recursal/Fanatic-Fandom huggingface dataset:
Owen

**Owen** (@HavocHazel) is a member of the CEPE twitter community. He goes by He/They Pronouns.

*"I am the fortnite enjoyer. The child in the community. Nobody plays fortnite with me."* - **Owen**

Dm him if you want to play fortnite

## About Them

### Favorite

Movie- The Lego Movie

Tv Show- Breaking Bad

Song- N/A

Album- N/A

Artist- N/A

Videogame- A Way Out, Hotline Miami, Elden Ring & Fortnite

Streamer- ConnorEatsPants
Carson

**Carson** (@CarsonFoor) is a member of the CEPE twitter community. He goes by He/Him Pronouns.

When asked for information about his impact on the CEPE community, recipient responded with *"oh god"*

## About Them

### Favorite

Movie- Inception

Tv Show- Phineas and Ferb

Song- Potstickers by MF DOOM

Album- MM FOOD

Artist- MF DOOM or Billy Joel

Videogame- Super Mario RPG: Legend of the Seven Stars

Streamer- Ludwig
Neil

**Neil** (@lemon\_guts) is a member of the CEPE twitter community. He goes by He/Ram/It Pronouns.

*"i am just a small guy who likes to draw and talk about streamers. i am trans, asexual, and gay and also mentally ill. i collect a lot of stuff like video games and consoles, bones, vinyls, etc. i also have 2 pets, a cat named casper and a leopard gecko named igor."* - **Neil**

## About Them

### Favorite

Movie- American Psycho

Tv Show- VGHS

Song- only you by mac demarco

Album- igor by tyler the creator

Artist- machine girl

Videogame- Gex

Streamer- ConnorEatsPants & Jshlatt
PikaShogun

**PikaShogun** (@PikaShogun\_) is a member of the CEPE twitter community. They go by any Pronouns.

Red Hair, 6'1, Hit Diamond in Apex Legends, Beaten Every Pokémon Game before Sun/Moon, Multi-Instrumentalist

## About Them

### Favorite

Movie- The Mummy

Tv Show- Regular Show

Song- Rhapsody in Blue

Album- Bonito Generation

Artist- Queen

Videogame- Midnight Club LA Complete Edition

Streamer- *"Unfortunately, it's ConnorEatsPants"*
Cortain

Created in 907 FE by Yserran Coielia as the capital of the Kingdom of Coielia, Cortain's most striking feature is the Castle at its center, whose three rings of great walls protect the majority of the city.

#### Population And Government

Cortain is the largest city in the western hemisphere, hosting a population estimated at 39,500. It is the capital of the Kingdom of Coielia, and the seat of power of the Coielian Sorcerer-Regent.

### Cortain Castle

The castle at Cortain was originally raised by magical means out of local stone, and the architecture is distinctly Elven. It is surrounded by three concentric ring-walls.

The innermost of the ring-walls contains the castle and grounds itself, as well as the barracks for the city's militia and military headquarters. Generally, those without official business are allowed only during the open audiences, held each Starday from sunrise to sunset. The time is allotted for common citizens to come before the parliament and the Sorcerer-Regent in order to present cases, ask advice, or request pardons or boons. Under the declaration of Tynnarth of Coielia at the end of the First Era, no Coielian citizen may be denied the right to this audience.

The the second ring-wall surrounds the guildhalls, feasting places, and public square of the city. While any citizen is allowed to travel freely through this ring, the higher costs associated with the area tend to limit traffic except on feast days.

The outermost ring surrounds where the largest part of the city's population lives.
El Santuario

El Santuario es uno de los Nodos conocidos, aunque poco más se sabe aparte de su existencia y su ubicación aproximada.

Está situado en alguna isla helada, muy al norte de Ántica, y solo dos expediciones han podido verla en toda la historia conocida, y toda la información de que se dispone proviene de ellas.

Este nodo tiene forma de prisma octógonas con cuatro cubos más pequeños anexos a sus caras impares. En él reside un número desconocido pero pequeño de individuos. Una de las teorías más extendidas es que es la base de operaciones del Cónclave de Dragones, que actúan casi siempre en forma humana. Otras teorías apuntan a una organización (...)

El área de poder de este nodo parece ser la VISIÓN de lugares presentes, pasados y futuros.

La red de espías de la Iglesia Halsariana choca periódicamente con agentes del Santuario en casi cualquier archipiélago, aunque por lo general actúan de forma muy sutil y discreta. y no están claros sus objetivos, que en cualquier caso parecen ser a muy largo plazo.
Ris

**Ris** (@risssart) is a member of the CEPE twitter community. She goes by She/Her Pronouns.

*"Ummmmm I'm an enjoyer of Mr. ConnorEatsPants (not really he felof)"* - **Turnp**

buy w33d here (https://risportfolio.wixsite.com/rissas-portfolio)

## About Them

### Favorite

Movie- Call Me by Your Name

Tv Show- On My Block

Song- Existential Crisis in C Major - Sarcastic sounds

Album- When I Close My Eyes - Chelsea Cutler

Artist- AJR

Videogame- *"ummm does Super Auto Pets count (im not a gamer)"*

Streamer- *"Unironaicaly vibe with Stonepa streams"*
Georgetown

Georgetown is the primary port for freight and travel in West Coielia; It is also one of the oldest cities of continuous standing on the continent, dating back to sometime around the second war (circa 5320 FE). Originally named Mightcoast, the city was rechristened Georgetown in 417 SE after the peaceful resolution of the Kobold uprising by St. George of Heironeous. Georgetown has remained an important coastal fixture and shipping center since its founding.

### Population and Government

Georgetown has a population of approximately 15,000 people, and is a popular port of call for ships bound for the cities of Kashmir, Woodsreach, and Rime.
Cumbert

**Cumbert** (@NiSpoof) is a member of the CEPE twitter community. They go by any Pronouns.

*"I love gaming, fishing and grilling"* - **Cumbert**

*"We love ConnorEatsPants"*

## About Them

### Favorite

Movie- Se7en

Tv Show- N/A

Song- Detroit-Gorlliaz

Album- Igor

Artist- Tyler the creator/ Gorlliaz

Videogame- Cooking Mama

Streamer- ConnorEatsPants
Kobold Uprising

In the summer of 1417 SE, a war band of kobolds some 400 strong stole into the city of Mightcoast (later Georgetown) under cover of darkness. By the next morning, the invasion force had seized every major control point and guard post in the city. They organized the populous into work forces, and for three months set them about fortifying the gates and walls of the town. The kobolds were primarily interested in collecting wealth in the name of a forgotten draconic deity, claiming that his avatar now walked the earth. After three months, a party of heroes (led by St. George of Heironeous) returning from a lengthy overseas voyage, managed to negotiate a truce with the kobolds, restoring order to the city and later leading to the founding of Zarsinlandia. It was later re-christened in his name, as an honor for the bloodless end to the uprising. A statue of him stands in the town square.

### Political Fallout

Although the initial standoff nearly resulted in open armed conflict with the Coielian army, clever negotiations on the behalf of St. George of Heironeous and Zarsin Goldwing were able to quell tensions between the Coielian army and the invading kobold band. These negotiations, as well as the support of these same kobold forces at Dragonsfall during the Second War, led to the newly-crowned Mizuki Urameshi (in conjunction with the trade council of West Coielia) granting the largest southern fragment to Zarsin Goldwing to found Zarsinlandia.
Dragonsfall

Dragonsfall is a city built around a second-era military fortification, situated on the northern coast of West Coielia. During the second war, it was a primary garrison for the Coielian armed forces. Since the end of the second war, it is one of the primary ports for the West Coielian navy.

### Population and Government

Dragonsfall has a population of approximately 22,000, of which approximately 3/4 are civilian. It is under the direct command of the High General of the West Coielian armed forces, who in turn answers to the Merchant Council.

### History

The keep at Dragonsfall, previously known as Grendelkeep, was originally built as a seaside palace for a local duke named Thomas Grendel sometime around 4840 FE. It was converted to a military fortification by the armed forces of Coielia during the buildup to the first war, circa 5370 FE.

During the second war, however, it was the site of a historic stalling action by then-general Mizuki Urameshi. This stalling action against the encroaching Mauritanian army is credited with giving the dwarven rebellion enough time to put their plans into action, and was a key event in the fall of the Mauritanian empire. However, this came at the cost of every dragon-mounted division in the Coielian army, hence the name Dragonsfall. The population of Dragons in Tobar Morithar never returned to pre-war levels, as true dragons as a whole nearly became extinct after the breaking of Coielia.
Kobold-Dun

Kobold-Dun is the capital city of Zarsinlandia. Construction of the city proper officially began when the nation was founded in the year 6 TE, although several semi-permanent settlements already existed at that point.

### History

The city of Kobold-Dun was founded by Zarsin Goldwing to be the start of the kingdom of Zarsinlandia, after the island itself was ceded to him following the events of the Second War.

### Population and Government

While not as physically large (on the surface) as cities like Cortain or Kashmir, Kobold-Dun has a very dense population of approximately 30,000. As it was founded and built by kobolds, a large portion of the available space is in caverns underground. Some estimates suggest that the above-ground portion of the city may be as little as 40% of the actual space, although no outsider has ever comprehensively mapped the extent of the tunnels.

As the capital of Zarsinlandia, the city itself is directly governed by the reigning monarch and their advisors.

### Geography

As a relatively recent formation, most of the island of Zarsinlandia is tough and mountainous; Kobold-Dun is no exception. The city itself is built near the shoreline, amidst the foothills of the central mountain range. The ground is largely hard clay, making for very stable foundations and easy tunneling. Due to the islands' rather extreme shift to the south, native Forest and grasslands are rare; Those that have survived are hardy scrubland grasses and small, gnarled trees. As a result, any needed lumber is imported either from Palderville in West Coielia, or from one of the coastal settlements in the Southlands.
Tynnarth Of Coielia

Tynnarth of Coielia was the Sorcerer-Regent of Coielia from 5174 FE to 1 SE. A brass dragon, Tynnarth was the last scion of the line of Yserran Coielia.

Tynnarth died from wounds sustained during the retaking of Cortain Castle in 1 SE. Before his death, he reformed the Coielian Autocracy into a parliamentary Monarchy, claiming that it was necessary to have "... a parliament of all sentient races, that the other children of the gods may flourish without the rule of dragons".

He named his companion and close confidant Thuridan Faena, of the high elves of Nemrion, as his successor as Sorcerer-Regent.
Zarsinlandia

Zarsinlandia is a free democratic republic, founded in the year 6 TE after the kobold uprising. it was founded after the third war by the legendary kobold bard, Zarsin, on an island formed by the breaking of Coielia. The population is largely that of various goblinoid or reptilloid races kobold, especially in the capital city of Kobold-Dun.

### Geography

Zarsinlandia is an island nation, and one with rough terrain to boot. The island originally split from the southern coast of West Coielia, and retains part of the range of mountains along the center of the island. The only other geographical feature of note is a small lake on the north side of the range.

### Cities

The only major city is the capital, Kobold-Dun.
Kashmir (City)

The city of Kashmir is located in the kingdom and continent of the same name. Also referred to as "the first city", it is the oldest recorded settlement, and the date of its' founding is considered to be the beginning of the year 1 FE.

### History

Kashmir is, by historical records, the oldest continuous founded city amongst the sentient races. Surviving records indicated it was founded as a home "for all of the sentient races that may be touched by the hand of magic" by "The Great Gold Wyrm".

The "Great Gold Wyrm" was considered through most of history to be an unknown, if impressively powerful, gold dragon, that died sometime in the First Era simply due to the scales of time involved. It is hypothesized that it was the dragon who later identified himself as Dal'Ithar.

### Naming

The name 'Kashmir' is believed to come from an ancient dialect of draconic, and means "home" (literally, "Hoarding Place"). At the time of its founding, and through much of its early history, the name was used interchangeably to refer to the city and the lands surrounding it, a convention which held throughout the years. Thanks to this convention, the capital city, the kingdom, and the continent officially all share the name of Kashmir.

### Population and Government

Kashmir has a population of 33,000, making it one of, if not the, largest city in the world. It is the capital of the kingdom of Kashmir, and has been the seat of power for the Kashmiri monarchs for the entirety of recorded history.

### Geography

Kashmir is situated on a great walled island in a freshwater sea, and the Kashmir River flows out from this sea to the north and south, bisecting the continent and providing convenient trade by sea.
Khum

Khum, also called "The Obsidian Bastion", is a city in the southwestern deserts of Kashmir. Khum was founded sometime between 200 and 300 FE by a wealthy Kashmiri nobleman seeking the prestige of owning a private city in the desert. The merchant's name is no longer known, but several of the wealthy families that inhabit the city all insist that he was an ancestor of their lineage.

As a city, Khum stands on the edge of the western Kashmiri Desert, the last stop for caravans travelling south into the wastes. The city is roughly star shaped, with magically reinforced obsidian walls thirty feet thick at the bottom, sloping steeply upwards to a height of about 40 feet. With this reinforcement, it also acts as the first line of defense against any desert tribes (or bands of native creatures) looking to move north, as well as providing a safe haven for the rich merchant families that inhabit it.

Khum is home to approximately a dozen major trade and mercantile houses, each seeking to outdo the last in terms of ostentatious displays of wealth. Public fountains, hanging gardens, and elaborate bath houses make the the streets almost humid, and growing greenery is a common sight. Actual residency in the city is an expensive and exclusive thing, as the city itself has almost no infrastructure at all. Part of the cost of living - and therefore the prestige of the thing - is that food and water must be brought in from the outside, be it physically or magically.

Most of the cities' revenue comes from travelers passing through; As the last stop before the wastes, it's also the last chance to replenish supplies... for a price.
Kashmir (Continent)

The continent of Kashmir (which shares a name with the city and the kingdom) Is due east of the shattered isles. There is a large river splitting the continent from north to south, which has its source in the lake surrounding the city of Kashmir.

The northern coast is more temperate, With dense forests covering most of the land, surrounding the city of Woodsreach.

The southern end is largely a desert basin, surrounded by mountain ranges on all sides. The deepest parts of the southwestern desert are nigh-uninhabitable, with Khum being the last civilized point before venturing into the wastes. The southeastern deserts are marginally more hospitable, and contain occasional villages. The trade road through the desert allows passage to the city of Nowhere.
The Second War

vs.

* Death-Cult of Nerull

### History

The Second War, also called "the Breaking of Coielia" or "The Breaking", began in 1419 SE, and marked the end of the Second Era. Having reformed from scattered remnants, the death-cult of Nerull tapped into a nexus of arcane leylines Southwest of Cortain in order to summon Nerull into the material plane, as he had been banished from it entirely by the Shattering of the Isles.

The death-cult was nearly successful, with their plans only being discovered a few weeks before completion. Lacking the time to mobilize the entirety of the Coielian armies, the unknown party of adventurers responsible for discovering the plot were able to request the aid of Dal'Ithar in preventing Nerull's summoning. Unfortunately, as a result of the interrupted summoning, the magical energy involved backfired along the leylines, breaking the crust of the world beneath them and sundering the continent of Coielia into three pieces.
St. George of Heironeous

St. George of Heironeous (1385 SE - 66 TE) was a paladin of Heironeous who rose to prominence (and later sainthood) due to his skillful negotiations during the kobold uprising of 1417 SE, and later valor during the Second War. He served as High Priest of the church of Heironeous in the opening of the Third Era, and helped navigate the complicated political climate after the breaking.
Eras Of The World

Amongst the scholars of Tobar Morithar, history is separated into four eras: the pre-draconic era, the first era, the second era, and the third era. It is currently the third era.

### The Pre-Draconic Era

**Timeline: 2.4 billion PDE to 1 PDE**

The Pre-Draconic Era (PDE) lasted from the creation of the world to the founding of The First City, known in modern times as Kashmir. The exact age of the world is unknown due to contamination of the archaeological and geological records by magical fallout in the first and second eras, but it is commonly held to be about 2.4 billion years old.

Due to uncertainty and ongoing study into the age of the world, the founding of Kashmir is considered to be the end of the year 1 PDE, with dates preceding it numbered in reverse; thus, the world is considered to have been created (or formed) in the year 2.4 Billion PDE, and the Pre-Draconic Era to have ended in the year 1 PDE.

### The First Era

**Timeline: 1 FE to 5388 FE**

The First Era is the period of time from founding of Kashmir to the shattering of the isles, lasting 5,388 years. As the earliest written histories are incomplete due to age and the ravages of time, only the broadest strokes of history during the earliest parts of this period are known with any consistency.

### The Second Era

**Timeline: 1 SE to 1419 SE**

The Second Era is the period of time from the shattering of the isles to the breaking of Coielia. It lasted for 1,419 years, and saw the near-extinction of the true dragons.

### The Third Era

**Timeline: 1 TE to Current (324 TE)**

The Third Era represents the most recent history, measuring years since the breaking of Coielia.
West Coielia

### Description

The country of West Coielia occupies the western half of the Coielian continent. It is governed by a trade council, headquartered in the capital of Hubelet, located at the intersection of the main routes through the country. Pre-Third War, West Coielia and Coielia were united as one country (named Coielia). After the events of that war, during which West Coielia was briefly under Mauritanian control, its' peoples elected to retain independence.

### Government

West Coielia is a confederacy, with each member of the trade council Representing a major city.

### Population

~180,000, with every sentient race represented.

### Geography

West Coielia is mostly rolling plains, originally having been sheltered by mountain ranges extending along two-thirds of its' coastline. The southeastern corner of the continent houses the Coielian Desert. The western coast tends to be somewhat swampy, although it still supports the port of Georgetown, the largest port city in the western hemisphere.

The center of the continent is dominated by Lake Coielia, from which flows the Dal and Ithar rivers. The mountain range in the northwestern part of the continent are particularly steep and difficult to traverse; Few bother making the trek.

To the east it is separated by the straits of Malia, a long, wide, north-south split dividing what was once a mountain range in half. It is lined by tall, sheer, cliffs, and the only significant point of crossing (barring sea-voyage) is the twin cities of Malia and New Malia.

### Major Cities

* Georgetown
* Hubelet
* Dragonsfall
* New Malia
* Palderville

### Neighbors

To the near east is Coielia, a monarchy under the rule of the dragon-queen Mizuki Urameshi. The two were originally united as one nation (pre-war), but after occupation by Mauritania, the people of West Coielia elected to remain separate from the home they no longer felt a part of. Its' capital is Cortain.

Off of the southern coast is the island nation of Zarsinlandia, founded post-war by the hero Zarsin, a kobold bard. It is inhabited primarily by kobolds, who have founded a democratic nation. It's capital is the city of Kobold-Dun.

North of West Coielia lies Mauritania. Once ruled by an aggressive and militaristic emperor, it is now a largely democratic nation, although the harsh winters and harsher landscape can sometimes separate what cities there are. It is home to the Boulderfist Summit, the home city for many dwarves and critical point during the last war. It rings the planet's northernmost pole.

The country of Kashmir lies far to the east, across the central sea.
HellJumper

**HellJumper** (@HellJumper05192) is a member of the CEPE twitter community. He goes by He/Him Pronouns.

Avid video game player and supporter, ConnorEatsPants enjoyer, never had sex

## About Them

### Favorite

Movie- Star Wars Empire Strikes Back

Tv Show- N/A

Song- N/A

Album- Halo 2 soundtrack

Artist- N/A

Videogame- Halo 2

Streamer- ConnorEatsPants
Yaro

***Yaro*** (@YaroIsOnline) is a member of the CEPE Twitter Community. He goes by He/Him Pronouns.

He is from Venezuela and makes pretty dope music.

Fun Fact: He learned english at a young age thanks to JonTron videos.

# ***About Him***

**Favorites**

Movie - The Budapest Hotel

Tv Show - Atlanta or All American

Song - Where This Flower Blooms by Tyler, The Creator ft. Frank Ocean

Album - Cherry Bomb by Tyler, The Creator

Artist - Kanye West

Videogame - Team Fortress 2

Streamer - Jschlatt or Bruce DropEmOff
Las Mil Islas

*Microuniverso de islas pequeñas, junglas vírgenes, islotes despoblados y archipiélagos controlados por sociedades primitivas, algunas directamente prehistóricas. También asentamientos élficos, del Día y de la Noche. Templos extraños. Secretos por descubrir. Tierra de exploración. Más al oeste del archipiélago primitivo no se ha navegado, por lo tanto no se sabe, solo referencias (aunque en algún punto tiene que estar la Puerta del Día).*
Enanos

*(obsoleto)*

*Los enanos controlan la tecnología; los elfos controlan la magia. Dualidad de los enanos: en el norte los enanos son bárbaros-vikingos, pero en las zonas más civilizadas del imperio familias enanas de rancio abolengo controlan el gremio de la tecnología, además de sectores del comercio y las finanzas.*

ASENTAMIENTOS

Principalmente en la Península de Koyr y zonas septemtrionales del Glaciar (ambos brazos).

Las fortalezas enanas de la Península de Koyr libraron tres Guerras Ultarkoiranas, principalmente entre semiorcos y enanos.
La Academia

*ACADEMIA: Poderosísima institución - órgano de poder. Monopoliza el conocimiento, aplicación, investigación y enseñanza del Arte Arcano. La Antigua Academia existió en Euphaia siglos antes de la caída, pero sufrió una gran transformación para ser incorporada al Imperio. Sirve a los fines imperiales pero tiene su propia agenda, igual que la Iglesia. Ha sido acusada innumerables veces de intrigar. En torno al 40% de sus miembros siguen siendo Euphaianos.*

*- La Academia: conserva, transmite (y utiliza) todo el conocimiento arcano. Su fundación se sitúa varios ciclos antes, pero no está claro. Está dividida en 9 escuelas, cada una guarda celosamente los conjuros de los altos grados (7?, 8 y 9). En teoría, como nadie ajeno a la Escuela debe conocerlos, emplearlos significa llamar la atención y suelen ser muy expeditivos eliminando la competencia. Eso no significa que no circulen clandestinamente copias. En teoría, todos los magos deben ser miembros de la Academia, que regula el uso y las licencias para emplear magia, pero este control solo es real en la provincias core, y menor cuanto más se aleja de la capital. La Academia está organizada en todas las provincias. Muchos magos son leales a la Academia para obtener conocimientos arcanos, y tienen que realizar misiones para ellos, sobre todo informarles y ser leales. Otros magos solo son nominalmente miembros de la academia. Formalmente, la Academia forma parte o está bajo el control de la administración imperial, pero es la única organización humana que trasciende los ciclos, y por lo tanto este encuadre es puramente coyuntural. Se adapta. Por encima del Círculo Central, que nominalmente gobierna la Academia y que está encuadrado dentro del Imperio, es sabido (y tolerado) que existe un Círculo Interior que se remonta a muchos ciclos antes, que se rellena por coptación y es vitalicio, y que es el que dirige realmente la Academia a través de los milenios. OTRA APROXIMACIÓN: la Academia no es transciclo, es humana y se formó en cada ciclo, pero “de algun sitio han venido los primeros grimorios”; algunos sostienen que aprendieron de los elfos, otros que la Academia se manifiesta/oculta a través de los ciclos. NO está claro y los primeros registros de la Academia no se remontan más allá de 200 años después de Ab Urbe Condita. Esta es mejor. Tambien controla (“gestiona” para el Imperio) una red de portales de teleportación. Solo para pasajeros super VIP.*

*- Solo los humanos y los semielfos pueden ser Wizard. Los elfos (y algunos semielfos) acceden a la magia arcana como Sorcerers exclusivamente, en ellos la magia es una prolongación de sus capacidades naturales, no algo que quepa estudiar. Sin embargo, se sabe que existen humanos con capacidades Sorcerer, aunque se consideran anomalías por parte de la Academia. Podrían tener sus propias organizaciones.*
Tobar Morithar Wiki

## Tobar Morithar

Welcome to the reference wiki for the Tobar Morithar campaign setting! Explore the places, people, and history of the world!

### Places

* West Coielia
	+ Georgetown
	+ Hubelet
	+ Dragonsfall
	+ New Malia
	+ Ithar
* Coielia
	+ Cortain
	+ Malia
	+ Farport
	+ Nemrion
* Kashmir
	+ Al-Khariv
	+ Kashmir
	+ Khum
	+ Nowhere
	+ Woodsreach
* Mauritania
	+ Bjarnheim
	+ Boulderfist Summit
	+ Fyesdale
* Zarsinlandia
	+ Kobold-Dun

### History And Timeline

Eras of the World

The Passage Of Time

#### Historical Figures

* Yserran Coielia
* Dal'Ithar
* Tynnarth Of Coielia
* St. George of Heironeous
* Zarsin Goldwing

#### Historical Events

The Great Wars

* The First War
* The Second War
Descripción física

## 1. ELEMENTOS GENERALES

Las Islas ("Enyl" en élfico) es la denominación colectiva de un conjunto de archipiélagos e islas dispersas, situadas en una porción de océano de aproximadamente 5000 x 3000 kilómetros.

El norte del escenario es un glaciar, en parte zonas montañosas de suelo firme y en parte zonas de mar helado e icebergs. Al sur las secciones de tierra se atomizan en una cantidad incalculable de pequeñas islas e islotes que salpican una amplia banda de aguas poco profundas, llamada "Las Mil Islas".

El Oeste se encuentra delimitado por la península de Scotatus que desciende desde el Glaciar, mientras que al Este se encuentra una península similar -Koyr- y, en el extremo sureste, el gran atolón de Indorea, restos de un pequeño continente sobre el que impactó un cuerpo celeste, provocando la creación del Mar de Indorea rodeado por las cinco islas del actual archipiélago.

El centro Enyl son varias bandas de archipiélagos que discurren en direcciones Noroeste-Sureste y centro-noreste en torno a un gran Mar Interior.

## 2. LAS AGUAS

El 85% del escenario es agua. En algún momento del pasado se produjo una gran colisión con un cuerpo celeste y -además de la destrucción de tres cuartas partes del antiguo continente de Indorea- parte del suelo marino se hundió, provocando la Gran Grieta. Además, gran parte de las tierras emergidas se hundieron a diferentes profundidades.

El clima es extremadamente húmedo y lluvioso, con fuertes tormentas, tornados y condiciones climáticas extremas en el Norte.

El suelo marino -explorado y habitado por los Elfos de la Noche- contiene amplias zonas llenas de restos de antiguas ciudades y edificios hundidos durante la Colisión.
Tarquis

*Tarquis, la mayor metrópoli de Enyl, alberga al mismo tiempo el edificio de la Academia (el segundo Nodo descubierto y posiblemente el más "despertado"), la sede del Consejo de Magos, el puerto (tres puertos, en realidad) más concurrido del Mar Interior y el Gran Bazar, junto con diferentes mercados especializados.*
Guerras Khilgarianas

*CH 2- 2 años después de acceder al Panteón (Calendario Halsariano, 2), comienzan los saqueos,, el pillaje y la toma de prisioneros contra posiciones de Sterhen Sur y Odrax-.*

CH 5- Saqueos y pillaje contra todas las islas de la Heptarquía, excepto Khilgar y Reo.

CH 12- Guerra contra Odrax.

CH 13- Guerra contra Sterhen.

CH 15.- Sterhen y Odrax contra Halstar.

CH 22- Primer bloqueo contra Halstar

CH 23- Dominio sobre la Tormenta.

CH 35-
Ultar

*ULTAR: Los mejores pescadores, balleneros, cazadores de monstruos. Una mezcla de inuits con vikingos. Isla enorme, pero muy poco poblada, solo algunos emplazamientos en la costa. Islandia.*

*Relaciones históricas con Euphaia. Han tenido enfrentamiento por el carácter expansivo euphaiano en el pasado.*

*Exportan pesca en salazón (muy apreciada), pieles, materiales exóticos. ¿Cacerías privadas para magnates?*

*Semiorcos y bárbaros humanos.*

*El interior de la isla es volcánico y gran presencia caótica. Monstruos. Zona de aventuras.*

*Explotación minera (enanos), minerales exóticos.*

*Industria ballenera: grasa. Se exporta a todo el mundo a través de Tarquis.*

*ISLAS ENTRE ULTAR Y EUPHAIA*

*Población mixta. Presencia de antiguas colonias euphaianas, hoy en día de cultura mixta, que conviven con asentamientos malibyanos tradicionales (estilo vikingo).*

*Pesca de grandes peces (ballenas, atunes gigantes)*

## MARCO GEOGRÁFICO

Ultar es una gran isla de origen volcánico, en cuyo centro aproximado se encuentra aún parcialmente activo el volcán xxx,

## DEMOGRAFÍA Y PRINCIPALES NÚCLEOS DE POBLACION

La isla acoge una población bastante pequeña, en relación a su extensión, localizada casi en su totalidad en las cosas y dedicada a la pesca y la navegación. Casi el 40% de sus habitantes son semiorcos nativos, considerados unánimemente los mejores balleneros de Enyl.

Las comunidades pesqueras son pequeñas y muy alejadas una de la otra, y la población general de la isla permanece estable desde la última de las Guerras Ultarianas.

Los habitantes presentan un carácter frio, distantes, aparentemente hostil y desconfiado, aunque sus relaciones familiares y de clan son de fuertes lazos sociales.

La única ciudad destacable es Forsum, puerto desde el que parten los barcos que comercian con los demás archipiélagos (principalmente a través de Corbus).
Elfos (noche)

*elfos azules, grisaceos, marítimos, nocturnos, Puerta de la Noche.*

*los drow problema distinto: nacen cada vez mas niños deformes, enfermos, etc.*

*- Los drow son los elfos submarinos. Manejan ciudades-submarino manejables. Se ha establecido en las ciudades inundadas, donde habitan e investigan.*

*contrabando*

*exploracion submarina*

*algunos comienzan a desarrollar branqueas → rebeldes?*
Mar Interior

Se denomina así a la porción de agua rodeada por los principales archipiélagos civilizados. Discurre desde las Islas del Norte hasta Indorea, delimitado en el centro por las Islas Agrícolas, Euphaia, Corbus y Gérmini.

Las corrientes que lo atraviesan resultan conocidas y fácilmente navegables con la costa siempre a la vista. Sin embargo, a todo lo largo del mar se abre una Gran Brecha en el suelo marino, de profundidad y origen aún hoy desconocidos, y que provoca corrientes fuertes e impredecibles, fuerte oleaje y tormentas súbitas y prolongadas, por lo que la navegación norte-sur se evita siempre en el comercio marítimo, y solo extraordinariamente un buque acepta semejante ruta.

Los Elfos de la noche, en cambio, han establecido muchos enclaves a lo largo de la Brecha y llevan siglos explorándola (y los resultados son el mayor de sus secretos), por lo que resulta mucho más sencillo conseguir un pasaje en un navío submarino élfico que en uno convencional (sobre todo, si se quiere viajar de manera discreta).

El Mar Interior baña las principales ciudades de Enyl, hacia donde todas fueron levantadas, y el comercio y los flujos culturales se mueven a lo largo de sus costas.

El principal monopolio del Imperio es sobre la marina mercante entre archipiélagos, que debe llevarse a cabo a través de navíos integrados en las estructuras imperiales -surtidas por armadores concesionarios, por lo general corruptos-.
Nodos

*Los Nodos son edificios de proporciones titánicas, levantados por los indoreanos o por una civilización anterior a ellos de propósito desconocido.*

*Cada uno de ellos tiene una forma arquitectónica y unas propiedades diferentes, pero todos tienen algunas características comunes:*

*1. Están construidos con un material común, de naturaleza aún desconocida y que no ha podido ser replicado. Este material tiene una resistencia y dureza sin comparación con ninguna otra cosa conocida. Sus bloques pueden adoptar una forma opaca, o ganar traslucidez o transparencia. El mecanismo de control es conocido en algunos casos, en otros no ha podido ser descubierto y la mayoría de los bloques permanece "apagado" o actúa de forma descontrolada o espontánea.*

*2. Algunos bloques, de un material parecido pero no igual, tienen inscritas runas. Hay palabras y frases escritas en antiguo indoreano (que ha podido ser reconstruido parcialmente a partir de inscripciones funerarias y cantos mortuorios anticanos), y otras están escritas en otro idioma desconocido, o tal vez sean palabras indoreanas no identificadas, o ambas cosas.*

*3. Las inscripciones "desencriptadas" parecen apuntar a procedimientos efectuados desde los Nodos, que utilizarían las capacidades de los edificios, aislados y conjuntos. Los efectos de dichos procedimientos son conocidos y controlados en algunos casos, sobre todo en aplicaciones muy menores, pero la mayoría de los analistas coinciden en que las capacidades de los nodos eran prácticamente ilimitadas.*

*4. Los cinco nodos conocidos prolongan la "estabilidad" de las cosas: las personas apenas envejecen ni están sujetas a los apetitos y necesidades biológicas; los objetos son casi indestructibles, las velas pueden durar siglos, etc.*

*De las inscripciones muchos académicos creen que existen 7 nodos. Los cinco Nodos conocidos son:*

*1. La Puerta del Día. Controlado por los Elfos del Sol. (ubicación desconocida). Semicírculo.*

*2. La Academia (conocimiento y librería). ¿Cuadrado o cruz latina?*

*3. El Santuario, al norte de Malibya (ubicación desconocida - radar?) (Octógono estrellado)*

*4. El Panteón, sede de la Iglesia Halsariana y centro de su poder (foco divino). ¿Sumergido en la costa por la inundación? (Triángulo equilátero)*

*5. La Fragua, en Corbus (cuadrado o cruz latina, el otro)*

*Y faltan:*

*6. El Nodo Indoreano, destruido durante el cataclismo.*

*7. El Nodo perdido. Llamado coloquialmente “El Séptimo”.*

*El séptimo nodo está siendo activamente buscado. Es una de las LÍNEAS ARGUMENTALES DE ESCENARIO. Podría estar en cualquier sitio.*

*Hay académicos que afirman que el séptimo nodo no existe o no necesariamente. Otros afirman que puede haber más de un nodo desconocido.*
Dal'Ithar

Dal'Ithar was a Gold Dragon of unknown age. He led the combined wings of the metallic dragonflights at the end of both great wars, although his identity was not revealed to most until the end of the second war. It is hypothesized, although not confirmed, that he was the "great gold wyrm" that founded Kashmir. Detractors from this hypothesis are quick to point out that the timespan involved exceeds the lifespan of even the oldest known dragons.

Not much else is known about Dal'Ithar, except that he seemed to have considerable arcane powers.

At the end of the second war, Dal'ithar sacrificed himself to avert the opening of the gateways to the nine hells, averting another demonic invasion and breaking the continent of Coielia.
La Iglesia Ecuménica Halstariana

*La actual estructura es una evolución ecuménica con distintos propósitos: religión de Estado, red de información y espionaje*

*Existen dos niveles: una iglesia “interior”, que conserva cierto parecido con la Iglesia de Tarquis original y a la que tan solo pueden acceder Ciudadanos, tanfo fieles como al sacerdocio; y una capa “exterior”, ecuménica, que organiza y administra el culto de Deidades Incorporadas y controla los cultos locales (más o menos).*

*Además, cuenta con la red de agentes de información (espías) más extensa, organizada y eficiente de todo el mundo conocido. Es su mayor fortaleza. Posee un reducido cuerpo de agentes/asesinos/espías para operaciones quirúrgicas. La Orden de la xxxxxx se encarga de su seguridad y contingentes de apoyo; en el día a día sigue las instrucciones de la Iglesia, pero nominalmente depende del Emperador -quien tiene la última palabra y es un mecanismo de control de la Iglesia-.*

*- La Iglesia imperial. Iglesia del Estado: oficial, estructura de diócesis. Acepta muchos otros cultos y panteones (pero no cualquiera). Controla la más amplia y mejor red de espionaje del imperio. La cabeza de la iglesia es, nominalmente, el emperador. Se encarga de llevar a cabo las tareas litúrgicas, fe publica y ciertos registros, caridad y algunos servicios públicos (hospitales). Además desarrolla la educación y la propaganda imperial entre las masas analfabetas y controla la disidencia. Dispone de un cuerpo armado de élite.*
Indorea

## MARCO GEOGRÁFICO

ISLAS

* Opheros
* Skaybar (inexplorada)
* Adafast (inexplorada)
* Pontannar
* Brae (inexplorada)

## HISTORIA

Los primeros exploradores euphaianos descubrieron a una población nativa atrasada y animista pero amistosa y abierta a colaborar. La importancia de los hallazgos suposo primero una oleada de empresas de exploración y académicas, posteriormente instalaciones mineras, extracción de recursos y saqueo arqueológico; después se produjo la Fiebre Indoreana, se puso de moda cualquier cosa que procediera de las islas, o que imitara su estilo. Dos de las islas fueron ocupadas y, ante las protestas indígenas, fueron rechazados por las armas euphaianas y se produjo una breve guerra que condujo al exterminio de la población nativa.

Con el ingreso en el Imperio, se aumentó el tráfico de mercancías a lo largo de todas las islas. Tras muchos años en silencio, ocultos en las junglas, los nativos lanzaron un devastador ataque con magia desconocida diezmando a la población extranjera. Aunque no volvieron a ocupar las dos islas la linea roja quedó marcada.

## ECONOMÍA

Desde la Noche Roja, la situación se ha vuelto mucho más complicada para las tareas arqueológicas y la explotación de los recursos indoreanos, debido a la hostilidad creciente de los nativos. Amplias zonas, islas completas, permanecen prácticamente inexploradas y tanto la Sociedad Arqueológica como mecenas y hombres de negocios tienen un enorme interés por establecer cabezas de puente y llevar a cabo exploraciones en dichas islas.

Por otro lado, los Drow nunca han dejado de explorar y explotar la Sima y comercial con Material.
Officers

**Officers** improve the stats of a ships. All ship classes except fighters, bombers and sentry guns can have an officer. They are trained at the Fleet Academy and can be named individually.

## Basic education

Four different officer orientations are available for training

## Training

In an academy an officer can train single values. One round gives +10 points on the selected skill. To train, simply select the skill value of an officer.

**Costs:**

Officers also train when applying skills and successfully attacking, but this is much slower.

## Special skills

 Technikfreak (engl. *tech geek*)
 Bleifuß (engl. *lead foot*)
 Motivationskünstler (engl. *motivator*)
 Waffennarr (engl *gun lover*)
 Verrückter Diktator (engl. *crazy dictator*)
 Nichts (engl. *nothing*)

## Officer Skills

 Waffen (engl. weapons)
 Navigation
 Sicherheit (engl. security)

## Bonus damage

An officer increases the damage of a ship by (weapons+command efficiency)/2/15 in %.

Example: Captain = (10+35)/2/15 = 1.5%

## Subsystem repair

Ships that have destroyed or heavily damaged subsystems and are not within a battle are repaired by their crew tick by tick at least partially repaired.

The better trained the officer on board, the more it increases the speed and quality of the crew to repair the subsystems.

An officer with a tech score (German: "Technik") above 240 allows full subsystem repair. Repair is inhibited if the crew is not complete.

## Education level of officers

As already mentioned, officers can be trained to improve their skills.

From the picture of an officer you can roughly estimate his training level. Officers are yellow at the beginning and can be double green at the end. The sum of their skills divided by 125 is the training level. Each skill at 25 is simply red. Double green represents the highest level of training. If the officer reaches this level, he can still be trained further, so he can become much better.

*lowest training level* ----> *highest training level*:

 -  -  -  -  -  -

## Naming and ID

Each officer receives an individual, unchangeable ID and a name at the beginning of their training. Automatic naming can be adjusted in the Options.

Each officer can be renamed as many times as desired by its owner.

## Loss/surrender/death of officers

Officers die only if their ship gets destroyed (exception: an officer can escape death if there is an escape pod aboard his ship). If a ship is transfered to another player or captured by another player, the officer on it is also transfered or "captured" by the capture.

## Low heat officer

A **low heat officer'** is an officer who has been trained to reduce the overheating of a ship by at least one point.

*Technikfreak* (engl.: tech geek) officers lend themselves to this because they can be trained to be a lowheat officer more quickly.

Starting with a technique skill of 120 (technique freak) or 200 (other officers), an officer can reliably reduce the resulting engine heat by a value of 1 on every flight. At most, it will only allow the engine heat of any ship to be reduced to the value of 2 (2 heat per sector).
Char

**Char** (@Charr\_mooo) is a member of the CEPE twitter community. She goes by She/Her Pronouns.

*"I was in the CEPE tdi 😎 Im horrible at writing about myself sorry lmao"* - **Char**

## About Them

### Favorite

Movie- The Princess Bride

Tv Show- Criminal minds

Song- N/A

Album- N/A

Artist- Rex Orange County

Videogame- *"Probably Mario kart or the crash series"*

Streamer- Schlatt
Liga de Comercio

*Al mismo tiempo es una organización y una estructura territorial difusa. Aquí analizar su vertiente orgánica, métodos de decisión, órganos, cuerpos, etc pujante, rabioso crecimiento, expansion comercial maritima, estructura "hanseatica", el gran peligro para el imperio. Ampara prácticas de piratería. Territorialmente difuso, es un contrato entre islas más o menos dispersas entre las Mil Islas. Controlan zonas de la Mil Islas, otras son hostiles, otras son aliadas, otras son disputadas, otras son en blanco, otras son de exploración, etc. Multipolar.*
Guerras Civiles Imperiales

*BEF 40- La Primera es un alzamiento de los reinos de la Heptarquía frente al basculamiento del imperio hacia el mar Interior, durante el reinado del Segundo Emperador, unos 40 años después de la Batalla del Estrecho de Fener. Se sospecha que la Iglesia participó. Es aplastado con ayuda euphaiana.*

*BEF 160-* *La Segunda se produce en el interregno entre el* *XIV* *y el* *XV* *emperador, unos 160 años después de la BdF. Enfrentó a varios pretendientes al trono imperial y se resolvió en una turbulenta Dieta.*

*BEF 290-* *La Tercera es un alzamiento del Gobernador de ¿Gérmini? hace 20 años al que se suman otras autoridades militares, luchando todos contra todos y todos contra Alesia, Combates navales y terrestres. Finalmente un compromiso, una cabeza de turco y una paz tensa y defectuosa.*
Hermandades Halfling

*Importancia creciente, son los ladrillos del Imperio. Colonos. Pioneros. Base de la flota mercante.*

*- ¿La Hermandad halfling? - MARINEROS Y GRANJEROS. Organizados en gremios. Buena posición social y aceptación, son la argamasa social del imperio. Uno de los dos lugartenientes de XXXX era un halfling. Hay dos tipos: conservadores (granjeros hobbits tolkineanos) y aventureros (Tuk), excelentes marineros, exploradores y comerciantes.*
La Sociedad Arqueológica

*Institución internacional poco formalizada, originalmente escindida de la Academia; cohabitan dos enfoques: tradicionalista (obvio) y progresista-optimista (antiguas tecnologías pueden contribuir etc). Opera descentralizadamente, sobre todo a partir de Agentes y Directores, en toda la periferia del teatro, pero principalmente en Indorea. Tolerante respecto a otras razas. Tiene su propia agenda.*
Factions

In *Drifting Souls 2* there are various factions. They are NPC-controlled or automatically acting organizations, through which perform various services or functions.

## List of all factions

* **Main factions:**
	+ Galactic Terran-Vasudan Republic (GTVR, federation of Terran and Vasudan settlers working for joint, peaceful settlement of systems).
	+ Vasudanisches Imperium (VI [engl. Vasudan Empire], purely Vasudan Faction, advocates exclusively for Vasudan interests).
	+ Neo-Terranische Front (NTF [engl. Neo Terran Front], purely Terran Faction that advocates exclusively for Terran interests).
* **Ancillary factions:**
	+ Galtracorp Unlimited (Trading, Auctions)
	+ Demolition Incorporated (Asteroid Modification, Core Removal)
	+ Regency & Plah'tek Investment Bank (Remittances)
	+ Agiotage Schwarzmarkt ([engl. Agiotage Black Market] Trading)
	+ Galactic Commonwealth of Pirates (pirate faction, living largely off of deserted ships and occasional raids)

Colonists can earn loyalty points (LP) from main factions as well as Agiotage and redeem them for special ships and items.

## Former factions

The following factions were an established part of Drifting Souls 2:

* Galactic Commonwealth of Planets
* Confederate Stellar Alliance
* Galactic Terran-Vasudan Empire
* Hammer of Light

Also known as part of the roleplaying game from Freespace history are the Galactic Terran-Vasudan Alliance and the Galactic Terran Alliance. While these are part of the RPG in Drifting Souls 2, they were never specifically an established part of the game.
Smoke

**Smoke** (@SmokeTrees2204) is a member of the CEPE twitter community. He goes by He/Him Pronouns.

-left handed

-one of the few black people in this community

-5’11

-favourite colour is green

-lives in Canada

-has funny sound effects

-Best rivals of aether player in this community

- 2nd place world record speed run holder for chapter 6 of transformers prime the game

- I don’t remember if I put anything else here I had to resubmit to put my twitter @ 💀

**💀 - passworcl**

## About Them

### Favorite

Movie- Superbad

Tv Show- Gravity Falls

Song- Bonfire by childish gambino

Album- Flower boy - Tyler the creator

Artist- Kanye West

Videogame- Mario Kart DS

**Streamer:**

OF ALL TIME: Etika

CURRENTLY: ConnorEatsPants
Coielia (Continent)

Coielia [KAY-lee-ah] Is one of three continents located due west of the shattered isles. The western coast is on the Strait of Malie, and it is bordered on the other three sides by ocean. The entirety of the landmass is under the rule of the Coielian Monarchy. Prior to the end of the Second War, Coielia, West Coielia, and Zarsinlandia were a single continent.