recursal/Fanatic-Fandom huggingface dataset:
Kallipolis University

**Kallipolis University** is the largest university in the world, located in Kallipolis, the heart of the Circle. Established by the Philosopher King around the year 300, it is now run by the Technocracy, which uses it as a source of research and highly-trained individuals. The university is open to anyone from any nation which is not openly at war with the Circle (namely the Tallet and Goran), making it a melting pot where the Encircled gain and share knowledge with the rest of the world.

## Colleges and Departments

The university is split into many different colleges and departments.

### College of Societal Engineering

Where most of the Technocracy's administrators and decision-makers are educated.

* **Sociology**
* **Economics**
* **Management**
* **Political Science** - Mainly concerning democracy and international affairs.

### College of Studied Science

Where subjects are studied, and the study of subjects are studied.

* **Philosophy** - Offering programs on the more meta concepts, such as logic, rationality, ethics, and the scientific methods.
* **Physics** -
* **Chemistry** -
* **Biology** -
* **Psychology** -
* **Soiology** - Dedicated to the study of all of Soi's composition and structures.

### College of Applied Science

Where science is applied to actually make things.

* **Math** - Including advanced calculus and cryptography.
* **Engineering**
* **Medicine**
* **History**
* **Ecology** - Including agriculture.

### College of Occult Studies

A small, somewhat secretive college, where scholars research, categorize, and ponder the less scientific things in the world.

* **Mythology and Mysticism** - Dedicated not only to the study of various religions and myths, but their underlying origins, natures, and potential truths.
* **Cryptology** - The study of plants, animals, relics, and other entities which are unknown to science.
* **Immortals** -
* **Esoterics** -
* **The Bayesian Conspiracy** - Not a department per-se, but an extremely secretive group of professors and alumni who engage in work which they believe to be too dangerous to make public, including dark science.
God Catcher

Slavery in Soi is a booming industry that has existed since the earliest days of the **Dawn Era** in many nations both mortal and immortal led. While outlawed in many lands, there still remains a demand for forced human capital that opportunistic bandits, marauders and other forces are eager to fill. Among these exists a certain and very rare kind of slaver simply called **God Catchers**, called such for their specialization in hunting **Immortals** for capture.

Due to the extreme rarity of Immortals, god catchers are both rare and often work capturing mortal prisoners most of their time working. However when organized slavers get wind of a possible undying not protected by larger powers, the bounty of such a capture from **NorthGuard** or the **Tallet Empire** would be equivalent to the wealth of a small kingdom. The dangers of going after such an individual are great, the bounty however usually proves to be too much of a temptation to resist for the greedy and amoral.

## Dawn era to Post war

In the early days of the **Dawn Era** the undying were hardly even heard of, just getting their start in the world, while some making themselves targets, many were able to avoid capture due to their expanded physical limitations and mortal companions defending them. The demand to capture Immortals was usually put forth by rival kingdoms attempting to remove the threat to their borders.

Through the **Classical Era**, God-Catchers were almost completely unheard of, as the stability of nations through widespread peace and prosperity meant little to no conflict, with the Undying leading the world into a golden age, it was almost unheard of.

During the period of the **Great War**, god catchers enjoyed not only a great demand in capture of Immortals from mortal and immortal nations alike but enjoyed the chaos and lack of security the global war offered, allowing for much greater success. It was during this time that the majority of Immortals went missing.

**Post War** Soi has seen a slight decline in the number of god catchers as most Undying have either fortified themselves in great positions of power or have simply disappeared either for safety or despair. The contracts on the capture of Immortals remains open from entities such as **NorthGuard,** Tallet nobles, or **The Warden**.

## Opposition

### **Blackguards and Paladins**

These warriors from the Broken Kingdom hold it among their tenants to fight for the freedom of the Undying and to assist them in reaching the safety of the Black Cathedral or the Council of Undying. The Blackguards of the Trinity Order tend to meet greater success in this as they ride in their massed company with the Truest King himself at their head. The Paladins of the League of the Silver Cross face a greater challenge, the largest of their bands limited to twelve in number by further tenants of their order means that even should they successfully rescue an Undying, the risk of recapture by slavers remains high until a place of true safety is reached.
First Age of Expansion

The **First age of expansion** or simply **First Age** was the time period of rapid expansion by the Immortal nations after the warlike troubles of the **Dawn era.** The First Age is remembered as a time of peace, prosperity and rapid advancement and development of scientific knowledge in all fields. Some of this advancement was lost in the **Great War** and dark centuries that followed, but still preserved on data tablets in unexplored ruins.

## Historic events

### **Raising of the bio-temples**

During the first age, a great emphasis was put on the acquiring of **Biomantic** knowledge. As all living creatures were subject to laws of biomancy, a drive to understand these laws and manipulate life itself was put in very high regard. Using the resources of several of the great nations, a network of **Bio temples** and their surrounding sanctuaries to house the created life was made.

With these structures created, the amount of **biomorphs** in the world surged upward, from cash crops, medicinal plants, beasts of burdens, even the creation and alteration of **ab-human** strains. The nation of **Kushan** in particular took great interest in creating various terrifying creatures to fill the menagerie of their immortal ruler.
Mead

*"We've been working so hard lately. Maybe we should visit Mead for a vacation. I hear their druids have been working on a cold version of yogurt!"* -A merchant to another

Mead is a city-state of the Inisfall Confederacy that happily welcomes in outsiders. It is one of the largest grossing city-states in the confederacy, owing to its reliance on tourism to drink the eponymous honey wine. Mead welcomes all to buy a tour of the countryside, meet a local mead-maker, stay in the cottage amongst the trees, and other kitschy tourist activities. When most people think of the Confederacy, they think of Mead.

The Druids in Mead are more focused on chemistry and fermentation than druids in the other city-states. They make fine wines and cheeses, as well as yogurt. They typically export their recipes to local Inisfalli to better ensure the commerce of the people, but the occasional tourist can convince the Druids to try their new experimental batch.

The apiarists of Mead are terrified of the potential invasion of the Goran bees and are actively searching for a way to disable the threat to their livelihoods.
Abdul (The Owl)

Abdul the Owl is a member of the Triumvirate and is generally considered to be responsible for establishment and upkeep of the massive library at the Chambers of Eternity. He is served by a small army of librarians and scribes, working laboriously to protect the knowledge of the civilized world against the future.

## **Current Era**

### **Appearance**

Slightly taller than the average man, Abdul is quite hefty by any standard with a rounded face and generally "soft" appearance. The scholar generally keeps his head shaved and his favored white robes striking a sharp contrast to his coal black skin. He's never seen without his heavy key ring, holding the ability to open and close the Chambers' vast vaults of knowledge to anyone and everyone.

### **Persona**

Abdul presents himself as extremely congenial and welcoming to others. Quick to smile and ceaselessly patient, Abdul is quick to defuse tense situations around him. His studious nature often leads to him communicating in metaphors and parables to the pleasure or displeasure of his audience.

### **Activities**

Adbul spends the vast majority of his time tending, recording, and maintaining the libraries of the Chambers of Eternity. When not found directing the monks who aid him in this task, he can typically be found peacefully sailing about the harbor in a small skiff, or fishing from the same boat.

### **Creed**

Abdul sees the world as destined to come completely under immortal rule. Surely there no others as suited to bring prosperity and longevity to civilization than those who can live to remember mistakes that were made when they threaten to repeat themselves. He does however view the mortals as the charges of the immortals, with it being their duty to care for the masses and ensure they live as long and happy lives as possible.

## **Outlook**

Abdul generally regards himself separate from the world. A loner by nature, he simply watches and records events as they unfold without truly pushing an agenda beyond a desire for a greater peace. Abdul generally considers no immortal beyond redemption, and keeps "guest chambers" with various level of security where immortals need safety can find refuge and those who have lost touch with at reality can be retained and aided.

## **Relations with other Immortals**

What other immortals does this immortal interact with? Do they have any friends? Any enemies? How do they view the other immortals in the world?

## **Major Historical Events/Actions**

What are the most significant things this immortal is known for in the world?

## **General History**

What is the general history of the Immortal? Did the immortal previously sport a different persona or public image? Specifics and details should go on an Immortal-History page if this section becomes too lengthy.

## **Faction Information**

Does this immortal run a nation or organization? If so what are the particulars of this arrangement?
Jerry Parrot

Jerry Parrot is a legendary mortal entertainer who travels throughout Soi and sings songs about the people he encounters. He started his career on Tradepass Isle at the Knotted Dragon. Some of his more famous songs are "Trader Tales", "Runnin' From the Bees", "Thinkin' in Circles", and of course "Rumshire". He has started a chain of restaurants and cheesy trinkets all under the Rumshire brand. His fans are called Rummys.
Strawmancapistan

Strawmancapistan is a nation that is well-known for its child slavery, rampant drug use, and eerily advanced technology. Citizens observe what is known as the "Non-Aggression Principle" similar to the Inisfalli religious tenets, but far more liberal in its interpretation. They have embraced the term "Strawman" as their national identity.

*"You don't sell heroin to toddlers? Fucking statist."* - A Strawman in conversation with an Inisfalli trader.

Strawmancapistan exhibits no-holds-barred anarcho-capitalism. A small but powerful minority of the population owns their own mega-company and lives in luxiorous mansions complete with exotic carnivores, a full workforce of slaves, and drug production facilities. The majority of Strawmen are slaves. Strawmen possess legendary flying tools of destruction but primarily use these on trespassers, preventing them from falling into the hands of "Statist Scumbags". Strawmen cycle from slave to owner and back on a fairly regular basis.

Strawmancapistan is known for the best-selling expose "True Life Tales from Strawmancapistan". Excerpts below:

"Two brothers and a sister once gaily chased fireflies into Lock and Heed Corporation's property, triggering a claymore mine. L&H CEO Marietta Martin personally called her private security force to remove the bodies from her property and extract payment from the children's parents for the effort. The parents could not afford the payment, so the husband was sold into sexual slavery as part of Ms. Martin's personal harem."

"A member of the Megahard corporation's family, Gill Bates, was afraid of the existence of Santa and strafed the sky with a machine gun until the end of Winter."

"The property of a lower-class strawman was utterly destroyed in an aerial assault by his neighbor, the neighbor claiming a single blade of grass fell on his lawn to prompt the attack."
Samar (The Artist)

Samar the Artist was a wandering immortal with a stated mission to bring beauty to the world. Working with paints, sculpture, and any other medium he found his works are regarded as the finest pieces known to the world and have done much to inspire milenia of artists. What has become of Samar is unknown, save that he went missing sometime around the year 1500.
The Hungry Sun

**The Hungry Sun** is a primitive god whose worshipers regularly make human sacrifices to. They believe that, without feeding the sun humans "when it gets hungry", the sun may go out. It originated in a micronation in the Western Eastern Block, which would regularly raid nearby villages for sacrificial victims, but was later stamped out when the Circle intervened on behalf of the nearby villages, which had become prospective trade partners. This was the first major action of the Foreign Intervention Forces. The Hungry Sun was, for some time, worshiped in holdouts further to the West, where the Circle's influence hadn't spread to, but was wiped out completely by the Tallet.
Red Trail

The Red Trail is the catch-all title for the covert operations conducted by the Inisfall Confederacy, Ashed, Tallet Empire, the Family Hearth, The Collective, and other nations to assist Goran exiles escape from the Goran Nation to the rest of Soi. Each nation does this with the intent of gaining intelligence on Gor.

It once operated in the open, but due to false exiles sabotaging the operation it now remains secret and all who follow the Red Trail are typically kept in prisons or other secure confinement. Upon reaching the nation, they are interrogated for all information. Some are asked to become double agents, but are never fed crucial information on the nation utilizing the Goran exile.

## Escape From the God's Way

At the beginning of the God's Way project Failed Ones  were called upon from throughout the nation to expedite the process. The Moulders even requested the Mini Light punish more by allowing more to become a Failed one in lieu of being purified by flame. Some of those scheduled to purified by flame were double agents of the Red Trail. From the early days of the great pathway whispers were made against Gor. The acts against basic humanity in the tunnels only got worse over time helping the cause of the Red Trail. Generations later the legends of the outside world persisted. False reports were given  about the progress of the passage and a exploratory tunnel fulled with magma was armed with an explosive. When it was clear that the Mini Light was fully present in the mines the explosive breached the magma chamber and filled the God's Way. Over two thousand Goran escaped .

## Red Trial

   The ministry of the Light functions in an attempt to keep the faith and weed out defectors. Enormous resources and endless poured The Mini Light uses counter counter intelligence, fake leads to the Red Trail and hypnotized; triple agents, quintuple agents. The Mini Light has gone as far as sending agents out to foreign lands to raise and program orphans as unknowing information and agents inside the Red Trail's management. Sometimes they just use direct physical raids to purge the Red Trail. These purges have been proven ineffective as all it does is force the Red Trail to re organize it's function and leadership. Even with all of these countermeasures into this secret war with unknown or dubious results. It is impossible to plug all leaks in a nation so large and so authoritarian.

Using information from the counter agents the Mini Light organizations identical to the Red Trail are set up in many Goran cities that function for the opposite purpose of those recruited. Using the same methods to discover defectors those dissatisfied with the nation are brought to fake Red Trails to cleans them. When defectors are recruited they are eventually channeled to purification chambers they will purge them with the light.
Rules of Trade

> *"The one thing you can count on when in Tradepass is the code. Live by the code, keep your head about you and you will leave the island bloody rich"* (Merchant journal)
>
>

The **Rules of Trade** or **Tradepass code** is the unofficial code of conduct for **Tradepass Isle**. The founder of the island, Win Fairtrade upon her death released her personal rules of trade. The official code can be found at the center of the island written upon the bronze memorial of Captain Fairtrade, pocket editions can be found throughout Soi.

The laws and conduct help govern the chaotic mess of above board and back alley deals, conspiracy and conflict that is Tradepass isle.

## The Rules of Trade

> *"Nothing compels you to live by the code save your own will. As it was, as it is, and as will continue to be long after my bones are dust"* Captain Fairtrade
>
>

1. Always question everything.
2. People only do what is in their best interest.
3. Everything has a price.
4. Time is a thing...
5. Whomever has the longest plan always wins.
6. Always have a backup plan.
7. Never pay more then what you will benefit.
8. Wealth is more than gold.
9. Never trust someone more wealthy then yourself.
10. A knife doesn't care if it is used by a surgeon or a murderer.
11. The bigger the smile the sharper the knife
12. It is always better to ask forgiveness then permission.
13. Nothing lasts forever.
14. Never trust anything lasts forever.
15. No such thing as a dumb question. Plenty of dangerous ones.
16. Innovate or die.
17. The dead will not profit.
18. The most valuable currency is blood.
19. Debt is only real if it is remembered...
20. The largest cost in any deal is opportunity.
21. Anything free always has the highest cost.
22. There is no such thing as a bargain.
23. See a need? Fill it.
24. No risk no reward.
25. Everything has a deadline.
26. Nice guys finish last.
27. Pretending to be nice isn't nice.
28. Never be afraid to exploit a weakness.
29. People are tools.
30. All relationships are like milk or wine.
31. A good customer is worth more then their weight in gold.
32. People in your debt are just like family. Exploit them.
33. Listen to everyone. Trust no one.
34. Never take no as an answer.
35. To avoid suffering is suffering.
36. To avoid struggle is struggle.
37. The denial of failure is failure.
38. Hiding from shame is shame.
39. Own everything about yourself or someone else will.
40. Pleasure is good business.
41. Pain is good business.
42. Never shy away from a new deal. Just bring your scale.
43. Weigh twice cut a deal once.
44. Always deal the cards.
45. The house always wins.
46. Insurance is betting against yourself.
47. Never be without good friends or good enemies.
48. Keep enemies closer then friends.
49. Everyone has secrets. Know them.
50. Plant ideas in others. Let them take the credit and let them do the work.
51. Use other's desire to feed your own.
52. Own desire. In yourself and others.
53. If you have lost drive you have lost everything else.
54. To know anyone you must first know everyone around them.
The Claymore

**The Claymore** was a fictional work, written sometime in the Preclassical Era, about a warrior (possibly a Woag or a Broken Kingdomer) who battles a great, unnamed army (possibly that of the Tallet or the Shining Kingdom) to save a village from conquest. Throughout the story, the concepts of honor, dedication, discipline, and the price of freedom are constantly revisited.

It is the earliest known epic to be recorded in writing, though many of the details surrounding it have been lost. All that is known is that it was written by someone in one of the northern cultures in a period where only Immortal civilizations had writing.
Great Kushani Wall

The **Great Kushani Wall** is a series of interconnected walls which surround and divide the entirety of the Kushani Empire. It is manned by the Kushan royal army.

The Kushan rely on their large population to defend the wall, utilizing ranged weapons such as arrows and artillery. Volunteer guards patrol the wall scanning the horizon looking for armies, raiding parties, and approaching siege weapons. If spotted the guards light beacons signalling an approaching attack. Troops stationed on the wall from the regular army arrive to guard these sections of the wall when the beacons are lit, usually arriving hours before their foe.

Winged scout riders often fly near the border to give a higher view of the situation to relay the size and position of enemy forces when they approach. The Kushani rely primarily on their longbow archers to fight from the tops of the wall. Vegetation within firing distance is regularly cleared in order to deny the enemy cover.

The Easternmost section, bordering the Goran territory, is the tallest section of the wall, and connects to the large defensive wall defended by the Circle of Friends known as The Wall at its Northeast point. Kushan relies on the high altitudes, rough terrain, and freezing weather to prevent the Goran from moving south of the wall.

The wall, being a very tall, wide structure, actually creates a climate effect which protects Kushan from the frigid temperatures and high winds of the frozen tundra which their southern section would otherwise be part of.
The Broken-Forge Bond

The Broken-Forge Bond refers to the treaty between the Broken Kingdom and the Dwaran  stronghold of Northforge.

## Terms

The Truest King personally funded a Grand Parade to build a stronghold just north of the Kingdom in the mineral rich low mountains for the Dwaran people.

The Broken Kingdom would formally respond with defending armies should the Dwaran come under attack.

The Dwaran would use their forward position to keep the Kingdom informed of hostile movements.

The Dwaran would trade their produced metal directly to the Cathedral in return for food, textiles, and other needful things.

The Dwaran stronghold would include personal chambers for the Truest King and his retinue should they visit.

The Dwaran stronghold would be counted among the personal property of the Truest King, exempting it from any future taxation by the Broken Kingdom or hostile military action.
Prehistory

This is a time before the Dawning of the Immortals. A time when many people wandered the world, living as hunter-gatherers in harmony with nature. This was a time of beast cults, ancestor worship, of worshiping the great mother goddess Soi, and the burgeoning of a new faith in the east which would become known as Gogalith.
Inisfall-Megatherii War

*"Stay clear of the forest, daughter. We have sworn to keep away from the slothriders ever since the war."*

The Inisfall-Megatherii War was raged early on in Soi's history. It not only established the Inisfall Confederacy, but also determined the borders of the Fratres Megatherii.

## Beginning

The war began when one of the Wild Tribes encroached on the sloth riders' land, claiming their government did not allow freedom and so their religion gave them the right to seize the territory.
The Freehold

**The Freehold** is a small Polity within the Southern Circle of Friends, known for being highly anarchistic. It has a very small number of Technocrats there, with the only defense force there being militias with minimal oversight. Crime and punishment is determined by community rule. It was originally founded by an immortal with interest in Anarcho-Communism and the dissolution of borders between people.

The Technocracy has had many struggles attempting to manage its relations with the highly decentralized and unorganized Freehold, and has to constantly remake deals on a township-by-township basis as interests change. The Freehold, however, is the source of a very large amount of Sociological data, most importantly, information on how to get near-strangers to see each other as part of an In-Group.
The Director

> *"Your petty politics have quickly made me grow weary, my people and I will no longer be a part of these squabbles."* -The Director to other Immortals
>
>

>
> The Director is the founder and current head of the Academy. He desires to remain neutral to the happenings of the world, but if pushed, he is prepared to bring down everything upon those that push him.
>
>
Quicktalk

Quicktalk is a constructed language which is the main language of the Circle. It was created by linguists for optimal communication, using words and concepts from the existing languages of the unifying nations. It is known for lending itself to wordplay, due to the many prefixes, suffixes, and contextual reusage of the same words within different terms.
Scatter-Ballista

The **Scatter Ballista** is a form of artillery and a weapon of mass killing first developed by the Circle during the First Goran War. It fires large volleys of wooden spears, which are meant to kill large numbers of enemy soldiers who are not heavily armored. The design, while simple, has had over a thousand years of improvement and expansion, and is still employed to this day.
Black Eyes the Traveler

**Black Eyes the Traveler** was a commander of the Unbounded Forces at the beginning of the Great War. Initially the leader of a group of about thirty Unbounded stationed east of Cattailia on bandit-hunting duty, his swift and ruthless judgement at repelling a Tallet incursion saw the beginning of a quick rise in the ranks, eventually leading to a force of several hundred during the Burning of Ivoryhold. He was killed in action while striking on the heart of the Tallet empire near the end of Operation: Sandstorm, shortly after issuing the final order to "continue to support the local rebellions to the last man; every moment the Tallet stay here is another moment our friends, families, and children will be safe." His forces followed this command dogmatically, and remained as a nuisance in the area for the next decade. This was shortly after his subcommander, **Gregory Irons the Thinker**, was pulled back with another section of the force to defend against what escalated into the Goran-Circle Genocide Campaigns.
Golden Age

**Kallipolis Standard Eras**

Prehistory: before 0

Dawn: 0-100

Precalssical: 100-400

Classical: 400-1000

Postclassical: 1000-1200

**Golden Age: 1200-1800**

Decline: 1800-2100

Post-Immortal: 2100-

The **Golden Age** was an era of great general cooperation and prosperity ranging from 1200 to 1800, in which the world saw rapid population growth, technological advancement, and greater interactivity between nations. Its beginning is marked by a cessation of unrest that plagued the Post-Classical Era, and its end is marked by the rapid decline in international politics and resources which culminated with the Great War.
Purge Night

*"Over the course of a year, a lot of trash builds up in the city. Useless pieces of garbage that doesn't help anyone or contribute to society. Tonight is the night we cut loose and are free to drag this trash out into the open and hack it to pieces in the street."* -Ashed cobbler cheerfully describing the festival

Purge Night is a common holiday throughout the Ashed Cities where once a year the Ashed gather all of the miscellaneous pieces of junk that they own but no longer need and throw them into the streets. "Purgers" put on often small costumes made out of random debris and gather the junk trinkets, often in the form of furniture or clothing, and simply break, burn, or recycle everything they can find. Candy is given out, drinks are had, smoke is smoked, and everyone generally has a good time. Injuries sometimes happen but are considered a minor inconvenience.

* The purge boosts the cleaning, carpentry, and medical guilds.
* It's considered a cleansing of one's spirit.
* The festival often scares off foreigners who witness it.

## Purgers, Barricades, Scavs and candy

*"If I didn't know this was an innocent festival I would swear that the city was tearing itself apart."* -Shaken unclaimed bar patron coming in from the street

* Purgers are the people that roam the streets looking for purged materials to destroy so that the refuse can be made into recyclable materials later.

* Barricades are made by people outside of their own homes with garbage and purgers are invited to symbolically free them by tearing down the barricades.
* Scavs often roam the streets looking for hidden treasures that people have discarded, often found in the higher up districts.
* Tearing down a barricade and freeing the people inside is a part of the tradition; the people that are "freed" give out candy.
* Ashed business guilds often send teams of Scavs to gather raw materials after a Purge Night.

## History

*"The 14th has done what now?!"* -Unknown Immortal after being invited to Purge Night

When Purge Night started, the 14th Council claimed responsibility in orchestrating what would become an annual festival.

It is rumored that several Immortals flocked to the first city state which had Purge Night, who were horrified of the concept; however, this turned out to be an enormous misunderstanding.
Apple Famine

In the beginning the Gorans sought to being as much prosperity to the land as the land could bare. This involved cultivating fruit baring plants of all kinds at nausium. Originally nomads the Gorans seeded the entire firelands with all fruits particularly apples. This tradition continued and brought prosperity to the people. Food was available to any who just wish to take it.

After the Fire God took his place as Gor the trees started to wilt and die throughout the firelands. Gor knew this was a failing of his own design. The loss of this abundant resource caused the starvation of thousands. Although his people planted many trees they were not distant enough.  To protect his people from ever having such a failing of foresighted again Gor formed what would be later known as the Moulders. A group dedicated to the growth of the nation.

Taking  the nation by force the Moulders were guided by Gor in how to control life. How the Void would plant disease. How the Void would breed illness. How to cull the weak and breed the strong. On clay tablets the Moulders gave all living things in the nation designations to track their breeding. Using the military of Gor they forced all people to comply to the regulations.
Primus

> *"It's our home, the only one we have. Everything, the history of our species and people all happen on this one world. It is everything, and nothing."* -Anonymous cartographer
>
>

Primus is the planet on which the Immortals setting takes place. It is in a stable orbit around its central star and has one moon.

## Geography

It is a habitable planet with most of its landmass concentrated in its southern hemisphere

### Notable biomes

* Golden Jungle (Goran-made jungle with fruit trees, beehives, etc.)
* Sawgrass Tundra
* Frost Swamps
* Cliffside Forests
* Great Desert
* Glacial floes (Woag waters)
* Cattailian Desert
* Badlands
* Shining Plains
* Everfree Foothills
* Kushani Mountains
* Haunted Forest

## Climate

* Primus is a mildly cold world with temperatures rarely reaching over 100 F or 36 C except for volcanic regions near Goran lands or Sumera.
* The equator is home to a narrow region of near-constant comfortable warmth.

## People

    The estimated population of Primus is somewhere around 200 million human beings in total across the surface of the world.

### **Immortal Nations**

* Goran *"Conquer"*
* Ashed *"Endure"*
* Mamutok *"Learn"*
* Woag *"Fight"*
* Broken Kingdom *"Honor"*
* Kushan *"Live"*
* Circle *"Thrive"*
* The Family Hearth  *"Profit"*
* Tallet Empire *"Expand"*
* Fratres Megatherii *"Sloth"*

### **Mortal Nations**

The nations of Primus without Immortal leadership

* Inisfall Confederacy
* Pillars of Ebony
* Sumera
* Swamp Lurker tribes
* Highland Clans
* Countless Unclaimed peoples
* The Rakkaan
* Tuskran tribes

### **Major Points of Interest**

* Exildun
* Tradepass Isle
Necropolis Unearthing Division of Expanding Science

> “Send Necropolis Unearthing Division of Expanding Science NOW!”
>
>

> -The 14th Council Member in regard to a Rae Wood infested necropolis state.
>
>

In the First Immortal War the Ashed lost a wealth of trade secrets in the legendary necropolis states. To recapture this lost lore the combined guilds finances the Necropolis Unearthing Division of Expanding Science. This archaeological team is far more then just scholars. The current sate the necropolis states
requires more then just a mind but true adventurers. Trained in the world's martial arts and physically honed agents of Necropolis Unearthing Division of Expanding Science are sent wherever needed. Many refer to the organization by it's acronym.

Major Discoveries

Sword of the Mountain

On an expedition to the Screaming Mountains Necropolis Unearthing Division of Expanding Science learned of a legendary sword. In the peeks of a storm ravaged mountain a runed sword sits within a stone. The unique conditions of the mountain and stone create an amazing natural effect. About ever 30 seconds to a minute lightning strikes the sword. Surrounding the sword are the corpses of those brace enough to approach the legendary
sword. Any person of whom gets to close to the word are struck by an
arc of electricity instantly killing them. Using telescopes Necropolis Unearthing Division of Expanding Science translated the runes. “Any who wield this blade will hold the power of the immortal.” Unfortunately there is no way to get ahold of the sword for further study.

In consequent studies the blade
mysteriously disappeared at the reemergence of the of the Blood Merchant.

Iron Currency

Deep in the crust of a uncovered
necropolis state Necropolis Unearthing Division Expanding Science
discovered a vault sealed and labeled to never be opened. Within were thousands of perfectly preserved iron cubes and tablets of stone depicting stories from early Soi. Translated from old Ashed common the tablets tell a tale of how the 14th created the original currency of the world. Deeper in the vault a stone carving was found of the 14th with hid head between the legs of what appears to be the Blood Merchant. Scholars theorize that this
was the moment that the Family Hearth adopted the “Iron Price” as a standard of trade.
Skathak

Skathak, or "One with Shadows", is the Inisfalli term for any covert agent. Within the Inisfall Confederacy the humble Sheep Raid has evolved into an industry of espionage, reconnaissance, and assassination. Skathak are the most skilled at their craft, and are hired all across the world to practice their arts. They are affiliated with the Glittering Spinewing and the moon.

## History

In the ancient times of the Wild Ones, tribes would sneak out in the middle of the night to steal sheep from neighboring tribes. Warriors were trained in the art of camouflage and stealth, and the most skilled raiders were said to become one with shadow (Skath) itself - the Skathak. Written accounts of these Sheep Raids are one of largest genres of Inisfalli literature and have led to the mythical status of the Skathak. They are said to be able to turn into shadow, manipulate others through their shadows, and turn into black Spinewings.

Over time, the most skilled Skathak created small hillfort villages and sold their services as spies and spy-trainers. These villages, known as Dun Skathaki, have led to the creation of Skathaki clan businesses.

Skathak have trained Spinewings for sending and receiving messages, which probably led to the myth that they can transform into them. Each Skathak has their own personal Spinewing they bonded to upon beginning their training.
Great War - The Goran Western Offensive

The Goran crossed the mountains that had normally been their western border and invaded the lands of the Circle. They claimed the Circle had attacked the Goran people when they had struck the home of the Family Hearth and that the crime must be punished. The Circle fought back, but even with the aid of the remnants of the Syndicate forces from the south, were unable to hold indefinitely. With the Broken Kingdom too embroiled with their war against the Tallet and Woag, Kushan was finally forced to send troops outside of its walls to the Circle's aid. The reinforcement of hundreds of thousands of Kushanese levies and their core of professional officers gave the Encircled the numbers they needed to hold, and kept the Goran from being able to regroup. The action may have saved both nations, as the united Goran army may very well have devastated Kushan if it had formed.
Bahnba

*"You see those shining white buildings living in harmony with the birds and the flowers and the trees? That is Bahnba."*

Bahnba is the unofficial capital of the Inisfall Confederacy, in that it is the largest city-state and where the Druids call home. The city was designed by the Druids so that when birds looked upon it, they saw interwoven rings that create a beautiful knot. Bahnba was founded by the Druids, and so they instructed how the buildings should be built to ensure this pattern. Airships that have passed over the city have noted that from the sky, Bahnba looks like a tangled and confusing mess and really nothing like a beautiful knot at all. The Druids consider this Collective drone brainwashing nonsense, as they have never seen it from the sky.

The city would be notably hard to navigate if not for the flowery vines that were bred to give signs to any newcomer. These flowers can change color by reacting with a mysterious chemical known only to the Druids, so that signs are always up to date.

It is known mostly for its innovative output rather than commerce. Conferences on how to best utilize the technology output of the Druids are always held in Bahnba, side-by-side with the inventors.

There is, however, a large amount of commerce resulting from the ports that connect Inisfall's technology to the outside.
Mortal Nations

*"Survive"*

The unclaimed, or mortal civilizations are the independent peoples of Soi that developed without immortal leaders guiding their development or culture.

The unclaimed make up over half of the planet's population.

The unclaimed often times have much less technological progress or power compared to the great Immortal civilizations, however, retain their own cultural autonomy.

It is rare but not unheard of for ab humans to exist in their own unclaimed civilizations. Most unclaimed are unmodified strains of human due to their lack of interaction with the Immortals.

Most unclaimed speak the common tongue.

## Pre and post-war mortal nations

During the Dawn era, the mortal nation so of Soi

## Known List of Unclaimed Nations

### **Inisfall Confederacy**

The Inisfall are a loose confederacy of like-minded independent states that share values of human life and the meaning of freedom. Despite initial contact by the Immortal [The Bard], all states in the union remain free of Immortal leadership.

### **Sumeran Tribes**

The population living within the **midlands** of Soi

### **Dhakar**

A small highly militaristic nation in a constant state of war with the **Goran nation**. They have a trade with independent forces within the **Encircled territories** in which they receive advanced weaponry for refined combat drugs to be used for recreational purposes within the circle.
Bio temple

> *"Once, life was wild, untamed, and without purpose. What we have done here is to fix that."* -Journal entry recovered at abandoned temple
>
>

A bio temple is a structure created by the Immortals for the shaping of life and creation of biomorphs via selective breeding over long periods of time. They are stated to be some of the oldest structures by the great Immortal civilizations.

Many were either destroyed or abandoned during the Great Immortal War, their biomorphs escaped or destroyed.

Bio temples are often found in the middle of or near haunted forests.
Okinera

Here you can see a beautiful Okinera maiden with an opulent straw hat.Okinera is an unclaimed nation in the southern Eastern Block, near the Circle. They are known for their signature pyramid-shaped straw hats, which are often decorated with colorful ribbons woven into them and hanging off. Their main exports are rice and copper, which they have in abundance due to development by the Encircled.
Road to Stone

The **Road to Stone** is a large, mostly-paved road running from the Friendly naval-capital of Stoneport, through the Northern Unclaimed provinces of the Eastern Block, to the Cathedral of The Broken Kingdoms. It was first paved during the Classical Era, as a joint-project to make trade between the two nations easier.

As the coastline is difficult to traverse and prone to Woag raids, this inland route and waypoint have become a crossroads. New roads have been slowly forming between the Unclaimed regions and the towns along the road, bringing additional trade into all nations involved.

It is considered a sister-road to the Road to Kushan.

## Places along the Road

### Stoneport

At the south end of the road lies the city of Stoneport, where a large ornate set of gates leads into a processing area, through the city, and eventually all the way to the docks.

### Outer Circle

For the stretch of the road which runs to the edge of the Outer Circle a half-day's ride away, the road is paved with smooth stones and maintained by the Technocracy. A few small towns lie along this stretch of road, as well as numerous farms.

A small military outpost along the road marks the edge of the area claimed by the Technocracy. It is manned with soldiers from the nearby towns, and prevents any hostile forces from using the road for movements.

The fort is built in line with the remains of an ancient waist-high cobblestone wall, which runs along the edge of the territory, despite having existed long before ironspire. Local legend states that, when the two kings first met in this region, they began their eternal argument. Frustrated by the inability to reach a conclusion, they angrily began to stack rocks in a line to show where their borders would never cross. This story has several flaws, obviously, yet the wall remains.

### Iron Spoke

A guarded way-station was established at the halfway point. Now called Iron Spoke and constructed as part of the Kingdom's purchase of a large shipment of steel, the waystation is fortified and a frequent stop for Border Patrols. Nominally under Friendly control however; maintaining, supplying and garrisoning the waystation is the responsiblity of the Circle.

The waystation has grown into a small village, ringed with a wall built by the Technocracy as an extension of the way-station, and built around the large keep-like waypoint. Fresh mounts are kept here for fast communication between the two nations, and it boasts a small economy of oat-farmrs, ferriers, and wagonwrights to support the traders on the road. Missionaries run a local school and clinic here as well, though the Technocracy has made no further effort to absorb this area.

### Southern Solvarkia

The road runs through the western edges of both Southern and Northern Solvarkia. In both of these countries, several small cities have formed around the trade route. The governments of this region have agreed to patrol the sections of the road which lie within their zone of control, creating some defense for the northernmost section of the road before it hits the Broken Kingdoms.

### The Broken Kingdoms

The road ends deep within the Broken Kingdoms.
Great War - The Tallet-Goran Battle That Never Happened

For a brief moment early in the Great War, when Tallet success in the east seemed assured the Faceless Emperor, in an act of overconfidence, they landed a colonization force far the west of the Empire on the shores of the Goran nation. Not much of the action is known due to the tight-lipped nature of both participants. What is known is that the conflict ended with the Tallet occupying one of the formerly Goran peninsulas, and the Goran stripped away a hundred-league long swath of topsoil. Said topsoil was carted away in massive Family Hearth  caravans due to their obligations to the Goran people, and stored outside of the Family Hearth in gigantic mounds for the duration of the Great War.
Ab human

> *"While we primary humans come in all shapes, sizes and colors, some folk have distinctly different traits of body. Their unique bloodlines make them their own category dubbed ab humans"* -The Traveler's Guide to Soi
>
>

Ab humans, or abnormal humans, are subspecies of humans that deviate from the normal homo sapien breed, either due to natural subspeciation of genetically-isolated populations or artificial selective breeding by Immortals. In the second case, they are a subcategory of biomorphs (genetically modified creatures), but are not usually called this due to their human origin.

According to the oldest lore, the Immortals claim humans avoided a great catastrophe under their guidance that would have killed off all but a handful of human strains.

## List of known Ab humans

* Cattailian
* Ashed
* Goran
* Woag
* Sail People
* Boulder men
* Swamp Lurkers
* Deep Ones
* Scale Folk
* Bark Skins

## The primary human strain

The primary strain of humans, previously called "plains folk," are the most populous strain of human, followed closely by the Goran. They descended from more primitive ape species, developing larger brains, less body hair, and an upright walking posture. While the primary human strain has different colorations and aesthetic features, none of these separate groups qualify as "ab humans".

**Traits**

Primary humans are agile creatures in the great ape family, standing
on average 180 cm weighing 70 kg. They are agile, fairly strong creatures,
adept at walking long distances and slow, sustained activity. They tend to have
no natural weaponry except for their remarkable problem solving ability and
manipulating appendages.

**Different sub groups**

Due to separation and development in different climates of Soi, many separate sub-groups of the primary humans have developed. Typically these sub-groups are immediately noticeable by different skin pigment and hair types. These are not ab humans due to the ease of which bloodlines can mix and breeding takes place between them with no complications, unlike ab humans. Ab humans generally cannot produce offspring with primary humans, and if they do, ab human crossbreeds with primary humans tend to lose all ab human traits.
Postclassical Era

**Kallipolis Standard Eras**

Prehistory: before 0

Dawn: 0-100

Precalssical: 100-400

Classical: 400-1000

**Postclassical: 1000-1200**

Golden Age: 1200-1800

Decline: 1800-2100

Post-Immortal: 2100-

The **Postclassical Era** was as a period of instability between the Classical Era and the Golden Age, in which famine and distrust between Immortal nations led to minor conflicts and general decline. It was ended when the Council of the Undying regained prominence and ushered in the Golden Age, which led to greater cooperation between the Immortal civilizations and the re-stabilizing of Unclaimed nations.
Decline Era

The Decline Era is marked by the start of major aggression between the Immortal Nations. This era includes the series of conflicts and overlapping wars which have become known as the Great Immortal War from the year 1900-2000. The Era is marked to have ended in the year 2100 with the stamping out of the last major Corpsebloom outbreaks.