recursal/Fanatic-Fandom huggingface dataset:
Sea of Walking Ancients

The Sea of Walking Ancients spans from the western shore of Enagia to the eastern shore of Xinchoi. It has tumultuous weather patterns and is more wild than the Sea of Shadows. The Kodamaii Islands rest in its waters, as well as assorted islands dotting the seascape. Some of these hold mystical secrets and some hold only death.

Many territories have been claimed by powerful and intelligent sea serpents as their own, and they demand tribute for safe passage. Legends even circulate of an entire underwater city of serpentine poison dragons called Bugrumsadilith.

The sea derives its name from ancient tales that tell of impossibly colossal beings made of coral that walked the ocean floor before the Age of Veradorianis. These are almost unanimously considered to be myth among all but some sailors, as none have ever been properly catalogued.
Santa Claus

> «Unless you're SANTA CLAUS, YOU SHOULD NOT BE ON THIS FREAKING ROOF!»
>
>

**Santa Claus**, also known as **Father Christmas**, **Saint Nicholas**, **Saint Nick**, **Kris Kringle**, or simply **Santa**, is a legendary character originating in Western Christian culture who is said to bring gifts to the homes of well-behaved children on the night of Christmas Eve (24 December) or during the early morning hours of Christmas Day (25 December).

He serves as a minor character, posthumously making appearances throughout the *Guns, Gore & Cannoli* series as an Easter egg character, as well as a multiplayer skin in *Guns, Gore & Cannoli 2*, with Vinnie wearing his costume.

## Guns, Gore & Cannoli

The first appearance of Santa Claus in the first game is at the end of The Construction Site, if one heads for the very top of the level's structure, before exiting for The Rooftops. There his sleigh, jam packed with gifts, is found, having apparently crashed, with a single reindeer having died on impact. In a different version, the sleigh and the reindeer are replaced with a crashed UFO and a dead alien, jagged with glass shards reaching for a laser gun. These direct expies from and are a reference to the Metal Slug franchise, which served as inspiration for the gameplay, as shown by the sign behind the UFO, which is only partly decipherable due to being obstructed by the said UFO, actually reading "Metal Slug".

## Guns, Gore & Cannoli 2

He reappears in the second game, but with a surprise. During his escape from The Warehouse, Vinnie is forced to crawl through the back of a brick heating duct. As he exits from the front of its chimney, the audible cracking of branches is heard, before a skeleton in a familiar red costume tumbles from above. As the corpse has skeletonized and isn't charred, it is likely that he died some time ago. Santa may have gotten stuck above and eventually starved to death, choked on vapors emitted when the gangsters were burning evidence, organic or otherwise, or been caught by the resident thugs, killed and had his body stuffed into the chimney.

His sleigh and a dead reindeer, either killed by locals or starved after waiting for its master to return, can be found if the player didn't shoot the conveniently placed wrecking ball and climbed on it and get to the roof of said warehouse. The player can also jump down into the chimney that Santa tries to do so, and would survive.

## Trivia

* Humorously, despite always being seen with his sleigh and in full winter garb, none of his appearance are around Christmas time, one being during St. Patrick's Day and the other in the summer.
Divern

Divern is the country that connects the north and south of Tellaria. Its capital is Cappici, though the port of Aria is its largest city by far. Its shipyard is legendary and ships goods all the way from Farport to the Corrian Isles. Its climate and fertile ground make it a fine settling ground for most humanoids. Though none rival Aria or Cappici, there are many rich cities and independent tradestop towns dotting the landscape.

Wide dirt roads wind through the hills and crevasses of Divern, public passageways for merchants to travel safely, free from fear of any bandits. This is publicly sponsored by the Black Blade. It was a personal initiative of Grand Dagger Vandiir Ashcroft to ensure all goods reached their destinations safely. Operatives guard the road and maintain stopover inns, which are run by contractors. The investment has paid off over the centuries, the assured safety making Divern inarguably the richest nation in Tellaria.

Its southernmost lands are the vassal nation of Keravez, which borders the Tagdrian jungle. Its northern lands are the Independent Kingdom of Paluneaux.

## Cities of Divern

Cappici

Aria

Isisi

Lalima
Ashauralem's War

## The Tenth and Final Narean War

Ashauralem of House Lem and his carnage-loving cousin Valaxo rained flame and terror down upon House Sorn and their other enemies in Aefhwen. Celestos served under his long-time mentor Colonel Aethucraid. The war lasted for forty-five years before the dragons finally put a stop to it and banished the Nareans from Aefhwen in 5177 AoV.
Ephraim Mildenhall

Ephraim Mildenhall is the lord of Westheim, and The Marshall of the Westnigh.

## Mildenhall Uprising

Ephraim is a proud and stubborn man. The Mildenhall's had butted heads with the Maethelgar's for centuries. In 898 AoVL, Ephraim raised his banners in rebellion, with intentions of becoming the new king of Heimark.

He marched his armies across the Westnigh, and laid siege to Bronhold. Bronhold remained strong for six months, under the command of Lord Eadwine Maethelgar, giving time for King Gerold to mobilize his armies. With the combined armies of King Gerold, Lord Eadwine Maethelgar, and Lord Roland Visimar, they pushed the Mildenhall forces back to Westheim, and ended the uprising in a decisive victory at The Battle of Westheim.
Corrian Isles

```

 ### Type

 Tropical Islands

 ### Location

 Sea of Shadows

 ### Inhabitants

 Human (Tagdrian; Tellarian)

```

The Corrian Isles are a collection of independent islands off the southwestern coast of Tellaria. Being in such close proximity to both lush Tagdri and bustling Divern, the economy of the isles has not stopped booming since Aria opened its gates. Now the isles are mostly run by the Trade Princes or crime families, and of course the Black Blade.
Roland Visimar

## Lord of Sundheim

Roland Visimar is the lord of Sundheim and all of the Sommerfelt Forest. He is also one of the five High Wizards. He is a good friend of King Gerold Maethelgar, and is fiercely loyal.

**High Wizard**

Lord Roland Visimar is one of the five High Wizards of Exscillon, granting him the title of The Orange. He is generally regarded as one of the most powerful magic users in the history of Exscillon.
Evan Latimer

Evan grew up the son of a Knight of the Iludin in Sistona. He learned early that proselytized morals are meaningless if not truly held in the heart. His father's beatings of both he and his mother proved that. He was in a sense relieved when his father was sent to man Fort Nivon in 835 AoVL with other underperforming knights. His mother was safe, but his father insisted on taking his five-year-old son with him, to show him his future as a knight.

His father was dishonorably discharged from the Order of Iludin in 837 AoVL amidst a huge scandal which involved knights at Fort Nivon breaking their vows and committing heinous crimes. Craig took his son and fled to the town of Hurstvik, where he intended to live out his days in ignominy. He kept a low profile, and his son took note, learning how to appear nonthreatening and move unseen. Craig never found steady employment, as he was a pariah to most and openly hated by some. He relied on Evan's thievery to keep them fed, even as he chastised his son for his actions and called him a disappointment. Evan always insisted he was merely following in his father's footsteps as he always wanted.

One night in 328 AoVL, Craig got in a drunken fit and threatened to beat Evan "like I beat that bitch you called mother". After introducing his father's whiskey bottle to his teeth (and smashing both), Evan left town, eventually meeting the bandits Captain Hatchet, Delana Harrington, and Mali Ojume. He joined their gang with enthusiasm, and quickly gained more influence than Mali, who held an obvious grudge.
Dionium

**Dionium** is a metallic rare earth mineral with magical properties. It is rarely found in deposits bigger than grains of sand, and is extremely expensive to find and mine. It is most commonly used in Grandite Steel, an alloy of **dionium** and xalinite. It is also used by magic users for powerful spells and potions, and drug users to reach a higher plane of thought (at a cost).
Kal'Montagnard

**Kal'Montagnard** is a city at the highest elevation inNovosad. It is a considered holy ground by the Undiwanei, as it is among the coldest places in all ofExscillon . It is so cold in fact that it is considered uninhabitable by any sane human. It is also a seat of an ancient and powerful Undiwanei family.
Central Tellaria

### Inhabitants

Human; Vin'are (High Elf); Okk'are (Wood Elf); Halfling; Olgura (Mountain Dwarf); Forest Troll (Zan'sil)

Central Tellaria, as its name implies, is the center of the Tellarian continent. It has no united government, as it contains many of the most powerful cities and strongholds in the world, including both Veradorianis and Sistona.

## Major Cities

Veradorianis

Sistona

## Other Settlements

Applecrest

Garland's Spring

Harth's Spring

Vin'Gaerd
Tellaria

Tellaria is the primary continent of Dorhaun. It is comprised of many countries spanning various environs. It is bordered on the north by the Northlands, on the west by Aefhwen and on the east by Phaelyn. The Corrian Isles trail off its southern tip. Its name means "Home of Our Blood" in high elvish.

## Countries

Tellaria is made of countries such as:

Divern

Eranos

Great Lakes Country

Khalvorough

Kork

Rasa

Surabi

Tagdri

Thalacos

as well as its own nation, generally called Central Tellaria.
Hierarchy of Night and Day

## The Church of Night and Day had a defined and rigid hierarchy based partially on experience and ability, and partially on bureaucratic connections.

The Church ranked each individual from layperson (outside the hierarchy) to Sanctilor (head of the Church). The system of ranks was based on a series of tests of knowledge for most clergy (who did not have supernatural powers), and how much and what sorts of divine power they might possess. The Chosen, individuals granted abilities by other gods but who had been been raised in the Church, were placed within the hierarchy at ranks similar to more traditional priests of the Duality.

Lay Person

Sanctified (a member of the Laity marked as special for one reason or another, sometimes very minor divine abilities)

Acolyte/Squire

Deacon/Knight of the Faith/Nun

Brother of the Scroll (specialty - male Nuns)

Priest/Paladin/Monk/Mother (or Brother) Superior

Chosen (specialty of Priest or Paladin, sometimes of Monk or Mother/Brother Superior)

Bishop

Sacral Archivist (Specialty of Bishop for those who were Nuns/Brothers)

Archbishop

Grand Archivist (Specialty for those who were Nuns/Brother)

Archon (Specialty of Archbishop for those who came through the Knights)

Cardinal

There are only four Cardinals at a time, who meet with and advise the Sanctilor. One is drawn from each of the three main branches of the church, and a fourth is specifically elected from among the Necrosi.

Sanctilor

Absolute head of the faith, believed to be Raea's messenger on Dorhaun and the only one in the church allowed to entreat directly with Moldravion to return the dead to an independent, if temporary, semblance of life when such is needed for the greater good.
Faso Odabar

Faso Odabar was a Legionnaire from the border of Heimark and Nomzamo who attended the Nieugarten Academy.

Faso was the son of Zamari Odabar, a Nomzami carpenter and artisan, and Klara Bogdanova, a shieldmaiden of Heimark. He was born in 862 AoVL in his mother's hometown of Land's End, a small town on the edge of Sommerfelt Forest looking down at his father's birthplace, Zulesh.

Faso grew up on his family's land, Bogdanova Ranch. He raised horses and livestock, but also traveled to Zulesh with his father and learned how to barter and bargain. He would later show an affinity for this that would lead to him securing many trade deals between Sommerfelt and Zulesh.

By the time he was twenty years old, he had grown tired of trade talks and traveled to the Nieugarten Academy.

He carried a xalinite spear and wore multiple plate helms in the shapes of animals, such as a crocodile visor and one painted like a screaming baboon. He paid homage to the nature spirits, primarily the crocodile and the Ingelrandus. He wore a tattoo of the Ingelrandus on his left shoulder and the crocodile on the right, running down his bicep.

In middle-age, he had a Valthosi palomino stallion named Barnabus that would not answer to anything else.

## The Mildenhall Uprising 898 AoVL

Odabar served under his good friend Captain Norbert Ronning during the Mildenhall Uprising. He fought in the battle of Westheim in a squadron of elite horseman hand picked by Lord Roland Visimar and led by King Gerold Maethelgar .
Klara Bogdanova

Klara Bogdanova was a rancher and shieldmaiden of Heimark. When she retired from service to take Bogdanova Ranch from her ailing parents, she met the merchant Zamari Odabar. Within a handful of years, they fell in love, married, and had a son whom they named Faso. She raised him on the farm, and when he left for the Academy at 20, she was heartbroken.
Filmore Hatcher

Filmore Hatcher, more widely known as Captain Hatchet, was a bandit captain in the 9th century of the Age of the Virgin Lands.

When he was fourteen years old (833 AoVL), he was caught stealing sweets by a cruel man-at-arms of the Order of Iludin. The man tried to chop off his hand for thievery, appalling even the shop owner. Filmore slipped away, but not quite fast enough. The man's handaxe severed Filmore's ring and pinky fingers from his right hand. He fled Kork and took to the eastern Sea of Syrennius, joining a pirate crew. As he grew as a sailor, fighter, and thief, his captain paid to replace his fingers with magical mithril ones that would open and close as real digits. With this stone-crushing grip, he wielded a large saber taken from a slain ugidan pirate off the Shard Coast.

After word reached him of the retreat of the Iludin from his homeland, he yearned to return home. He left the sea behind and traveled inland. Unfortunately, he found little work for his skill set. For a time, he hired himself out as a caravan guard on the trade roads, and eventually met others who shared his love of wealth and thrill of danger. He, along with Delana Harrington and Evan Latimer, formed a small bandit gang and set up in the woods southwest of Hurstvik, harassing the same caravans he used to protect. Though he stole all he could, he never took a life, nor allowed any of his underlings to.

Hatcher considered himself a trader: of goods, services, and information. He loved unique jewelry, no matter its actual value, and took great pleasure in bantering while bartering.
Marovir

Marovir is a small city of hunters and farmers. It sits east of Corealta City, in the crook of the Marais Bayou and the Forest of Ul'morek. Its main exports are cranberries from the vibrant nearby bogs and young men and women for mercantile and mercenary work around Corealta (legitimate or not).

It is home to the decrepit Iludin base, the Temple of Resilience.
Astral Beast

## Astral Beast is the common name for storms which take shape in the Astral Sea and become a wide array of dangerous living things.

Astral Beasts form in a storm in the Astral Sea concentrate so much raw power in one place that the energy implodes and forms core of dense Primally active force. What results is almost, bot not quite, a god. Most appear similar to animals if viewed by mortal beings, albeit vast in size and still bearing some stormlike traits such as cloud for feathers or fur and eyes of lightning. The beings rage across the astral sea and will make their way onto the Material or other planes if not stopped. Vargasuul and the rest of the Divine Hunt prevent the creatures from escaping and bring them down as quickly as possible.
Order of the Black Willow

The Order of the Black Willow is a spiritual organization that has existed since the early days of Annarrion. Its members are almost exclusively druids, with some shaman and occasionally a green witch or two. Folk of any race can join the order, though most populous are elves (especially wood elves and wild elves), forest trolls, humans, wood dwarves, and green dragons. There is no standard dress, but at formal occasions its members often wear robes in various shades of green with the emblem of a black willow tree stitched into the fabric. The highest-ranking druids often wear white, reflecting the light of the moons and the purity of the unicorn.

There is little established hierarchy save the wisest of the order being the final mediator. The Central Druid of the Black Willow always wears white to gatherings. The order has its own language most often called druidic. It is the native language of nature spirits, Astral Beasts, and the vafuurdani.

Once every turn of the four seasons (annually), a meeting is held at a predetermined location. There the order convenes, connecting their minds like the roots of a single tree, and hold council. No speaking is permitted, as this is known as the Silent Moot. It was once held in the Alabaster Forest, but since the beginning of the Age of the Virgin Lands, it has returned to its original home in the Great Forest of Ahloran where it is overseen by Anaron, the Black Willow itself.

## Notable Central Druids of the Black Willow

Salushad Ka'zen

Tremorg

Ingrich Val'Shemmon

Colinde Forestriver
Coldstone

The Kingdom of Coldstone was a glacier dwarf kingdom located in the Northlands above Kork. It once stretched from Coldstone Hall south to the Hedgerow, but in 857 AoVL ceded its southern lands as they could not field enough troops to hold their claim against wandering tribes of humans, goblins, ogres, and orcs. King Ovli Icedelver gifted the mostly-tapped Coldstone Mine to the town of Hurstvik, which maintained a healthy population of dwarves.
Leviathan (Children of Abolyth)

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Leviathan, also generally called Abolyths or Abolaths, are the mentally linked clone offspring of the god Abolyth.

## Origin

Abolyth regularly produces armored globes of flesh which are projected into space from its body. These globes contain fragments of Abolyth's body and its root consciousness. They move rapidly through space and have some degree of ability to course correct. They travel until they detect the presence of a planet with saltwater, and then attempt to make their way onto the surface through the atmosphere. If they are not destroyed, the armored shell splits into segmented protective plates and dense flesh erupts from them, taking on a fishlike shape with a single eye-stalk, gleaming red. It has no true consciousness of its own at this point, other than a hunger for the additional flesh it needs in order to grow. It serves as an extension of the original Abolyth's perception and consciousness. Psychic corruption, specifically negative primal energy, streams from them from this moment onward and engenders hate, paranoia, rage, and blind obedience in nearby populations. Abolyth itself is indifferent to, and does not control, these reactions – as are it's fragments once they attain individual sentience – and they make use of these attitudes and their own Primal control abilities only when it is more convenient than acting on their own. As the fragment grows into a new Leviathan it gains greater and greater mass and individual awareness, as well as a wider psychic field and more eyestalks. Their autonomy matters fairly little, however, as all Leviathan are essentially copies of the original Abolyth, and they remain psychically linked to it. It sees what they see and feels what they feel, and in turn through it they retain an empathic link with each other. As such all Abolyth everywhere in the universe act with one will, except in circumstances when the first Abolyth itself is ambivalent. Deep, personal conflict for the first Abolyth has resulted in the only incidents of war amongst the species.

Progenitors of Aberrant Beings

As they grow they slough off their old shells and flesh. The divinity of Abolyth remains partially in the flesh of the creature until it is fully grown; the parts sloughed off cannot die properly. The shed flesh mutates and warps into new living things, losing divinity but gaining individual sentience and producing new species such as the Culmoloi. All Aberrant beings, other than Aurioch's original Abolyth, begin this way.

Aberrant beings on planets with no Abolyth are the result of tissue fragments from failed Abolyth that burned up in space or struck the ground too hard being exposed to moisture. Most Aberrant beings are comfortable in damp environments considering their origin, but some grow to prefer arid regions.
Lunarblade Dynasty

The Lunarblade Dynasty was a family of jin'are warriors and priests devoted to both Myrael the Moon Goddess and Moldravion the Death God. During the War of Five Dynasties, they employed much betrayal and ferocity. Yet when Atieso Lunarblade was slain and the fighting ceased, they honorably and humbly followed the humans on their exodus. Perhaps because of their long-livedness, the Lunarblades were the most influential on the burgeoning culture of Kodamaii. Their only competition was the Ryuko Dynasty, which retained its leader after the war.
Herbert Goodman

Sir Herbert Goodman was a Knight of the Iludin and Lord Marshal of Lellemar in the late Age of Telvimbror. He was a central figure in the Bard War, being assassinated at its beginning by Mellendir Sa'fet. He laid a dying curse upon Mellendir, forsaking his holy devotion to Raea. Little did he know that this curse would inadvertently lead to the death of his own daughter Denise Goodman.

He was raised as a death knight by the wizard Arkalor, and together they manipulated the conflict to their own ends. Sir Goodman finally got his vengeance and slew Mellendir in single combat, taunting him as he bled out.
Sachi

## Sachi the Azure

### Aliases

Heaven's Fire, Secret Seeker, She Who Knows, Bearer of the Stone Cup, Windspeaker, Teller of Tales, High Librarian, Keeper of the Tome, Wrath of Rivers, Hallowed Tread, Mistress of Namilyavar, Peacespeaker

## Physical description

### Height

5'0"/152cm

Sachi the Azure is the High Wizard of Gharzaraa. Her full title is Sachi the Azure, Heaven's Fire, Secret Seeker, She Who Knows, Bearer of the Stone Cup, Windspeaker, Teller of Tales, High Librarian, Keeper of the Tome, Wrath of Rivers, Hallowed Tread, Mistress of Namilyavar, Peacespeaker.

Sachi always knew she was marked for great things. Even as a child, she understood that she was something special. Later in life she would learn that all children feel this way, and only some of them get to live out their dreams.

She was born to a family of merchants, and hated the humdrum life of figures, goods and rates of exchange she seemed to be condemned to.

At thirteen she ran away from home into the mountains surrounding her village. She had meant to head to a neighboring city to make her fortune, but got lost in the hills.

One windy night, she took shelter in a cave. Scared, hungry, and alone, she heard the wind whipping around the mouth of the cave, and heard voices within it.The voices whispered secrets to her, and by the dawn of the next day, Sachi had a rudimentary understanding of magic.

As an adult, she is still reckless and impetuous, although this has been tempered with age and experience.

In dire situations, she loves nothing more than to take a calculated risk, and her skills of keenly reading and appraising a situation coupled with her innate unpredictability make her a worthy opponent, both on the battlefield and at the table of diplomacy.

Although she is nominally the Keeper of the Tome, people have whispered that she delegates all duties of adding to or amending the God's Tome, for no better reason than because it bores her.

She is the weakest of the High Wizards, and is often challenged, but she excels at reading and predicting her opponents. Knowledge and adaptation is one of her greatest strengths.

## Appearance

Sachi is in her 60's and has long grey hair worn in a bun, with dark skin and weatherbeaten features. She's about five-foot-nothing and favors thick robes and garments to keep warm. Her favorite color is orange, and she enjoys travelling and exploration.
Dughormien

### Inhabitants

Okk'arn (Wild Elf); Olgura (Mountain Dwarf); Kor'untar (Gold Dwarf); Saris'drow (Dark Elf)

The Dughormien Mountains are a latitudinal mountain range in Corealta. They cradle the top of the Forest of Ul'morek and hold multiple cavern cities and halls, as well as the wild elf city of Gormsraidbhaile. Its southeastern reaches host the twin peaks of Gronnfjell and Grafjell, each of which hold their own dwarf cities: Gimrak and Karazgirn.

The wild elves generally keep to their own matters, and trade through the mountains and forest is handled by the gold dwarves and their kin.
Kraetas Blackheart

Kraetas Blackheart (born Menzin Kraetas) was the inheritor of the Blackheart Empire during the Age of the Virgin Lands. After the Dread Emperor Kirk Blackheart disbanded his vision of the Empire, Kraetas stepped into his place. He was personally banished from Corvisburg by Tel'meir in the transition, but he still rules from his secret castle in the ruins of Norstrar.
Hedgerow

The Pel-Kandar, known to most as the Hedgerow, is an ancient forest that stretches across the north of Tellaria. It is dense, though shallow, being only a few miles thick. It is evergreen, the most common trees being spruce and fir. The Hedgerow is a natural border between the civilized nations of Tellaria and its wild Northlands. It has no known inhabitants save animals and travelers.

There are no established paths through the Hedgerow. Many trading companies have tried over the years, but the forest swallowed each one whole.
Brongura (Fire Dwarf)

Dwarves enhanced by energies from the Plane of Fire, the brongura are one of the rarest peoples on Dorhaun, perhaps only rivalled by the Lemurian races. Though while Lemurians sail, it is almost unheard of to encounter a brongura outside of their cities. These dwarves dwell in volcanoes or the most inhospitable deserts. They are immune to heat and exude a standing body temperature of 200 degrees Fahrenheit (93 degrees celsius). It is said that they are descended from the duergar.
Kralg II

Kralg the Younger was an ogre shaman who succeeded his father as the leader of Kralgtarn. In 72 AoV during his later years, he discovered how to stop his aging through a magical process where he bonded with a water elemental, turning his skin blue. Many of his people began to revere him as a god.

In 295 AoV, he brought the orcs of the Skulldance Clan into his kingdom.

In 355 AoV, Kralg contracted a magic wasting sickness still unknown to this day, which chilled his blood and sapped the strength from his body. It is theorized that it was exacerbated by his magical enhancement. He took to solitude in the case that he was infectious, and saw only his physicians and spiritual healers. In the midst of his illness, the Kralgtarn Civil War began, and the edges of his kingdom began to fray. This weighed on him heavily and weakened him further. He passed away in less than a year and Kralgtarn began its slow descent into inevitable ruin.
Dorhaun

"What's the name of the world again?" ~ Adam Bell, 2005

Dorhaun is the fourth planet in the Anaric System. It has two moons: Myrael and Aurora. Its orbit around Hyperiel takes it through both the Gerriard Cluster and the Anaric Belt. It has had known contact with both Askaadya and Taraderk.

It is comprised of continents and islands including but not limited to:
Baalin

The Baal are a hybrid race of elf and panther.

## History of the Baal

The Baal were a created race by the twisted wizard Kendu Donegan. They were at first supposed to be stalkers of the unseen, heartless assassins who could use magic as effectively as tooth and claw. Slaves to the will of their creator. However, a spirit of the moon, Aurora, swayed the Baal against their creator and helped lead them to freedom.

At first Kendu made single pair of Baalin. They would be his personal assassins and body guards. Xilath and Zekliah were their names, or death and doom as they were known by their masters enemies.Their effectiveness pleased Kendu, and he made two more pairs of Baalin. Should anyone oppose Kendu, a Baalin was likely the last thing they saw before death.
Jazarin Seafoam

Jazarin Seafoam was the mage apprentice of the Gold Arcan from the sixth to eighth century of the Age of the Virgin Lands. The son of two talented mages, he studied long and arduously under a mentor who demanded perfection above perfection. He discovered Koru Cloudstaff and brought him into the Arcans long before he himself was given the rank. Though frustrating, this test of humility was to be his last. Less than a year after Koru the Yellow had taken his robes, Jazarin took the white in 741 AoVL.

The two newly-appointed Arcans became fast friends, and Koru showed Jazarin the Kodaman art of arcane tattooing. He inscribed many runes over the Lemurian's body, each glowing pale blue with arcane power.
Alina Nyimbo

Alina the Ram was the twentieth Crystalmancer and a warmage who fought with a blade of diamond and a helm of giant, golden ram horns.

She traveled all of Exscillon with her mistress Queen Zadim to find students outside the House of Memory.

With the influx of students they brought, they used their immense powers to build a dome of crystal around the poor, crime-ridden city of Ninbar. Being bereft of leadership, the people desperately turned to them.

Ninbar saw great prosperity while under Queen Zadim's rule, and she was much-loved. However, she spent less and less time at the Oasis of the Crystalmancer and more time in Ninbar or in Nieugarten. Alina was left to protect the Oasis and instruct its students.

When Queen Zadim tragically poisoned herself trying to emulate the Golden Goddess, she commanded Alina to kill her and lead in her stead, and to avoid vanity as she had done. She killed Queen Zadim with her own crystal blade, though some doubt her motives.

When the queen died, the protective enchantment on Ninbar's crystal dome broke. The sun burned homes, and the inhabitants fled. Alina turned away from them and returned to the Oasis to teach, not contacting outsiders for her entire era.
Delana Harrington

Delana Harrington was the second-in-command to Captain Hatchet and one of the founding members of their bandit gang, along with Evan Latimer.

She grew up in the piracy-infested Corrian Isles, and after many unsuccessful attempts to join a sanctioned navy, she--like many others--turned to piracy. While sailing around the Isles and Tagdri in 854 AoVL, she met the priestess Mali Ojume, who joined the company she was with.

Swiftly their luck ran out, for their ship was sunk by the private navy of a trade prince. Using her protective and healing magic, Mali saved herself and Delana, being the only two women aboard. This loyalty meant nothing to Delana, and she did not consider Mali a friend. Still, Mali continued to travel with Delana, as she could not protect herself, and a fighter would always need healing.

They bounced from company to company up the Black Coast to Divern, then inland and eventually north to Kork, where they sought mercenary work. Not much was to be had, and while despairing, they came to Fort Repentance. Mali was offered to join the ranks of the priests there, yet she was uninterested in monastic life or caring for the sick. The two women left for the Northlands. On the way they were attacked by a lone man, the bandit who called himself Hatchet. With the aid of Mali's healing, Delana dueled him to a draw, when he stopped and extended a hand of partnership. Together, the three of them could lead a powerful gang. After much thought, Delana accepted his offer. Mali was less enthusiastic, and was quickly pushed aside as a leader when Latimer joined the gang.
Corealta

### Inhabitants

Human (Enagian, Tellarian, Diverni, Kodaman, Rashishi); Ogre; Okk'arn (Wild Elf); Okk'are (Wood Elf); Gnoll; Kor'untar (Gold Dwarf)

Corealta is a country in central south Enagia. It lies south of the Parched Sea and north of Ouidanx. Though the lands are called Corealta, few towns or cities pay any homage to the capital city.

The borders of Corealta are vague, as it has very little established rule. It is generally considered to comprise four major swamps: the Northenmarsh, the Westenmire, the Southenswamp, and the Marais Bayou. These are connected by the Sudouest River, which runs through the middle of the capital city. Dividing the Southenswamp with the ogres of Ouidanx can make things complicated, but rarely has violence broken out.

Corealta has a number of islands off its western coast like Dalias Island and the Isla de Marios that depend on the mainland, and the capital in particular. Because of the taxes levied against them, they are all but vassal kingdoms.

In addition, the lands east of the Marais Bayou are not controlled by the city. The gnolls and wild elf tribes inhabit the Forest of Ul'morek and mountains of Gweriel. The gold dwarves rule Dughormien from their mountain city of Karazgirn.

## Cities of Corealta

Corealta City

Lorrow

Marovir

Stonerose

Toulousi

## Corealtan Islands

Dalias Island

Isla deMarios

Istab

## Sites of Interest

The Orphium

The Frozenfen
Chrys-Flagh

Chrys-Flagh is a city situated in the middle of the hottest stretch of land in the known world: the Sea of Fire. It was built some time in the Age of Veradorianis when gold dwarf geomancers raised gargantuan, many-faceted black diamonds out of the ground, great enough to live in. Through their magic, they carved out homes in these tinted towers and dug an impressive interconnecting complex underneath.

Sometime during the Narean Wars, Chrys-Flagh was taken by the Nareans as a strategic point to attack the desert elves. Any dwarves who survived the attack did not survive the journey through the desert. Though they lost the war, the Nareans still hold Chrys-Flagh to this day.
Amahle Khulekani

Amahle Khulekani was the apprentice of Usjamar Ojukwu. She grew up scaling the cliffs of Zulesh, learning to be a hunter and trapmaker, making snares to catch lemurs (which were eaten and kept as pets by the Nomzami) since she was a child. Even when she began focusing on magical studies, she kept her scout abilities sharp and always practicecd with her xalinite spear.

When she began her apprenticeship, she was not entirely comfortable with her position. She had much raw talent, but kept her mind too focused on the present to truly see the threads of the universe. She had a strong love for animals, especially magical creatures, but was no bleeding heart. She could speak many languages, including Nomzami, Heimarkan, Valthosian, Undiwanei, Gharzaraan, and Arcanic.
Crystal Troll (Kel'jabza)

The Kel'jabza are not a

   ctually native to Dorhaun. Instead, they rule the Plane of Crystal.

For hundreds of thousands of years they followed their eternal leader Keld'jabbarn the Crystal King, but he was killed in a great catastrophe that destroyed a planet. In the millennia since, the kel'jabza have upheld his tenets of learning and secrecy. Their society has not much changed. They spend too much time watching the world through their shimmering walls and crystal balls to act much themselves.

They are the only trolls that have no worshippers of Trollkar Weltvater, as they live apart from the Material Plane and many of their elders are older than Trollkar himself.
Cayelle Kalimour

Cayelle Kalimour was the only child of Nostradus Kalimour and played a key part in his rise as Dorhaun's first lich.

## Childhood (1794-1810 AoS)

In 1794 AoS, Nostradus Kalimour fathered a daughter with his wife Brigette Sokolov at the surprisingly advanced age of 66. Many theorized that the two used their magic to conceive, which may have given Cayelle unnatural affinity. Sadly, Brigette passed six years later in 1800 AoS.

When Cayelle's mother died, Nostradus left his daughter in Telvimbror in order to distract her and keep her from his grief. She was tutored by Jerelaus Thundash and became the youngest apprentice to a Gold Arcan in history. Nostradus himself went on his own sort of pilgrimage to explore other kinds of magic. During these years, he visited his daughter in Telvimbror monthly, never neglecting her, and sometimes taking her on his journeys.

In 1809 AoS, due to heightened pressure from Sistona, Nostradus and Jerelaus had Cayelle moved to the Northlands to study. It was far from the reach of the Order of Iludin and was her favorite place to visit. She dwelt in Ganvord for over a year before her father visited her again. When he did, a necromantic relic he held caused frostbitten corpses from the long-buried city of Hanverdallous to rise and attack Ganvord, Talkardin, and Vandurga. A huge zombified mammoth dug its way up out of the Hedgerow and thundered through Vandurga. Cayelle and the townsfolk were terrified, but were saved by the powers of dwarven clerics of Andarn purifying the relic. Despite his services prior, both he and Cayelle were no longer welcome in the Northlands, so they returned to Eranos and relocated to Corvisburg.

## Death (1814 AoS)

Nostradus died of natural causes at the age of 86. His funeral was overseen by his best friend and former apprentice Jerelaus Thundash, the Gold Arcan. Cayelle attended, but was too grief-stricken to speak at the service. He was buried humbly in Corvisburg.

His rest was to be short-lived, however. Cayelle's grief was not to be underestimated, nor her talents. She had been born powerful and trained by the Gold Arcan of her time. She refused to believe that her father was truly dead. She dug up his body with her bare hands and swore to dig up her mother's as well so that they could be a family again. Through powers that are still not understood (though perhaps the area's Primal forces played a part), her grief, rage, and denial tore her own soul from her body and passed its energies into her father's corpse. Cayelle Kalimour fell dead, and Nostradus rose from the grave.
Okk'are (Wood Elf)

The okk'are call themselves "those of the wood". They are generally found in deep temperate forests all over Tellaria and Enagia. They live more naturally than their high elf kin, but are not quite as savage as their wild okk'arn cousins.

They first split from the vin'are by leaving their settlements and travelling westward to take up residence in what would be called the Forest of Darrog in 29452 of the Celestial Calendar, twelve years before the founding of Veradorianis. Later they would split again, moving southward, while those who remained became the okk'arn.
Labithel Forest

### Inhabitants

Vin'are (High Elf); Okk'are (Wood Elf); fey; Forest Troll (Zan'sil); satyr; dragon (green)

The Labithel Forest is a massive pristine woodland in Central Tellaria. In its center lies Veradorianis, the capital of the high elves. It also harbors many small, unmapped settlements of fey and wood elves, among others.

The forest is dense, with towering trees as grand as any seen in Dorhaun, with smooth white bark, trunks as thick as towers, and plentiful foliage. Ripe, round fruits of red and yellow hang from the branches and vines dance up the wood, themselves heavy with red, blue, and purple berries. The elves rely on this forest for nearly everything, and it provides.
Duergar (Deep Dwarf)

Duergar are a subrace of dwarves that live in the far caverns of the Deep. They have dusky grey skin and either burning red or luminescent green eyes which see in complete darkness. They aggressively defend their entrenched fortresses against wandering monsters and marauding drow. They broke off from the olgura of Arvenlaad in the early Age of Veradorianis.

## Split from the Olgura (612-615 AoV)

In Year 612 of the Age of Veradorianis, Dorhaun shook and the Darkwater Road was created. There was a planetwide earthquake, and the caverns beneath Arvenlaad were flooded. Thousands of duergar died drowning in the Deep. In the next year, the newly-born drow arrived in their underground ships and began raiding what was left of Dorskenbard from the Olathniar. King Dorsk Deepking II pleaded to King Dunder Mountainking for aid, and together the duergar and the olgura fought against the invading drow.

After two years, the casualties from the drow's strange magics and poisons became too heavy for them to bear. King Dunder offered free asylum to those who would come live with them in Arvenlaad, but few would take the offer and abandon their hard-built homes. King Dunder pulled his troops and King Dorsk II severed all ties between Arvenlaad and Dorskenbard, though after many years and much blood, Dorskenbard was declared safe.
Oasis of the Crystalmancer

The Oasis of the Crystalmancer is a lost Undiwanei ruin. It is said in legend that it is buried somewhere in the sands of Gharzaraa, and holds many ancient Undiwanei relics that they brought from the Northlands. It was supposedly erected by a crazy Undiwanei wizard, a self proclaimed Crystalmancer, who sung a spell that made a cathedral of crystallized sand.

Centuries ago, it was discovered again by a Valthosi wizard named Arianna Maria. She opened portals to the Plane of Crystal, from which grew an entire multifaceted garden around the cathedral. She set up a small school for women to teach the very particular magic of crystals, the Cult of the Crystalmancer. It stands to this day and the current Crystalmancer has dominion over the Oasis.
Grandite Steel

**Grandite Steel** is an alloy of dionium and xalinite. It is so expensive to make it only has one purpose. Making blades. Only the richest of lords could afford a grandite steel blade. The chromatic qualities of dionium makes the blades color oscillate in the sun. Swords of this alloy are so sharp they produce an almost inaudible hum as they cut through the very fabric of the air.
Animal Resurrection

## Animal Resurrection is the use of Healing Magic to restore deceased sentient, but non-sapient, creatures to life.

The common consensus is that resurrection is difficult and dangerous magic that has never been perfected. This is true, when applied to members of sentient species and to uplifted or gifted animals such as Familiars. Non-sapient beings, however, can generally be restored to life as long as the body is no more than a few hours old and mostly intact. Each resurrection puts stress on the creature, however, and effectively ages it. Once the creature's body is simply too aged and exhausted to continue, no magic can resurrect it without promptly also causing systemic shock severe enough to kill it. Most creatures can be resurrected, at most, three times before death sets in. Some particularly long-lived animals with hardy systems, such as tortoises, can be raised several more times before permanent death sets in,

Sacrifices

Among those bloodthirsty gods and spirits who use animal sacrifice as a test for their worshipers/source of power, using a single animal more than once is considered bad form. Stygios, however, does not mind due to his pragmatic and gluttonous nature.
Cult of the Crystalmancer

The Cult of the Crystalmancer is a small group of human female arcanists in Exscillon who study the Plane of Crystal. They live in a crystalline oasis, with gardens growing ever outward from a glass cathedral.

As part of their studies, they commonly make trips into the Plane of Crystal, so much that crystalline growths begin to show on their body. They embrace these mutations as beauty, and often wear very little other than their crystals.

They are led by a single Crystalmancer, who is succeeded by her chosen personal apprentice. The first Crystalmancer was the Golden Goddess. Her apprentice, the Lost One, never led the sisterhood, but her Crystalmancer status is still recognized due to the Golden Goddess's insistence.

## Subsequent Crystalmancers

White Diamond

Irene Avondar

Sienna Oscuro

Rosalie Engelsommer

Queen Zadim

Alina the Ram
Feng Mei Ryuko

Feng Mei Ryuko was the heiress and leader of the Ryuko Dynasty during the War of Five Dynasties. She, like her ancestors for generations uncounted, bore a draconic lineage, that of a silver dragon. This gave her an extended lifespan and innate sorcerous power.

She led her people on the Xinchoi Exodus, following Shaoqiang Koda's lead. Some of her people stayed in Xinchoi, but they no longer held political sway. Most came with her to Kodamaii, where the Ryuko Dynasty lived on for generations untold, even to this day.
Hardeman Blackheart

Hardeman "Hardy" Blackheart was the Mayor of Corvisburg in the early 9th century of the Age of the Virgin Lands. He was not gifted in spellcasting; neither was he descended from the original Blackheart line. Still, he was a serviceable politician, managing to keep Corvisburg on good terms with the Order of Iludin. This was important due to increasing hostility from different arcane factions of Veradorianis.

Before his entry into government, he was a noted mortician and biologist, performing many autopsies and dissections. His work helped solve more than a few high-profile assassinations in the city.
Highland Orc (Gwynarg)

The gwynarg of Kork are one of the two original breeds of orcs native to Tellaria, the other being the kzuulgar of the south. They are known as highland orcs among other races, but never refer to themselves as such. They are the tallest of the orcs and the most gregarious. They are not filled with wanderlust or bloodlust, but instead hold a love for life and revelry (though much of their revelry comes in the form of friendly violence).

They invent and enjoy various sports and games (such as Ball Bash), drink heartily, love music, and abhor pants, favoring kilts and skirts. The sound of deep drums and caterwauling can often be heard over the hills of Kork, sometimes accompanied by the wails of their bagpipes.

They are the ancestors of both the Gorthari and the kvaarg.
Goat

Goat was a halfling barkeep, cook, and proprietor of The Goat's Scrote in Stonerose. In his later years he was balding, so he shaved his head completely, but retained grey muttonchops. He was also noted for always wearing his dirty, beaten, leather fishing hat which clashed with his fine linen work suits.
Spindlewood

The Spindlewood was a forest that surrounded the mountains of Arvenlaad. It was mostly pine and other tall evergreens that grew well in its cool climate, dense at the tops of foothills but thin in the lowlands. The Silverfroth River ran from the mountains southward through it.

In the Age of Veradorianis it was home to the kingdom of Kralgtarn. After Kralgtarn's fall, it continued to house cities like Alvestrin. In the Age of Sistona, Corvisburg was built on its western edge. Much of the nearby wood was felled to do so, which did not ingratiate the inhabitants of the forest to the newly-arrived humans which considered themselves more civilized than the tribes that resided there.
O'hei Vinesplinter

O'hei Vinesplinter was the wild elf chieftain of the Vinesplinter tribe, whose lands were located in the northern reaches of the Black Forest of Darrog. He led his people in isolation, not trading with the troll tribes or indeed other elf tribes. Instead, they insisted on foraging themselves until a drought made scarce much of the food they consumed. With the aid of Valkor Vin'Baer, Chief O'hei made a pact with the mayor of Applecrest--to guard the northern border of the forest in exchange for shipments of produce.