Parsalons.

## Inhabitants

Moranath is sparsely populated and home to a very spiritual and devout people. The Moranathans hold Clypus in high regard and most live their lives in service to him, as he has brought protection to them through the natural defenses of mountains and lake. The highlands of the region house the largest temple to Clypus in Aleria, as well as many monk cloisters, as they find the seclusion perfect for their training.
Naqeth

Naqeth is a difficult region to describe. In reality, there are four Naqeths, each more unique than the last. This is mostly caused by the large desert that takes up nearly half of the land in Naqeth which, among other things, has caused much of the strife and hardship found in this region.

## Regions of Naqeth

### Naqeth Desert

The Naqeth Desert makes up nearly half of the land of this region, and most of this desert is uninhabitable. Some small settlements, and one large city, have been established around the sparse oases in this desert. Nomads wander the desert as well -- some are simply nationless people who have managed a meager existence here, while others are bandit clans who choose to prey on the weak travelers struggling through the desert. A few caves and underground lakes give shelter to these wanderers, but neither is enough to build much of a community around.

### The Sunset Coast

The part of the Sunset Coast that runs along Naqeth is not for the faint of heart. The cities and towns that dot this picturesque coast have sea to their west and desert to their east, making honest livings tough to come by. However, they lie on a prime trade route, and are thus prime locales for pirates, highwaymen, and other assorted scoundrels. Most of the largest crime syndicates in the west have a headquarters somewhere along Naqeth's Sunset Coast.

Don't get the wrong idea about these cities, however. There are still plenty of interesting sights, goods, and people that pass through or live here that the more honest among us would enjoy. It's just best to go into these cities with a watchful eye and a spare hand on your coin purse.

### The Hills

Just like the coast and desert are difficult for travelers, the hills have more than their fair share of outlaws. In addition, the hills of Naqeth are home to large herds of cattle and horses, and many brave ranchers have set up shop here. They use the itinerant nature of the job to stay on the move, hoping to avoid the outlaws, but always ready to fight and defend themselves if they were to run into any trouble.

### The South

The southern part of Naqeth is the only place that upstanding people in neighboring kingdoms would call "society", and even that word can be stretching it for some of the snobbier types. The lowlands of this area make it ideal for farming, and the southern coasts allow for some trade with other nations (although the best trade goods that come out of Naqeth tend to come from the Sunset Coast towns, and they do not share profits with the south). It's a hard life here, as the raiders from the hills tend to find the people here to be easier targets than if they were to raid east or north. To combat this, the communities have formed a pseudo-coalition government, where a magistrate is elected by a local council, made up of some of the more influential citizens of the area. The magistrate and council then do their best to set up defenses and trade to try and make Naqeth grow. It's a tough job, and over the years they've mostly succeeded in slowing down their own decline, rather than growing their 'nation'.
Humans

Humans are the most widespread race in the world. Although they do not have anything that they specialize in as much as the other races, their well-roundedness (and stubbornness) has allowed them to flourish.

## Human Settlements

Humans have claimed land from coast to coast in Aleria, and as such have primary (or at least co-) control in a great many kingdoms.

### Kingdoms

Umbre

Southdown

Hjaarenwald

Parsalos

Parvusia

Moranath

Heladrin

Aramor
Kell

Kell isn't a nation so much as it's just a region with a loose collection of small kingdoms, city-states, and unincorporated communities. All of the lands of Kell were once owned by Midheld, but eventually, the large cities of Kerak, Orgrin, and Flame (collectively known as The Trio) had had enough of their rule and revolted. The rest of the region had been harboring similar rebellious thoughts, and once The Trio began it, rebellions erupted all over the plains and forests of Kell. When the dust settled, new kingdoms had to be formed.

## Regions of Kell

### The Trio

The Trio is the name given to the three city-states of Kerak, Orgrin, and Flame. They all sit on the coast of the Gorgon Bay, very close to each other, and each city-state has a deep hatred of the other two.

### Mirewyth

Mirewyth is a small elven kingdom located in the southern portion of the Lumin Forest.

### Plains of Kell

The Plains of Kell are made up of dozens of disparate communities, mostly small farming villages, ranchers, and roaming tribes of raiders.

### Aramor

Aramor is a small kingdom of mostly humans and halflings, located on the coast of the Egaré Sea and bordering the Western Daggerweald Mountains. It has a fierce rivalry with the Kingdom of Heladrin.

### Heladrin

Heladrin is a small kingdom of mostly humans and halflings, located on the coast of the Egaré Sea and bordering the Daggerweald Mountains. It has a fierce rivalry with the Kingdom of Aramor.

### Daggerweald

Daggerweald is a dwarven kingdom in the northwestern part of Kell. The Daggerweald dwarves reside in the Daggerweald Mountains, the mountain range known as the Hellgate, and the hills between the two ranges.

### Brastletweed

A small gnome kingdom called Brastletweed resides in the northern part of the Lumin Forest and around the mountain known as The Plinth.
Errimdor

Errimdor is a minor deity. He is the god of wealth and jewels and the head of the dwarven pantheon. He was born of Therin and Curach.

The priests of Errimdor still wear the traditional vestments of the priests of old. The robes are made of linen and edged with gold thread. Necklaces and bracelets adorn the priests as well, filled with gems and jewels.
Elmbyr Shaeras

Elmbyr Shaeras is a large elven city located in Llembir. It is the seat of power for the High King and Queen of Llembir (currently Felimbyr and Ilyrrita Moonrender). It is located at the mouth of the Quileth River.

## Trade

Elmbyr Shaeras is always busy. Although much of Llembir is fairly secluded from the rest of the world, the capital is a busy port city, making busy trade with ships from Thraxia, Felithir, Midheld, Limland, and even Naqeth and Kell. If you can think of a type of good, you can make trade for it in Elmbyr Shaeras.
Brokenstone Vale

The **Brokenstone Vale** is a region in the Borderlands of the Feywild.

This land is home to lycanthropes who were able to win it from the eladrin lords after a bloody and hard fought war. Here werebeasts are free to live, though if they ever leave their lands they risk being hunted by the Maiden of the Moon who wields a silver sword and is the doom of all lycanthropes. As the moon is far brighter and stronger here, it creates an almost giddy like excitement when it hangs in the sky, causing all werebeasts to be more bloodthirsty and savage.

Throughout the Brokenstone Vale are ruins of castles and towers from past werebeast rulers that now lie in ruin. On the mountainsides that surround the vale are old mines home to wererats. While most lycanthropes choose to live a solitary life, some gather in clans and there is even a small village near the border of the vale led by a werewolf ruler known as Viktor Mazan. Here traders can come and trade for the rare wood that grows in the vale, though they are quickly sent away once the trade is done, as some werebeasts bristle at the idea of non-lycnathropes in their realm.

The hatred of the elves and eladrin is strong among many of the werebeasts, and some will leave the vale for hunting down fey to kill them. Others have made deals with the fomorians to help the werebeasts kill the archfey.
Elviré

Elviré is a village at the feet of the Yokham Mountains in Llembir.

## Local Customs

Living so near the Yokham Mountains, deep in the Fyrewood, Elvirans face more dangers than most Llembiri elves. Giants, ogres, orcs, and other races and creatures will often come out of the mountains and hills to raid any nearby settlements they can, and the elves are forced to fight back. When an Elviran elf comes of age, they are presented with a knife known as a Wish Knife. Some are made for the elf, but many are passed down from parent to child when the parent falls in battle. In case of capture by raiders, the elves are taught to use the Wish Knife to take their own life, rather than succumb to the tortures and whims of their captors.

The Wish Knife Ceremony is a solemn time for all. At the child's coming-of-age ceremony, they read the Oath of the Taken, detailing what they should do with the Wish Knife should the worst happen, before being presented with the small dagger.
Orcs

Orcs are a proud and militaristic race. Most orcs live in tribes -- some in stationary ones, ranging to hunt food and gather supplies, others in itinerant ones, always on the move, looking for the best places to gather all of the things they need to survive. These tribes are very insular, only looking for help from others when absolutely necessary. Many outsiders see them as primitive, barbaric, and that can be true, but this race is much more than it may seem at first glance.
Halflings

Halflings tend to be a more relaxed race than most, preferring good food and good company over ambition and warmongering. They still appreciate a hard day's work, but that work tends to be in the service of their small communities.

## Halfling Settlements

Most halfling settlements tend to be small, pastoral towns within larger nations, but they do hold some sway in a few larger regions.

### Nations

Aramor

Heladrin

Limland
Kerak

Kerak is one of the three city-states in Kell known as The Trio. It sits on Gorgon Bay.

## Geography

Kerak sits on the western edge of Gorgon Bay in eastern Kell. The land surrounding it is primarily grass plains, with some scattered trees and farmland.

## Government

The city-state of Kerak is a very religious place, and it is led by clerics of Curach. The Wise Council, a group of seven high-level clerics, leads the region, makes the laws, and appoints enforcers of the laws.

## Defenses

The Reasonablists are the military of Kerak. They act as city guard, bodyguards for the Wise Council, and army for Kerak. It is led by clerics and paladins of Curach, but the forces are comprised of many types of soldiers.
Laothu

Laothu, also known as the Lake Princess, is a spirit guardian of Llembir's elves, believed to reside in Lake Varo. The elves believe that she led them to Llembir, sending animals to hunt and follow, making their path safe, until they came upon the bountiful lands surrounding Lake Varo.

Laothu has not been seen since she led the elves to Llembir, leading some to believe she never truly existed. Others believe that, since she has not shown herself again, she must be very busy, and they speculate that she has been in the middle of Lake Varo, locked in a battle with some sort of powerful creature, for centuries.