recursal/Fanatic-Fandom huggingface dataset:
Dashiell 'Dash' Liadon-Reynard

https://arcadiaquest.tumblr.com/post/168887916331

Dashiell 'Dash' Liadon-Reynard is a grandson of House Reynard, one of the great dynasties of Crecia. He is half elf on his mother's side, hailing from the less powerful but extremely wealthy Liadon family of Estor. The youngest son of a youngest son, Dash is unlikely to see political opportunity himself. Instead, Lord Reynard, the de facto patriarch and oligarch, sent Dash to be raised and trained in a monastery. Outwardly, Dash and his grandfather treated the monastery as a boarding school, behaviour that made it impossible for Dash to settle or make friends. In actuality, Lord Reynard sought to train Dash as a personal assassin, a necessary and not uncommon tool in Crecian aristocracy. Dash was a willing pupal and hid his disquiet and loneliness under a veneer of raffish charm.

When he completed his training, Dash was given a 'blank cheque' by his grandfather and left to his own devices. In exchange for his ostensible - and lavish - freedom, Dash is to keep largely anonymous and remain at Lord Reynard's beck and call.
Crackles

An elderly wizard living in Ephoria.
His name tends to escape him...but it sure as heck isn’t “Crackles”. A nickname from his struggles with studying evocations to the amusement of his peers and the vexation of the city’s fire marshalls.

As he’ll happily remind you he was once destined for great things... Nowadays, it’s hard to know where his drunken rambles end and his spells start. Fortunately for him his illusions are still just about good enough to trick most of the city’s barkeeps if not its barmaids...

Crackles' bar tabs are running high and his time is running out. He’s due, he thinks, for an adventure…
Crecia

(Alliance of the Houses of Or)

Map of Crecia

Crecia is a human nation in the north of Izea. This is the oldest of the human territories within Azea, governed by the five ancient houses brought together under the Alliance of Or.

The country is divided into regions that is governed from each of the ancient houses' central city. The main seat of power is within the capital of Swangate in the southern region of the country.

A country with a history of bloodshed among the ancient families, now fight for power and control not on the battlefield but within the Halls of Or, where a game of political intrigue sees the rise and fall of power from one house to the next.

## **History**

### **City-States of Crecia**

###
Guthward Hillbottom

Guff grew up in the village of Beaudorf, in the realm of Crecia, and always knew he was chosen by Kelemvor but never took his calling seriously. Preferring pies, drinking and generally cavorting to piety. One summer, a great illness devastated Beaudorf.

Guthward begged Kelemvor for assistance and he was able to save a small portion of his village. His family didn’t make it.

Ever since that day, Guthward is a reformed man taking his calling seriously. He’s ditched his old ways but managed to keep his sense of humour. Nevertheless, he has effectively fled his village with shame for not being able to do more. He has vowed to serve Kelemvor in return for sharing his healing gifts with whoever needs it.

He is not perfect and his sheltered, human upbringing shows when dealing with other races in particular. He secretly hopes that in serving Kelemvor, he will not only become a prolific healer but eventually be granted the power to revive his fallen family.
Estor

Estor and the Surrounding Region

The Kingdom of Estor is one of the two elven kingdoms of Izea. Based on the eastern coast of the continent, and north of the Spring Sea it is one of the more elder formed nations of Izea. Having been formally declared about 160 years after the Awakening and about 700 years after the Divine Revolt.

The Estorian kingdom is known for its military might and outstanding craftsmanship. With a number of mines and dedication of its artisans, some of the finest weaponry, ships, forged and crafted items are made here.

Estor has also always taken a prominent role in the histories of the Orc Incursions and stands as a bulwark along with its close Dreycan allies to the north against any and all orc raids or invasions.

## **History**

The history of Estor starts with the history of the elves themselves, with the Awakening 700 years after the Divine Revolt. Emerging from the underground into the forests of what is now known as Osharia, the first elves of Izea awoke with no memory of how they arrived there nor where they came from but instilled in them a fear of the depths.

From among them, two brothers step forward, twins, as prominent leaders Estorial and Oshar. The two brothers were both very alike yet so different. As Oshar, reserved and gentle, became enchanted by the forests, and the moon, and discovered how to tap into the arcane and to wield it. Estorial, adventurous and charming, came to understand how to use the materials around him to craft magnificent things and in his journeys discovered his love for the sea. With the guidance and skills of the two brothers, the elves built and expanded their domain, reaching from the Frozen Crown all the way down to the Spring Coast. Each brother built and founded a city, Oshar built his in the heart of the forests of Osharia, and Estorial built the other on the Spring Coast.

For many years the elven domain held strong and made good relations with its new fledgeling neighbours as they developed together yet this wasn't to last.
The Order of the Guiding Staff

The Order of the Guiding Staff monastery is in the mountains of Swain, bordering Ephoria and The Endless Green Realm.

Local stories tell of monks that believed enlightenment was found through isolation and contemplation of oneself, nature, and esoteric images.That the monks viewed mountains as the ideal place for this isolation and contemplation.

In their mountain retreat, these monks studied not only nature and religious/spiritual texts and images, but also a variety of martial arts. The study of martial arts was used as a means to improve oneself mentally, spiritually, and physically.

The Order of the Guiding Staff takes a spiritual approach to life and fighting, they place a heavy emphasis on asceticism and feats of endurance in a search for spiritual, mystical, or supernatural powers.

It is rumoured that the order has been defending the pass since the Divine Cataclysm.

Known locally as the Whispering Mountains, the air thins along with the barriers to the other planes of existence. These spiritual mountain guides help travellers to journey through safely.
Kametello

## Background

The soul who now goes by the name Kametello woke after a visitation by Kelemvor in the company of Elves with no memory of who he was or how he came to be there. After being rehabilitated, he's wild magic abilities began to resurface and left the safety of those who rescued him.

He wondered the continent, slowing heading towards a constant call to the island of Dragonfall. However, his easily distracted mind would often lend him to take up jobs and "side quests" which would impede any advancement towards this subconscious goal.

Often, Kametello would travel in boxes and crates in order to avoid unnecessary attention from those who did not understand what a Tortle was.Eventually, when travelling long distance Kametello would prefer to post himself in the hold than take a cabin or a seat and would come to enjoy the solitary safety of these boxes and would seek a container for himself when injured.

## Dragonfall

Eventually making his way to a ship bound for Dragonfall, Kametello contained himself in the hold. When the ship sinks, the crate containing Kametello was found and brought to a group of Dragonborn Cultists under the city of Draconis. Discovered by a group on, in Kametello's words, a quest, he joins the group distracted by a goal he holds no stake in.

### The "Stairs" accident

While sneaking through The Great Library of Draconis, helping render guards unconscious via his sleep spells, Kametello was convinced by a bad influence to shell surf down a long spiral staircase. This ended in a near death experience for Kametello.

## Leaving the city

After assisting in the escape of the group from Dragonfall, working as a shield opening the door to their hideout and later as another shield when walking through the sandstorm, the group made camp.
Thengar Stonehammer

A dwarf tradesman born in Kal-Thurum.

Fifth son to Filgrim Stonehammer, a skilled stone artisan of the city. Often found to be quick out-spoken, and with many questionably true stories of his adventures. Like many of his kin he is quick to anger, however ,he is know nto be fair and willing to offer a hand for a small price.

At a young age he did have the talent with carving stone like many of his family, but he had an even keener skill in the trade. When he came of age, he set off from Kal-Thurum to find his fortune. He explored most of the Ephorian Kingdom, doing odd jobs here and there making business connections. It wasn’t until 8 years later did he meet Brigan Tor, a simple farmer just outside of Mossburrow, who for a hobby brewed his own ale. Having sampled Brigan’s beer he proposed to go into business together. There began the idea of the Mossburrow Brewery.

Over the following years, business began to grow, as they were shipping off barrels of their wares all over the kingdom, soon becoming a recognised brand.
Order of the Shadoweyes

The order of the Shadoweyes is an elite brotherhood that serves in the forces of Estor. They undergo intense training in scouting, tracking, surveillance, intelligence gathering, and surviving off the land. They are trained in small unit tactics of ambush or hit and run on larger groups of enemies, but are too few in number to stand and fight against larger groups. In those situations their role is to track the enemy and guide heavier elements of the main army to attack/ambush them.

Their uniform is a sandy beret, and light coloured cloaks to blend into the open plains of Estor. Their emblem is an arrow in flight with the motto “swift and bold” written underneath.
The Izean Calendar

## **Year**

The Izean calendar counts up sequentially since the recorded moment of the great devastation of the land known as the Divine Revolt that occurred roughly 2400 years ago. The year is off a little by one or two days many of the ancient civilisations of Izea perished, those that survived took their time to gather and begin documenting their histories again.

The year lasting 283 days starts and ends around springtime, being marked with the 3 day Festival of the Revival.

## **Months**

The Izean Calendar breaks up the year into 10 months each of 28 days, except for the 3 days that are not marked as any month, which is reserved for the Festival of the Revival. There are four seasons in Izea, two long seasons, Winter and Summer, and two short seasons, Spring and Autumn.

## **Days of the Week**

The week in Izea lasts 7 days, wherein most cultures there are 5 days of labour and 2 days of rest. Other cultures vary on that. The naming of the days week is very functional, simply a count:

*Firstday, Seconday, Thirdday, Fourthday, Fifthday, Sixthday, Seventhday*
Dejuur

The capital city of Kazra.

## Places of Interest

#### **Colossus of Kazranar**

A large statue, about 100ft tall, of the god Kazranar, but with four faces and four pairs of arms, each pointing 90 degrees away from each other, wearing a crown of gold adorned in blue sapphires that catch the sunlight. Each pair of hands appears to be holding a vase that they are pouring out. From one pours water, the other pours sand, one emits heavy mist and the last a stream of fire. All of which falls into four, walled, pits at its base. Flanked by two 30ft obelisks.

### **Shops & Inns**

* **Kazeem's Kuriosities**  - Antique Store (Market District)
* **Colossal Splendor** - Inn (Market District) - Nashima
* **Sapphire Star** - Tavern (Port DIstrict) - Owned by Azim
Kazra

Map of Kazra

Kazra is one of the two nations on the Southern Isle of Izea. A desert land shrouded in mystery, being a nation that has mostly kept to themselves. A dominantly human nation, led by the Sultan of the Sapphire Dynasty, as absolute ruler, from their seat of power in Dejuur, the Kazranites make a living in the desert supported a handful of oases.

Despite the harsh environment they live in, Kazra is one of the wealthiest nations in Izea, due to their many mines of precious gems and valuable metal. In fact, they are the only non-dwarven nation to control and mine a source of mithril.
Eastshield

A fort city within the Kingdom of Ephoria, sitting in the mountain pass between the Folds and Fingers Primaris mountains, north-east of Palmrock.

## Shops

**The Perch - (Tavern)**. Owner: Hamish Norfal (Hafling)

**The Brother’s Kron Smithy (Blacksmith)** Owner: Dumid & Dimud Kron (Dwarves)

**The Conjured Refreshment (Alchemist Shop)** Owner: Charlotte Pavola (Human)

**Eastshield General (General Store)** Owner: Bobert Brown (Human)
Dreyca

Map of Dreyca

Dreyca is a human nation on the eastern coast of Izea. Gifted to the refugees of the Isle of Blooms (now known as the Forsaken Isle) by the elves of Estor, after the arrival of Orcs to Izea. The monarchy is seated at the Stormhold, in the capital Storm watch, and rule with absolute and ruthless power.

A military driven nation, the the tough and resiliant people of Dreyca are oathbound to continue the fight against the Orcs, until they reclaim their homeland.
Westgard

Westgard is a large, populated, and relatively civilized region of the world, beyond which very little is known. Numerous sapient species call Westgard home, including Elves, Dwarves, Men, and Orcs. Dragons are a race that is highly varied in its level of sapience, spanning the gap from highly intelligent individuals to completely feral beasts.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Sun

The sun is our star. in greek it is named sol. it has 11 major planets Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune,planet 9, planet 10, and counter earth. it also has 5 major dwarf planets ceres, Pluto, Haumea, Makemake, and Eris, including 50 other dwarfs such as vesta and Sedna.

## fate

in 400 quadrillion years after the sun is a red giant it will explode turning into nebulae.
Crownmeet

The Crownmeet is an ancient council based in the Northern Kingdoms that has convened multiple times throughout history for multiple purposes.

## First Crownmeet

As part of the forging of his coalition against the rest of the Imperial Pantheon, the Fallengod Brashur looked to the North for more allies in his looming crusade, and there he found the Nordayne. At that time, the North was an untamed land populated by regional petty kings and shifting alliances, but always at conflict. In the guise of his mortal form, Brashur managed to unite the disparate fiefdoms by joining their council in a central body that became known as the Crownmeet. This first iteration was not called as such, but it was the start of the later institution that historical scholars began to refer to it as for simplicity.

## Old Kingdom Crownmeet

After Leorus had conquered the Northern Kingdoms, he paid homage to their ancient traditions and established the Crownmeet as an advisory council to his unchallenged rule of the North, in exchange for peace under his banner.

## The Principate Crownmeet

When the Desoral uprising of the early 6th Era was put down, the Crownmeet evolved into the administrative body by which Leonihal and Buranas jointly ruled the defeated nation, having recently lost its king, its right to a seat at the Crownmeet, and been reorganized into the Principate.

## Leonihal Crownmeet

When both Desoral and Buranas left the Crownmeet in the late 6th Era, the council was moved to Leonihal, with Ethoras as the only crown providing support to its proceedings.

Much of the Crownmeet's duties were only symbolic in nature, because it was controlled solely by the Ethoran crown. But after King Edowin's death, who no longer had a natural-born heir to claim the crown, the Crownmeet elected Theseus as Edowin's successor.
Reynolds

**Dieser Artikel ist ein Stub.**

Du kannst dem Die Blauen und die Grauen Wiki helfen, indem du ihn erweiterst.

Senator **Reynolds** ist der Vater von Kathy Reynolds und Senator für den Bundesstaat Massachusetts.

## Hinter den Kulissen

* Senator Reynolds ist keine historische Person. Die Senatoren des Staates Massachusetts während des Sezessionskrieges waren Charles Sumner und Henry Wilson.
* Reynolds wird von Robert Vaughn dargestellt und in der deutschen Fassung von Rolf Schult synchronisiert.

## Einzelnachweise

1. ↑ Wikipedia, Senatoren des US-Bundesstaats Massachusetts
2. ↑ IMDB Besetzungsliste **Die Blauen und die Grauen**
3. ↑ Deutsche Synchronkartei, **Die Blauen und die Grauen**
Kampfattribute

Kampfattribute sind die Attribute die bestimmen wie gut man im umgang mit einer Waffe oder einem Zauber ist.
Sie sind folgendermaßen gestaffelt:

## Kampfattribute

Die Kampfattribe sind die **Veranlagung** die ein Charakter im Kampf hat.
Sie können nach Erstellen des Charakters nicht mehr verändert werden.

## Kampfüberattribute

Die Kampfüberattribute bestimmen welche **Vorliebe** Charakter hat mit seiner Veranlagung umzugehen.

 Fernkampf
 Zauber
Weiße Magie
Schwarze Magie

## Kampfunterattribute

Die Kampfunterattribute bestimme wie sich der Charakter **spezialisiert** hat.

Hackwaffen
Schlagwaffen
Stichwaffen
 Fernkampf
Pulverwaffen
 Elementarmagie
Eis
Blitz
Wind
 Weiße Magie
 Schwarze Magie
Flüche
Molob

Molobs auch Mollobs, Mollobbs oder Molobspinne, Mollockspinne sind kopffüßige Bestien die sich zumeist im dunkeln in zum Beispiel Höhlen aufhalten.
Sie besitzen 6 Beine und am Vorderen Ende ihres fast kegelförmigen Körpers befinden sich zwei lange Beißwerkzeuge
Ihr stark gepanzerter Rücken ist zumeist von bläulicher Farbe während ihre Unterseite Schwarz ist.

## Anatomie

Molobs sind kopffüßlige Rieseninsekten. Ihre sechs Beine befinden sich an der unteren Seite Ihres fast tropfenformigen Körpers an dessen Anfang sich zwei große Beißwerkzeuge befinden. Unter diesen Beißwerkzeugen die auch zum Angriff genutzt werden befinden sich zwei sehr kleine Giftspritzen die sich in der engen Mundöffnung verlaufen. Ihre Beine sind spinnenartig jedoch sehr Robust allerdings nicht wie der restliche Körper gepanzert. Die gesammte Chitinpanzerung der Tiere ist von naturaus sehr hart, wobei der wie ein Plattenpanzer anmutende Kopfplatte den stabilsten Teil darstellen, unter ihr befindet sich sowohl das Gehirn als auch die meisten anderen wichtigen inneren Organe. Ihr metallischblaue Farbe ist auf die Struktur des Chitin zurückzuführen das durch seinen besonderen Aufbau im Licht gesehen diese einprägsame Farbe ergibt.

## Forpflanzung

Weibliche Molobs legen nah ihrer Befruchtung durch männliche Artgenossen mehrer Wochen lang 1 - 4 Eier, die legt sich auf der Rücken der sogenannten Brutamme, die die Eier bis zu ihrem Schlüpfen mit sich herum trägt. Nur zirka die Hälfte der neugeborenen Molobs schaffen es lebendig aus den Eiern.

## Großer Molob

 Initiative
 Parade
 Rp
 Hp
 Lg
 Tc
 Anfälligkeit
 Wilderness

## Kleiner Molob

 Initiative
 Parade
 Rp
 Hp
 Lg
 Tc
 At 1:
 Anfälligkeit
 Wilderness

## Mollobamme

 Initiative
 Parade
 Rp
 Hp
 Lg
 Tc
 Anfälligkeit
 Wilderness

Molobammen können bei einem Angriff den Sondereffekt (Molob) haben.
Quests

Quests sind Aufgaben die die Spieler absolvieren können.

Es gibt fünf verschiedene Arten von Quests: Miniquest, Gildenquests, epische Quests, Reisequests und Storyquests

Quests steigern das Sypathielevel bei einzelnen Charaktären oder sogar von ganzen Vereinigungen und werden mit Xp (Erfahrungspunkte) und Gegenständen, Geld oder Waffen belohnt.

Siehe auch: Geplante Quests

## Miniquests

Miniquests zeichnen sich dadurch aus dass sie Aufgaben sind die nach ihrer Erfüllung keine weitere nachziehen

## Gildenquests

Gildenquests zeichnen sich dadurch aus dass sie nach ihrer Erfüllung weitere Quests von der gleichen Vereinigung nach sich ziehen.

Lv.1 - Lv.2
### Magiergilde:

1. Der sprechende Baum
2. Der Brief
3. Die Geheimnisse des Ikar Sirr
4. Die Schandtaten des Ikar Sirr

## Reisequests

Reisequests zeichnen sich dadurh aus dass sie erst ausgelöst werden wenn ein gewisser Ort erreicht wird.

### Ihaikar

1. Die Aussätzige
2. Der ungebetene Gast

## Epische Quests

Epische Quests sind Aufgaben die von göttliches Wesen vergeben werden. Die Belohnung für diese Art von Quest sind zumeist sehr besondere, einmalige oder sehr seltene Gegenstände.

## Storyquests

Storyquests sind charakterbezogene Aufgaben.
Gradwand Hauptquest
Call to Cloister

At the height of the Dwarven subterranean civilization, the **Call to Cloister** served as a failsafe mechanism to ensure that the evils of the Abyss, which dwarves had exploited and built their confederacy of city-states upon, would never threaten the surface should it fall out of control.

## Section heading

Write the first section of your page here.

## Referenced Notes

* The 'crescendo' of the dwarven empire was abruptly cut short with the call to cloister, and the dissolution of a dwarven central government in favor of a defense posture.
Mark Geyser

**Dieser Artikel ist ein Stub.**

Du kannst dem Die Blauen und die Grauen Wiki helfen, indem du ihn erweiterst.

**Mark Geyser** *(\*1837* *auf der Geyser-Farm in Virginia, USA, †6. Mai 1864 in Wilderness, Virginia, CSA)* ist der zweitälteste Sohn von Ben und Maggie Geyser. Er hat noch die Geschwister Matthew, Emma, John und Luke Geyser. In der Schlacht in der Wilderness wird er schwer verwundet und von einem brennenden Baum erschlagen, bevor John ihn aus dem brennenden Unterholz retten kann.

## Biografie

Mark Geyser wird 1837 als zweiter Sohn der Familie Geyser auf deren Farm in der Nähe von Charlottesville in Virginia geboren. Sein Leben scheint insoweit vorgezeichnet zu sein, als er mit seinen Eltern und Geschwistern die Farm bewirtschaftet und er vermutlich auch dort bleiben würde, wenn Mark als der Älteste die Farm irgendwann weiterführen würde.

### Teil 1

Mark fährt im November 1859 mit Matthew und dem Vater Ben die Heuernte ein, während John sie zeichnet und Luke ihnen Wasser bringt. Von Johns Zeichentalent hält er nichts, weil sein jüngerer Bruder sich ausschließlich damit beschäftigt und deshalb zu selten auf der Farm mitarbeitet.

- weitere Bearbeitung folgt -
Stormboard

Stormboard

Una plataforma de colaboración que
ayuda a organizar las lluvias de ideas. Al igual que otras herramientas,
permite compartir una pizarra para que todo el equipo añada sus aportes. Cada
idea agregada incluye un hilo de conversación de su creador. Stormboard
es una herramienta online que nos permite crear y desarrollar actividades de
brainstorming o lluvia de ideas colaborativas.

Acceder
a la herramienta.

### Etiquetas

brainstorming, herramienta, Herramientas proyecto TSP, Stormboard

### Etapa

III – Educación Secundaria, IV – Bachillerato

### Ejemplos

·
http://blog.stormboard.com/

·
http://www.educacontic.es/blog/organiza-lluvias-de-ideas-online-con-stormboard

### UTILIDADES DIDÁCTICAS

·
Enseñar
a organizar proyectos en grupo donde cada participante pueda colaborar de forma
distintiva.

·
Plantear
una lluvia de ideas con alumnos para proponer eventos del centro escolar,
debates sobre exámenes o propuestas para el aula.

·
Trabajar
de forma colaborativa entre alumnos de la misma o distintas aulas, siendo
posible trabajar remotamente cada uno desde su equipo.

### RECETA

Lo
primero que debemos hacer para comenzar a utilizar Stormboard es registrarnos
haciendo click en ‘sign up’. Rellenamos nuestros correo electrónico o entramos
a través de una cuenta de Google. Deberemos rellenar nuestro perfil antes de
poder acceder a la aplicación.

Cuando
ya estemos en el escritorio o panel principal de la aplicación, haremos click
en ‘create a storm’ para comenzar un proyecto nuevo.

La
siguiente pantalla se nos mostrará para completar título, descripción, y
plantilla. Podremos elegir una multitud de opciones en la estructura de nuestra
lluvia de ideas, desde calendarios, productividad, plan comerciales,
educativos, etc.

En
la versión gratuita para profesores, es posible administrar hasta cinco
usuarios o alumnos por cada proyecto. En el campo de ‘Invite Your Team’
introduciremos los correos electrónicos y tras finalizar seleccionamos
‘create’.

A
continuación apareceremos en el panel de edición. En la barra de herramientas
de la izquierda podemos asignar a cada participante un color para
posteriormente, en ‘Activity’, poder comprobar las participaciones realizadas
por los usuarios. Además podremos añadir a nuestro proyecto:

–
Sticky: notas adhesivas para hacer algún comentario o recordatorio.

–
Image: importar una imagen desde nuestro equipo.

–
Video: enlazar un video desde Youtube o Vimeo.

–
Sketch: realizar un boceto.

En
cada una de estas aportaciones, cada usuario puede comentar y puntuar la
participación de otros y así promover un debate organizado y mejorar el
proyecto final.

Cuando
hayamos finalizado y haciendo click en ‘report’, se nos proporcionarán informes
relacionados con el contenido del archivo.
Theseus

**Theseus** was the first King of Menastir, crowned in the First Year of the 7th Era. He was born **Theo Rainier** and served as Bann of Raynetree under his father, Lord Thom Rainier. The Last Crownmeet granted him the name Theseus and declared him heir-apparent of Leorus and sole claimant to the Throne of Lions, shortly before its demise during the Fall of Leonihal.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Mortal races

While any of the races in Westgard are capable of achieving immortality, the groups within those races that collectively avoid and detest immortality, or the pursuit of it, are known as **the Mortal Races**, or sometimes as **Mortality**.

## Humans

Write the first section of your page here.

## Dwarves

Write the second section of your page here.

## Elves

Write the second section of your page here.
Elves

File:Placeholder
Elves, also known as Eléyn, are one of the major races that inhabit Westgard.

## Eléyn Reference

Central Elves

* Lórdeleyn
	+ August Elves
	+ Imperial Elves
* Fáldeleyn
	+ Autumn Elves
	+ Mortal Elves
	+ Isethail Elves
	+ Fallwood Elves
	+ Alys Elves
* Ásheleyn
	+ Áshre Elves

Isolated Elves

* Rhóseleyn
	+ Róseleyn / Rózeleyn / Rhózeleyn
	+ Rosewood Elves

* Drémeleyn
	+ Elves of the Dream
	+ Demons
* Éldeleyn
	+ Wardenwood Elves
	+ Eldäne Elves

* Wýldelen
	+ Wíldeleyn
	+ Wild Elves
	+ Winter Elves
	+ Ara'halo Elves

Other/Unused

* Mórdeleyn

* Sóneleyn

* Sóleleyn

* Lost Elves

* Ancient Elves

## Section heading

Write the second section of your page here.
Elven Calendar

File:Placeholder
The Elven Calendar is used only by Elves, and is little known beyond their homelands.

## Benórlue

Benórlue is (controversially) known as the Time of Dwarves, and includes periods of Westgard at its darkest and most desperate, including the 6th Era, the Age of Silence, and the Black Age. Despite the dire situation in most of the world, the Dwarves (or Benor) did actually experience the height of their subterranean civilization, which is where the term originated from.
Dwarves

File:Placeholder
Dwarves, also known as Benor, Doélin, or the Khâlen, are one of the major races that inhabit Westgard.

## Culture

Body text

* Responsibility to continually guard the Dwarfgates
* Return to the nearest Dwarfgate to participate in the election of the magnate
* Call to Cloister

## Relevant Notes

There are countless legends that tell of kingdoms made of gold beneath the earth, adding to the mysterious, reclusive reputation of Dwarves.
Legacy Book I Outline

This is the outline for the first 'Act' of Legacy, referred to as 'Book I'

## Prologue

The Prologue of Legacy is divided into brief vignettes, each writtten from the PoV of a different minor character that may or may not appear later on in the book. In all cases, the names of the PoV characters are not explicity stated for the reader, inviitng speculation as to the identities of these characters that the reader can begin to piece together as they continue reading Legcy.

Prologue 1: The Prince

* It is the middle of the night. A prince, who has yet to fall asleep, is staring up at the top of his poster bed, thinking about the various looming crises in his head. The top of the bed is adorned with a pattern of stars.

* A polite but forceful knock rouses the prince, who goes to see what they want. The messenger informs him that there are some urgent matters that must be attended to, and that his advisors are waiting. The prince quickly dresses and follows the messenger. The Prince notices the messenger looks just about as tired and sleep deprived as he is, yet is fully clothed. "You didn't sleep?" he asks the messenger. "No. Not so much for a week or so." "Yeah, me too," referencing a shared trauma.

* The Prince arrives in the castle's great hall, emptied of its normal hustle and bustle in the dead of the night. Present are a military advisor, political advisor, and maybe even his wife. The prince asks what the news is, but there is some confusion about to which news he is referring, not realizing that there are several major developments that must be addressed.

This is the outline for the first 'Act' of Legacy, referred to as 'Book I'

## Book I

1. 1. Earthquakes hit Ivanaar; Hal, Sarha and other Ivanaar refugees head for Tor'an; Militiamen march to Valeford for the long anticipated Andelan war to re-conquer Ivanaar.
	2. Sarha contracts Northbane.
	3. Refugees arrive at Tor'an, but are denied entry.
	4. Hal secures entry for himself and Sarha (illegally?)
	5. Andelas defeats the Militia at Valeford and begins to march towards Tor'an
	6. Eidan sees Reya from afar, but isnt certain whether it is her or not.
	7. Tor'an food crisis and unrest worsens.
	8. Northbane outbreak in Tor'an; panic spreads rapidly; Reya sneaks in during the chaos.
	9. Rowan learns about Lain's assassination.
	10. Sarha dies/is killed (by Reya?)
	11. Rowan entrusts Reya to ensure that Hal and Eidan make it to the NKs; he departs for Leonihal.
	12. Tor'an falls; Hal and Eidan depart.
	13. Refugees head towards Andelas
	14. Hal et al pass through Elroas, recounting what had happened there.
	15. Avalanche huts Hal et al
	16. Tor'an refugees arrive at Andelas, but at denied entry
	17. Direwood vision scene
	18. Hal et al float down River Ivar
	19. Hal et al discover King's Cross has fallen, and they require another route into the NKs.
	20. Hal tells Eidan Sarah died in Tor'an from the Northbane
	21. Tor'an refugees force their way into Andelas
	22. Hal et all arrive at the NKs.

Unused

1. * Reya and Eidan discuss what they had seen in their Greywell visions
Westgard Wiki

## Welcome to Westgard

This wiki serves primarily as a reference for the aspiring author of the series set in the fictional world of Westgard, but is sometimes shared with friends and family who want a sneak peak of what the series will be. Enjoy your visit!

## Latest activity

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Rowan of Andelas

**Rowan of Andelas** was an human male who lived in the North at the end of the 6th Era, and played a central role in the Harbinger Crisis. Born in Andelas, he was one the first converted Faithful when a secret crusader delegation arrived in the North in pursuit of the Greywell believed to be hidden somewhere in or around the fallen capital city. He was one of the few survivors of the Reclamation catastrophe that brought an end to the crusader and Andelan mission in the capital, and was also involved in

## Early Life

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## Section heading

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Dwarfgate

**The Dwarfgates** are the subterranean centers of dwarven civilization in Westgard. They are both cities and fortresses, built around the massive gateways that link the surface world with the Abyss. While dwarves can and do inhabit the surface, and other small underground settlements, the vast majority of their race live only within the Dwarfgates, as a testament to their enduring dedication to act as guardians against any evils that may seek to surge from the deeps. The known Dwarfgates in Westgard are:

* Trômund
* Khalendūr
* Baruín
* Gazula (Khalzar)
* Benorwëg
* Morátheriz
* Bánthum
* Leyhanos

## General Layout

While the size and exact appearance of each Dwarfgate differs, each share similar qualities:

* Gate to the Abyss

* Gate to the Surface: Although the primary focus of each Dwarfgate is on the gate to the Abyss itself, dwarven stubbornness and faith in redundancy is well noted in the fact that the entrances to the *surface*, while comparatively lightly fortified, were indeed secured in the event the Dwarfgate itself fell, and the surface-way could still be sealed and any Abysmal breach contained to just that gate. After the Call to Cloister was given in the Late 6th Era, and later learned the Call was falsified, the Baruín dwarves that had relocated to Gazula had very little hope they would *ever* be able to contact another dwarfgate again, either from the surface, or from the Abyss; a testament to how strongly the dwarves secured these locations in the event of the Call being issued.

* Underlight

## Section heading

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Shytan

Shytan (Shiithan, Chytan) werden auch als kleine Geister bezeichnet und bewohnen größenteils die Sphäre der Anderswelt. Ihre Form manifestiert sich allerdings nur wenn sie durch einen Nekromanten in die Lumissphäre gebracht werden und unterscheiden sich dort durch ihre körperliche Gestallt deutlich von Jhinni.
Shytan werden meist als böse angesehen was allerdings nicht auf alle zutrifft.

## Beschwörung und Kontrolle

Um einen Shytan zu beschwören ist es meist unausweichlich ein Opfer dar zu bringen, das kann bedeuten eine Frucht mit in den Opferkreis zu legen bishin zu einem Menschenopfer.

Die meisten kleinen Geister können mit einem Bannkreis der mittels Kreide auf den Boden gemalt wird beschworen werden, obwohl es auch welche gibt die sich nur an bestimmten Stellen oder auch zu bestimmten Zeiten herbeigerufen werden können.

Darüber hinaus ist es einem Nekromanten möglich in seinem Geiste vereinzelte Shytan anzurufen und Hilfe zu ersuchen.
Rainier

**The Rainiers** were a family that ruled the court of Raynetree in the Northern Kingdoms during the mid/late 6th Era. They originally served as one of the lineages of Knights-Palantine that guarded the kings and queens of Leonihal. Upon the ascension of the Hartwell-Eckhart dynasty, the Knights-Palantine were dismissed from their duties and reassigned as courtiers to the Throne of Lions, acting as regional peacekeepers in a time of great unrest in the Northern Kingdoms.

## Section heading

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## Section heading

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Legacy Book II Outline

Write the first paragraph of your page here.

## Book II Outline

The Northern Kingdoms

1. Hal et al carefully traverse the wartorn Bannerlands, avoiding contact with anyone, not know who is on whose side
2. (First Giselle scene?)
3. Hal, Eidan, and Reya arrive in Leonihal
4. Corlán begs the Crownmeet for aid against the Northbane
5. Theseus arrives in Leonihal
6. Aid to Corlán is denied; they withdraw from the Crownmeet.
7. Prince Lain's widow asks for her son to be removed from the line of succession for his own safety. Edowin's brother becomes heir presumptive
8. Theseus begins rumors that Edowin's brother is making a play for the Throne, and may have been behind the assassination of Prince Lain.

The Southern Lordlands

## Section heading

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Orks

Orks sind humanoide, kulturfähige Wesen die größtenteils in der südöstlichen Hemissphäre Yhioshath´s beheimatet sind und gelten oft als agressiv aber auch als sehr loyal.
Orks zeichnen sich besonders durch ihre kräftige und große Statur (1,80-2,10), ihre oftmals Fleckige Haut und ihre markanten Unterkieferhauer aus. Ihre Hautfarben varieren auf einem großen Spektrum dazu zählen, gelblich über grün bis bläulich, rötlich über helles bis dunkeles Braun und von Hellgrau bis fast Schwarz. Darüber hinaus ist anzumerken das sie nur ein Geschlecht haben.

## Fortpflanzung

Die orkische Repruduktion ist bei den meisten Orks ein heiliges Ritual das traditionell von einem Orkschamanen durchgeführt wir und bei dem das Blut zweier Orks in das sogenannte Ahnenbad gegeben wird. Das Ahnenbad ist eine in einem meist zeremionell mit orkischen Fruchtbarkeitssymbolen geschmückten Becken befindliche verschiedenfarbige zähflüssige Brühe. Nach 2 Jahren steht aus diesem Becken ein ausgewachsener Ork auf, dessen Unterkieferhauer lediglich noch nicht vollausgebildet sind. Nach seiner Befreiung aus der Flüssigkeit reist sich der neugeborene Ork die schleimige Röhre aus dem Hals die sich mit ihm im Ahnenbad gebildet hat um ihn zu nähren und nimmt seinen ersten Atemzug. Danach verfallen Orks oftmals in die sogenannte "Ahnenrage" und schlagen wild um sich, bis sie Stunden später meistens erst erschöpft zu Boden gehen. Der legende zufolge verfallen die Neugeborenen in diesen Zustand da sie die Schmerzen und Schlachten ihrer Ahnen spüren.
Der Zombie im Sumpf

Lolaidas erzählt den Helden dass er jemandem im Sumpf gefunden hat, der "Nicht nett" zu ihm war. Er ist wie so oft spazieren und Zutaten sammeln gegangen und da war dieser "Typ" der bis zur Hüfte im Sumpf steckte. Er wollte ihm Helfen aber der "Arsch" hat nach ihm gebissen.
Es war zwar sehr nebelig aber bevor er den "Typen" gesehen hat, stand noch jemand neben ihm, der spurlos verschwand als er näher kam.

## Akt 1

Die Helden kommen bei dem "Typen" an und finden heraus dass es sich um einen Zombie handelt. Er steckt bis zur Hüfte im Morast und scheint sich nicht mehr befreien zu können.
Nach einigen Minuten (Probe auf Mittelwert Aufmerksamkeit + Hören) vernehmen sie aus dem Nebel einen Mann der ruft: " So Cleatus, jetzt kann ich dich befreien."

### Die Helden verstecken sich

Erfolgreicher Wurf auf Schleichen ( um 5 erleichtert wegen dem Nebel)

Es tritt ein dicklicher Mann (Rapus Baryr) in einem schwarzen Mantel an den Zombie heran. Er redet mit dem Untoten wie mit einem Menschen und bindet ein Seil um seine Teilie.
Als er damit fertig ist treten zwei weitere Zombies an den Mann heran.
Rapus: Da seid ihr ja endlich. Nun nehm das Seil." Gibt ihnen das Seil. "Und ziiiieeeeeehen."
Nach kurzer Zeit ist der Untote befreit.
Rapus: "Nun gut, wo wir jetzt wieder vollzählig sind. Zurück nach Hause, auf auf."

#### Die Helden folgen dem Mann

Nach einigen Minuten kommen sie an eine Klappe im Boden in der der Mann und die Untoten verschwinden.
Versuchen die Helden die Klappe zu öffnen

### Die Helden bleiben stehen oder werden entdeckt

Der Mann erschreckt sich und verschwindet postwendend im Nebel. Die Helden können ihn nun suchen um (5 erschwert),
The Abyss

File:Placeholder
The Abyss was a poorly understood subterannean expanse that existed deep beneath Westgard. Dwarves began to utilize the Abyss in order to interconnect their distant and geographically isolated cities, known as Dwarfgates, and built a mighty empire on those highways of the deep.

## Section heading

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Ages (Calendar)

The organization of history into Ages is the predominant calendar used by Dwarves, and was the primary calendar of most imperial cities and nations before its collapse.

## Age of Divinity

Write the first section of your page here.

## Age of the Pantheon

Write the second section of your page here.

## Imperial Age

Write the first section of your page here.

## Age of Crusade/Age of Silence

Write the first section of your page here.
Lain Prologue

Laius stirred from a fitful sleep that had left him facing the drawn-curtain of their four poster bed, and reached over to caress the slender back of the woman that had only just been with him again in his half-lucid dream… but his hand met only empty air. The half of the bed where she had been lying retained only the slightest trace of warmth; she had been gone for more than a few minutes. For a moment, Laius considered closing his eyes again and return to the embrace of the dream-woman, if the real one could not be had. *Less pleasurable… more peaceful,* he thought, … *but probably more pain in the morning.* Before he could reach a decision, a chilling breeze tickled his back that had been exposed to the midnight air when he turned over to investigate his unanticipated solitude. He peeled back the closest corner of the curtain that shielded their intimate retreat to continue his investigation beyond. The fire continued to roar in the hearth, well maintained by silent servants throughout the night. But the door to their chamber was slightly ajar, and a flicker of approaching candlelight and hushed whispers spilled in. And then came the knock. Considerate and polite, but forceful and determined to wake whoever was within. It was certainly not the knock of a timid, deferential servant of his household, but rather a knock of far greater portent.

“Come,” Laius called back with a creaky voice, his first vocalization in several hours. It was clearly much later than midnight, perhaps even nearing the pre-dawn morning. He fully pulled back the teal bed-curtain and braced himself for the chilly evening air that filled his chambers as a

DESCRIPTIVE man entered for an informal audience.

“My prince, please forgive the hour.”

“You know I do, NAME. What’s happened?”

          “Where is Lady Eckhart?”

          “And, uh, where is…” he nodded in the direction of the bed, more specifically the empty half of the bed.

          “S
Gazula

File:Placeholder
**Gazula** *(IPA* ['gαz.u.lə]*,* *pronounced GAH-zoo,lah)* was a major city in the North throughout history, most notably as one of the imperial cities of the Pantheon, and one of the subterranean Dwarfgates, before both were abandoned sometime during the early 6th Era. The circumstances surrounding its collapse are still unclear.
The Consecrate

File:Placeholder
The Consecrate is the highest authority within the Crusader Order. They have continuously led the Order from its beginnings in the early 5th Era, through the end of the 6th Era, and eventually came to control the entirety of Isharea at the end of the Messiah Conflict, shortly after the start of the 7th Era.

## History

Write the first section of your page here.

## Factions/Organization

Confirmed Factions

* Crusaders
* Knights-Chevalier (Mounted Knights from Acrige)
* Knights-Palatine (Paladins)
* (7th) Knights-Vigilant (Former Rabezire exiles; Necromancers)
* (7th) Knights-Justicar / Knights-Judicael

Potential Factions

* Knights-Fontaine
* Knights-Consecrate
* Knights-Exalted
* Knights-Hospitalier
* Knights-Ordinary / Knights-Ordinal
* Knight-Cardinal
* Zealots
* Salvatori (Salvation)

Ranks

* Lord-Warden

* Lord-Crusader
* Crusader-Lord
* Crusader-Commander (6 syllables ugh)
EasyClass

Una plataforma que permite a
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Google DriveGoogle

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