recursal/Fanatic-Fandom huggingface dataset:
Rashad-Het

Physical Description: Have the lower body of a massive snake, a human shaped torso, and a snake head.

Traits: Able to live for several millennia, and lay clutches of eggs. Carnivorous, often possess venom, and can exert extreme muscular pressure for long amounts of time. Are immune to most poisons, and are adapted for warm climates. Certain varieties possess heat pits which allow them to sense body heat.

Weaknesses: Standard animal weaknesses, magic.

Magic: Naturally possess the ability to control and transform into snakes. Can mesmerize mortals with prolonged eye contact.
Mirendir Thavariel

## Mirendir Thavariel

### Relatives

Ithedil Tevintus (father)Oestara Thavariel (mother)

Lyliana Daethedr (wife)

Marcellus Thavariel, Galadon Thavariel (sons)

Elenwen Thavariel (Daughter)

## Physical description

### Weight

170 lbs

Mirendir Thavariel is the King of Lithea.

## Stats

### Physical Stats

Durability 20

Regeneration 10

Senses 27

Speed 30

Stamina 22

Strength 24

### Skill Stats

Charisma (Command) 56

Charisma (Intimidation) 26

Charisma (Persuasion) 27

Combat (Hand to Hand) 30

Combat (Melee) 60

Knowledge (History) 49

Knowledge (Nature) 34

Knowledge (Occult) 57

Knowledge (Religion) 30

Traveler (Navigation) 25

Traveler (Riding) 40

Traveler (Tracking) 28

### Social Stats

Associates 63

Domain 40

Fame 56

Influence 60

Resources 75

Status 65
Arkus Deadeye

Arkus Deadeye, also known as Arkus of Leuvedan, is a member of the Council of Mages. He is widely acknowledged as one of the most skilled battlemages and physical duelists within Andvar, and is known among his peers as an absolute master of combative magic. As per the laws set down by Emperor Sylus II Vardyn, all members of the Council of Mages are required to serve as court mages to one of the Dukes of Andvar. As such, Arkus has served under House Karrovil for many years.

## Biography

### Early Life

Arkus was born in the town of Leuvedan within the duchy of Racshire, in the mid 6th century of the Common Era. His father was Count Ormund Laffente, his mother a tavern singer by the name of Melissa, though she was better known as Missy.
War of Thunder

Ereobor

The War of Thunder is the massive conflict between the giants and the dragons that broke out during the Runic Era. The war raged for centuries, inflicting devastating losses on both sides, greatly reducing giant and dragon populations. The conflict finally ended after the elves emerged from the Feywild, using their superior grasp of magic to utterly crush both weakened races, enslaving them both and assuming dominion over the entire realm.

## Description

For millennia, tensions between dragons and giants had been on the rise, as the ever expanding giant empire of Forzammar swept up more and more land, swallowing up the secluded regions where dragons kept their hordes. After a conflict between the cloud giant Cladius and the white dragon Kyrinath resulted in Kyrinath’s death, and the maiming of Cladius (via the loss of his arm), the two species launched a war against each other. The first two centuries saw a string of giant victories due to their superior organization and hierarchy of the ordning, while the vain dragons squabbled over who would lead them. However, the awakening of Erebor after a thirteen century long slumber gave the dragons a figure who all would respect, and due to his leadership and unchallengeable might, the dragons made significant progress over the next 92 years. However, Erebor’s subsequent sleep sent the dragons back into disarray, allowing the giants the century and a half needed to recover before launching their assault once more. However, due to their diminished forces, their superior coordination only allowed them to stalemate with the dragons for the remaining centuries of the war, which was ended when the elves emerged from the Feywild and crushed them both.
Ogres

Ogres are a form of giantkin, common throughout many lands, mostly residing within the wilderness. They are very similar in intellect and temperament to earth giants, being dull and gluttonous. However, unlike their true giant relatives, ogres do not possess even a modicum of elemental power.

## Physiology

### Appearance

The average ogre typically stands around ten feet tall, give or take a foot or two. They are possessed of wide, relatively flat noses, small, piggish eyes, pointed ears, and tusks which protrude form their mouths. They are generally hairless and powerfully built, but are often possessed of large guts as a result of overeating.

### Aging

On average, an ogre is capable of living for around a century or so. However, whilst they can survive to this age, few do, due to the fact that they generally are embroiled in violence, and are seen as dangerous pests by various farmers, and are often hunted down by mobs armed with pitchforks.

### Diet

Ogres can eat almost anything, though they prefer flesh. They are possessed of a very powerful digestive system that allows them to consume most foodstuff they come across, including carrion. Due to their great size, ogres require very large amounts of food to sustain themselves.

### Intelligence

Ogres are idiots, plain and simple. The vast majority of them have intelligence comparable to a human child, and can easily be misled or tricked by any who speak Forzun, the language of giants.

## Abilities

Keen Smell: Ogres possess a sense of smell that allows them to track prey by its scent, although many are too stupid to be able to recognize a scent that they have smelled previously.

Night-Vision: Ogres are able to see quite well in darkness.

Superhuman Durability: Ogres possess tough, leathery hides that are difficult to penetrate, and have strong bones and muscles to hold their weight. Their skulls, often used for headbutting rivals, are incredibly thick and difficult to pierce.

Superhuman Stamina: Ogres possess endurance well beyond that of most mortal races, and can continue to function after relatively long periods of exertion.

Superhuman Strength: Ogres are prodigiously strong, able to casually dismember a human, uproot a small tree, or knock over a horse with ease.

## Weaknesses

Ogres, whilst tougher than the average creature, can be killed through conventional means, such as blood loss, brain damage, or immolation.

Low Dexterity: Ogres have absolutely horrendous coordination, and are on average extremely clumsy, relying on their extreme strength and toughness to see them through fights.
Sageshi Clan

Sea-farers and pirates by nature, the Sageshi are proud masters of the oar, and while other clans are suspicious of foreign trade, the Sageshi welcome it. As such the merchant class, commonly looked down upon, holds much greater sway in Sageshi lands. This has not endeared them to many clans and families, but the Sageshi regard their rivals with a detached boredom. For whom are they to criticise the openness of the Sageshi when their prosperity in trade speaks for itself? Sageshi generals are known to employ small detachments of foreign mercenaries in their ranks, who are eager to make a killing from a nation at war.

Their current Daimyō is Yoetoh Sageshi, a man who is infamous for his indulgence in herbal narcotics and his many wives. Much to the disgust of the puritanical Umogara.
Ents

Ents

Physical Description: Trees with limbs and faces. Stand at the height of any tree.

Traits: Trees that have been given souls by the Archfey under guidance of Morawen. Possess immense strength and toughness. Can live for thousands of years, and reproduce by pollination with ents of the opposite gender. To gain sustenance, must extend the roots of their feet into the ground to absorb nutrients and water.

Weaknesses: Fire and extensive force.

Magic: Have the ability to manipulate and communicate with plants and animals
Lorin Kalster

Sir Lorinian Kalster, more commonly known as Lorin, is the heir to House Kalster, and the eldest son of Godric Kalster, the Duke of Dorn. At only eighteen years of age, Lorin is already one of the greatest knights of his generation, and is renowned for his jousting skills across the Kingdom of Orgonia, with the moniker "Thunderstrike" having been attached to him thanks to his preferred use of stormwood lances during tourneys. His chivalry and showmanship at the various tourneys he has attended have made him the darling of the commons.

## Biography

An heir to the major Orgonian noble house of Kalster which controls the city and lands around Dorn, Lorinian has trained in the ways of lords and knights and made a name for himself in his skill with the lance and the sword, earning his knighthood in a squire's tourney at the age of 13 at the tourney held in celebration of the king's 10 year reigning. He aspires to ascend further, to bring new glory to his family name and be recalled alongside the heroes of legend.

## Physical Appearance

A dashing young noble with fierce red hair, garbed in sturdy red vests - or in sturdy knight's armor

## Personality

Cheerful, ambitious, prideful but aspiring to avoid arrogance

## Abilities

Knows about seven words in the elven language, four of them being expletives

## Skills

Accomplished in the ways of the political landscape and king's court, superb with lances and swords and riding and jousting

## Trivia

* This is Midnight's retribution for never having gotten to play Leo Longthorn.
Clericry

Most mortals derive their magic from taking in the ambient energy from the world around them. Others, however, take power directly from a powerful Aetherial being. Such individuals are known as clerics. Clerics come to be through their faith, which flows through the psychic tides of the Astral Plane, making its way to a potent Aetherial being, forming a link between the two that allows the Aetherial entity to directly channel their power through the mortal cleric.

## Channeling

The process of channeling is what makes a cleric distinct from other forms of magic users. Channeling, is essentially some sort of Aetherial being directly sending their own power into the cleric, which can then be used to work some sort of magical affect. Additionally, the Aetherial entity most often also directs a portion of their own knowledge and control over a magical field, allowing the cleric the means to manipulate the Astral energy with which they are being supplied.

Now, it should be noted that the amount of Astral energy and knowledge over a magical field an Aetherial being can send to one of their cleric's is directly dependent on how much faith the mortal has in them. The faith essentially acts as a bridge between the two; the greater the faith, the wider and stronger the bridge, allowing the cleric to be gifted with greater power by their patron.

Additionally, the Aetherial being has full control over what they gift upon their cleric. Should the cleric ever utilize their power in a way not pleasing to them, they are able to completely cut them off at any time.

## Sensing Magic

Clerics have a method of sensing magic that is somewhat less effective than most other magical practices. Like the rest of their powers, it is derived through faith and prayer. In order to sense magic, a cleric must begin praying to their chosen god, and be granted telepathic impressions of where magic has been used.
Ar’zgamor

Ar’zgamor, commonly known as Argam, is an orc mage and mercenary.

## Biography

Born to an unnamed family of Orcish nomads, Ar’zgamor was assumed from by other Orcs from an early age to suffer from some sort of brain-damage. Unlike his many, many siblings, he never developed a furious taste for battle anywhere near that of his kin. While his brothers would be raiding a caravan’s supplies for good grub or a sharper sword, he would be rifling through anything that had words on it, fueled by an inexplicable desire to learn, to grow.

As he grew older, his burning desire to learn would come to a head, and frustrated by the lack of knowledge about anything more than how to hunt in his tribe, he’d set off against the wishes of his kin. He would travel for years, seeking a master to apprentice under, which eventually he would find in the form of the roaming, half-mad mage Hadriel, while Ar’zgamor was living in a Dunefolk city. After pestering and confronting the wizard for days, and after taking quite a few irritated blasts of magic for not sodding off, Hadriel relented, and the two would travel to Andvar, the land of Men. Becoming part mercenary, part bard.

Surprisingly, Ar’zgamor soon discovered he did in fact have an aptitude for magic, learning the ways of Thaumaturgy from his mentor, and becoming a proficient user of Pyromancy. With his training complete, he would bid his farewells and set off to start his own story. He would travel from court to court, mercenary band to mercenary band. even journeying into Vortierre and Arrateo for periods of time. He is a wise, temperamental and resilient soul, with both an orcish cunning and ruthlessness that has seen him get past many events in his life. He is practically a pariah to his own people, and has even denounced the old ways as brutish and stagnant. Ar'zgammor is reluctant to use his Pyromancy at the best of times due to his use of Thaumaturgy, and has made sure to be a fearsome swordsman to compensate for this

## Skills

Ar’zgamor is a highly skilled storyteller and writer, and has penned many poems and verses; usually quite bold and shocking poems and verses, but poems and verses nonetheless. He is also an accomplished swordsman and scholar, though he’s never actually penned any magical work.

## Stats

### Physical Stats

Durability 24

Regeneration 14

Senses 22

Speed 18

Stamina 23

Strength 24

### Skill Stats

Charisma (Intimidation) 36

Combat (Hand to Hand) 18

Combat (Melee) 44

Knowledge (History) 27

Knowledge (Nature) 51

Knowledge (Occult) 40

Traveler (Navigation) 14

Traveler (Riding) 12

Traveler (Tracking) 13

### Social Stats

Associates 31

Domain 3

Fame 14

Influence 25

Resources 20

Status 28
Marcellus Thavariel

Elenwen Thavariel (sister)

Galadon Thavariel (brother)

## Biography

The firstborn child of King Mirendir Thavariel and his wife, Queen Lyliana Daethedr, Marcellus was a studious and bookish boy in his youth, never progressing far beyond the basics of the combative arts. His parents sent him to the Glaurilian Institute of Magic, the finest magical academy in the nation, where he excelled in his classes, graduating in a mere seventeen years instead of the usual thirty. He eventually was elevated to the status of Master, where he currently instructs students as a battlemage.

## Physical Appearance

Inherited his father’s pale blonde hair, standing at about 6’ in height.

## Skills

Like most Lithean nobles, Marcellus possesses a basic knowledge of armed combat, though he does not stand out in the field. However, he is extremely knowledgeable in regards to magic, and is a skilled evoker, so much so that he teaches the subject at the Institute.
Ivan Zelanski

Ivan I Zelanski is the current tsar of Zyabak, and the third reigning member of the Zelanski Dynasty. He is one of the most famous monarchs in Arvinder, both for his extremely long reign and due to the fact that he was the host to the Archangel Raziel during the War of the Bleeding Sky. As a result, he was declared a saint by the Faith of the Holy Communion.
Darius VIII Vardyn

Darius VIII Vardyn, known better as Darius the Daring, was the Andvari Emperor who initiated the Conquest of Rhatnheim, and was known for his brilliant strategic mind, and the famous holmgang duel with High King Bjorn Blade-First, of Clan Ice-Blood which solidified him as the rightful ruler of Rhatnheim. Unfortunately, the schemes of higher powers resulted in the War of the Bleeding Sky, where he served as host to the Archangel Zarael. Today, Darius is remembered as one of the greatest heroes of his dynasty, with songs of his valor and heroism being widespread.
Invocation

The magical field of Invocation is used by magic wielders to manipulate negative energy. This enables them to damage physical matter by infusing it with negative energy, causing the magic keeping it stable to break down. It also allows them to drain magical energy to fuel themselves, or simply to drain it out of an area so as to weaken a foe.

## Subfields

### Cryomancy

Of all the Subfields of Invocation, Cryomancy is most likely the least feared across the world. It involves one wielding negative energy in the form of cold, draining the heat from one's surroundings and manifesting the power of ice.

### Necromancy

Perhaps the most dreaded of all the Subfields of Invocation, Necromancy allows its wielders to use negative energy to drain the energies of life, to wield power over souls and death, to even delve into the terrible secrets of undeath. Necromantic powers can cause decay and entropy, but in some instances, they can be used for good, such as laying a restless spirit gently to rest. More often than not, however, necromancers use their powers to be a blight upon the world around them, devouring life and raising hordes of undead to serve them.

### Umbramancy

Umbramancy is one of the more feared Subfields of Invocation, for mortals have long been wary of the shadows. Umbramancers wield negative energy in the form of shadows, snuffing out light and forming constructs of the dark matter found across the realms.

## Power List

### Level 3-4 Apprentice

#### Vampire's Touch (Level 3)

Subfield: Necromancy
Orvax

Orvax is a wyvern in the possession of the Vardyn family. Currently, he is the mount of Emperor Darius IX Vardyn, his fourth rider. His first was Princess Laeyra Vardyn, the elder sister of his second rider, who would eventually become Emperor Sylus II, commonly known as Sylus the Stern.

## Physical Appearance

Orvax is approximately eighty feet long from nose to tail, with a wingspan of one hundred and twenty one feet, and is around twenty two feet tall at the shoulder. Most of his scales are midnight blue, with his wing membranes being a slightly darker shade. His eyes are pale red.
Zartilians

Physical Description: Humanoid reptiles, with thick green scales, clawed and webs hands and feet, sharp teeth, and crocodile-like tails. Usually around six feet tall.

Traits: Possess strength similar to an orc, along with acute sense of smell, darkvision, and heat pits which allow senses in the infrared spectrum, though hearing is somewhat dull. Skilled swimmers and climbers, able to hold breath for around 30 minutes. Possess multiple venom sacs in their throats, the poisons of which can be spit out to paralyze, knock out, or kill. Reproduce oviparously, and live for around 100 years.

Weaknesses: Can be killed via immolation, brain, heart, or respiratory damage, or dismemberment.

Magic: Possess immense regenerative capability. Over the course of a few hours, can regrow lost limbs or heal other such serious wounds.
Orgum

Orgum is an ancient human hero born at the end of the Runic Era. Born a slave to the Eternal Empire of Aeliliea, Orgum was a renowned blacksmith and artificer, known for forging the legendary weapons known as the Exalted Blades. He took one of them, Feyslicer, as his own personal weapon, using it to slay thousands of elves when he served as a leader of the rebellion against the elven overlords. Eventually, he ascended to godhood, becoming the God of Courage and Craftwork.
Azreus

Azreus, known by mortals as the Archdevil of Pride and the King of the Damned, is the ruler of the Kailen-Zet, the Devils. He rules the furthermost of the nine layers of the Infernal Pits, and is one of the most powerful fiends in existence, being worshiped as a god and reviled as the mightiest of evil spirits by numerous mortal cultures.
Olaf Storm-Song

Olaf Storm-Song was the Jarl of Kriegsford until his untimely death in early CE 616. Despite being a competent combatant, his use of wizardry utterly robbed him of the respect of his people, who were thrilled at his death, welcoming the rule of his cousin, Agmar Storm-Song. Olaf's one notable feat was beginning the conflict with Errikar, which eventually lead to an alliance between the Errikanians and Tharstead hold against his city, which resulted in both his hold and his cousin being captured by the Andvari.

## Biography

The son of Jarl Osbjorn Storm-Song, a clan is descended from Ragnar the Mighty, who had ruled the Hold of Kriegsford for centuries. Osbjorn always had the dream to unite the people of Rhatnheim, and form a permanent lineage of High Kings, but he died at the age of 45 and his dreams were unrealized. Olaf, a militaristically cunning man and particularly ambitious ruler (so ambitious he had even stooped to learning wizardry), and the head of the powerful Clan Storm-Song, had taken the throne at 25 and after doing his best to consolidate his rule, began plans to expand his power. Olaf was known to be brutal with his enforcement of justice, and this excess of cruelty, along with his wizardry, did little to endear him to the populace, who viewed him as a sadistic, cowardly nerd. He initially began with an attempt to gain the respect of his people by journeying west into the mountains, to investigate strange occurrences there. He discovered the lair of the ancient dragon, Cycorax, who kicked him and his men out. Shortly thereafter, he encountered a hexer by the name of Erik Bloodbeard, with the help of whom he led the frost giant Jaruk back to the dragon's lair, witnessing the initial bouts of their titanic battle, which resulted in several of his men being killed offhandedly.

Shortly thereafter, Olaf returned to Kriegsford, and rallied his armies, launching an invasion of Errikar Hold. Buying a contract with the mercenary company known as Brabante's Faithful, he successfully took several keeps and villages, until eventually coming upon a strong keep. Engaging in a holmgang with the keep's commander so as to avoid a costly attack, Olaf was killed in combat, and dragged away with little mourning from his people.

## Physical Appearance

Olaf possessed the blonde hair typical of the Storm-Songs, and was tall and well built.

## Personality

Olaf was clever and cunning, and put little stock in the superstitions and traditions of his people, which ended up costing him dearly.

## Abilities

Olaf was a competent wizard, specializing in the use of ice based magic.

## Skills

Olaf was a competent tactician and warrior.

## Trivia

Olaf had almost no respect from his people. They were thrilled at his death, and that his cousin Agmar had taken his place.
Darius I Vardyn

Darius I Vardyn, known better as the Conqueror, was the first Emperor of Andvar, having conquered much of the eastern coast of the continent of Arvinder to forge his Empire. Before that, he also fought alongside his father, Kryxus the Dragonbane, in the Great Dragon Purge, and was one of the first wyvern riders in history, riding Irrinos, the mightiest to ever ply the skies.
The Ishitic Faith

Sigil of Ishen

The Ishitic faith *(Ishin'kara)* is the predominant religion in Ikhvan. It's followers, the *Ishii*, are largely found in Ikhvan, though some may be found as far away as western Astirai.

## Pantheon

The "Kani" are the spirits that inhabit all things, hailing from the void beyond the mortal plane. These Kani are divided into three main groups, the "Vakani" (Great Spirits), "Kani" (Spirits), and "Nikani" (Lesser Spirits). At the head of these kani is the spirit, Ishen, the creator-deity in the faith, master of life and death, and the god of time itself. Below is a list of the Vakani, as well as "Mata'Akran" and "Va'Ikhet", who are of great importance to the Murai.

***Vakani***

Ishen: Ishen is the primary deity in the Ishitic faith, being seen as the creator of all existence. He has three aspects— Ava'os, Khor, and Vrai— that reflect one of the spheres he governs.

* Ava'os — Ava'os is the representation of the flow of time, cyclical in nature as it is.
* Khor — Khor is the aspect of creation, breathing life into the world.
* Vrai — Vrai is the aspect of death, not of living beings, but of the world as a whole.

Ikhai: Ikhai is the first of the Vakani after Ishen, being the god of order and peace, standing opposite to Veren, god of war and chaos. With her brother, they serve to keep the world in balance.

Veren: The other side of Ikhai, Veren is the Murai war-god, sowing chaos in lands that have grown stagnant and taking the lives of mortals, human and beast alike.

K'hon: K'hon is the keeper of the void in the Ishitic faith, serving to keep what horrors lay within from entering the world and bringing about the end.

***Other***

Mata'Akran: Mata'Akran, also known as the Great Storm-Spirit, is depicted as a dragon, for which the current banner of Ikhvan currently depicts. He is seen as the protector of the Murai, guarding Ikhvan's shores from those who would do them harm.

Va'Ikhet: Va'Ikhet is the entity that is prophesied to bring about the end of the world, though *when* is unknown. All that is known is that it will be many, many millennia from now.
Company of the Bull

The Company of the Bull is an extremely well known mercenary company based out of Kieverlandt, known for being one of the finest heavy infantry forces on the continent.

## Organization

Structure: Headed by The Supreme Commander, then captains, then sergeants, then general soldiers.

General:  3,500 Heavy infantry, 1000 archers, and 500 Light Cavalry.
Timeline of Events

The Timeline of Events Page is a record of all major events which occurred in the world of Ondorwis. The current year is 1216 Communal Era.

## Prehistorical Events

* The world is created.
* Some creator spirits incarnate themselves into physical forms.

## List of Recorded Historical Events

### Calendars

* Forzun Calendar: The Forzun Calendar is the oldest known calendar on Ondorwis, dating back to when they first migrated across the realms to Ondorwis, and founded their civilization of Forzammar. The giants organized their calendar around a system of Ages, periods of one thousand years. At the conclusion of each Age, giant historians would convene, and decide upon its greatest theme, idea, or event, thereafter attributing it to that Age (eg Age of the Dawn, Age of Might, Age of Thunder). The current Age being lived in is always referred to as "the Living Age", referencing the fact that it is still ongoing.
Ghosts

Physical Description: Transparent, invisible, and/or different colored versions of whatever sentient creatures they were in life, (disembodied) whatever the being they are possessing (possessed).

Traits: The souls of mortals, who for whatever reason have chosen not to cross over to the afterlife due to unfinished business in the mortal plane. Are invisible and intangible when not possessing a body, at least to those not attuned . May be able to minorly influence the world.

Weaknesses: Iron or salt making contact with their form causes them to be temporarily dispelled, and sends them out of any body they are possessing. Salting and burning their corpses or the object that binds them to the Prime Material Plane sends them on to the afterlife. May be absent minded, murderous, be repeating some sort of cycle, or in extreme cases, not realize they are dead.

Magic: Able to minorly influence the world when not in a body. Can possess mortal bodies if possessed of a powerful enough will, where the body gains enhanced physicality while they inhabit it. Powerful ones are telekinetic in and out of a body. Depending on the manner of their death, may have a degree of elemental control
Jul Ormisson

Jul Ormisson is a well known tavern brawler and drunk from a small village near Jaghall.

## Biography

### Early Life

Jul was born near Jaghall in a small, unnamed village, and has lived there his entire life. His father a woodsman and his mother a whore, life as a thirdborn as well as an illegitimate was not easy. He spent most of his life since the age of 7 in hard labor with his father, intense labor of chopping down trees and carrying cut logs on his back. When he wasn't working he was getting his ass kicked in swordplay or wrestling, but as time went by the labor gave him a strong, well-built, and toned body, which he used to gain an edge and start beating up other kids. By the age of 15 he was armthrowing even the most skilled of brawlers, and sending his older brothers to bed with bleeding heads.

### Move to Jaghall

Everything changed when his 19th nameday rolled about and his father died. When his eldest brother took control of their house, Jul was kicked out and eventually went to Jaghall to find work. There he earned a name as one of the greatest fistfighters, as well as being proficient in swordplay, but also as a broke man who would blow every coin of what he made in a whorehouse or drinking in the taverns, bad habits he still has to this day. Due to getting into lots of trouble and often starting brawls at work, few people are willing to hire him and in desperation is looking to become a mercenary. An opportunity may roll around sooner than he expects...

## Abilities

Strong, toned muscles, as well as a good stamina.

## Skills

Great Fistfighter & Wrestler, Decent Swordsman & Axeman
War of Liberation

King Orrin battles against T'Kul.

The War of Liberation is the six century conflict between the underwater race known as the Deep Ones and the slave races they had subjugated.

## Description

Since time immemorial, the Deep Ones had been undisputed masters of the oceans, and their writ ran wherever the sound of waves could be heard. With their unstoppable strength, hypnotic powers, and mastery over Dark Magic, they enslaved all those who dwelt beneath the sea, using them for labor, entertainment, and food. However, their reign was brought to an end when a merling by the name of Orrin Lydatys, the son of Dydes, led the forces of the sea in revolt. In a war that spanned centuries, the merlings brought down the Deep One’s mighty empire, with their leader King Orrin doing battle with the Deep One’s god T’kul on many occasions, eventually driving him back to the darkest depths of the sea, and freeing the oceans from the Deep One’s oppression, before ascending to godhood as the Lord of the Tides.
Hosashira Clan

The Mon of the Hosahira Clan, depicting a Wolf, which symbolizes the clans fierce and independent nature.

### Rank

Great Clan

The Hosashira have always been an impetuous clan, even before the outbreak of the Ryōshu No Jidai they were always outsiders, barely civilized barbarians who ruled over the mountains in the far north, or so their detractors said. The Hosahira claim descendance from Koyani The Feral, a mythical hermit who is said to have founded the great city of Simizu in ancient times as a fishing village. Now the Hosashira stand as the chief power in the northernmost reaches of Asahi,having brutally dispatched their rivals. Their wild blood and love of raw battle has served them well in a country at war.

 History

## Current Members

Their Daimyō is Naka Hosashira, known as the “One-Eyed Rider” for his lack of a left eye and proficiency on horseback.
Cult of R'zator

R'zator cultists engaging in their festivities, after having summoned a Balmaeia demon.

### Notable Members

Gaius I Vardyn

The Cult of R'zator encompasses all groups who engage in the worship of R'zator, the Demon Lord of Desire. Their teachings stress self gratification and exploration of sensual pleasures above all else.

 Rules and Beliefs

> "This world has been crafted for your pleasure, my sons, my daughters. Drink exists to quench your thirst. Food exists to quell your hunger. Flesh exists to slake your lust. If you were not meant to indulge in worldly pleasures, why are there so many to be found? I say to you, my children, trust not the false gods who seek to shackle you in the chains of chastity. Trust not the deceiving deities who seek to bind you in the tethers of temperance. Trust in R'zator, for I shall break your bindings and set your spirits loose to seek all the world's delights. I gift to you the world, my children. Restriction is the only true sin." -Libations, the Book of R'zator
>
>

The most fundamental belief of the Cult of R'zator is that the world exists to provide pleasure, and that pleasures should be indulged. As written in the Book of R'zator by the Dark Prince himself, "restriction is the only true sin." Worshipers of R'zator are taught to take what they want through whatever means necessary, be it through cunning or force of arms.
Caed Malastair

Prince Tomeric Malastair (half-brother)

Prince Arthur Malastair, Prince Stefan Malastair (brothers)

Princess Meredith Malastair, Princess Frida Malastair (sisters)

Prince Caed Malastair is the second son of King Willem V Malastair of Orgonia, and his oldest child by his second wife, Griselda Kavendash. More and more frequently, he is referred to by the nickname "the Young Lion", for though he is but a squire to Count Richard Leville, a friend of his father the king, Caed is already an exemplar of knightly chivalry. Being well on the road to becoming the perfect knight, Prince Caed is unknowingly the figurehead of a faction of Orgonian nobles who would see him named Crown Prince of Orgonia, passing over his elder half brother Tomeric, "the Stuttering Prince".

## Physical Appearance

Caed is a pale skinned youth, with flowing golden hair which hangs past his ears. He is stunningly handsome, said by many to be the image of his father, King Willem, with many describing him as beautiful. At 14, he is tall even by the standards of adult humans, standing at six feet in height, with broad shoulders and long, clean limbs. His body is lean and athletic from many hours training, but it is clear by looking at him that he has yet to come into his full growth and properly fill out his frame.
Warlockism

Warlocks gain magical power by forming a permanent connection with a powerful Aetherial being, who gifts unto them a portion of their magical essence. Typically, this gift of power is made in exchange for the warlock's soul, and the understanding that the individual who gifted the power, the patron, may call upon their servant for favors whenever they are required.

## Patronage

When a warlock pact is formed, the patron sends a sliver of their essence into their servant, permanently binding it to them and allowing them access to a portion of their power. Once done, this process is near impossible to undo, and the warlock and their patron will be permanently connected, able to communicate across planes. Particularly strict or cruel patrons are able to torment their warlocks with visions for displeasing them, or alternatively, simply to explain their assignments. Warlocks themselves are able to commune with their patrons at any time, though whether the patron chooses to respond is up to them. In addition to the power the warlock has been bestowed, they also gain access to a portion of their knowledge, and as a result, naturally has proficiency in whatever field of magic the patron specializes in.

With regards to the power a patron gifts their warlock, the initial gift of power can be further supplemented with additional ones. Most patrons are miserly with such gifts, as like the first, it is composed of their own essence, which they cannot get back. However, it should be noted that as a result of their connection to their warlock, the patron will have the vast majority of whatever magic they acquire through other means sent back to them, meaning the warlock must mostly rely on the power of their patron to fuel their magic.

## Sensing Magic

Warlocks are imbued with some of the essence of their patron, and as such, they gain an ingrained ability to recognize the presence of magic wherever it is used.
Zombies

Physical Description: Rotting, decomposing versions of whatever creature they were in life.

Traits: Corpses animated by necromancy and the will of a magic user. Have no access to skills or abilities possessed in life, due to their souls no longer inhabiting their body, and cannot think or adapt on their own. Unless given commands by the one who wields the magic controlling them, will merely kill any living animals nearby. After their master dies, they merely remain in a location until a new master magical binds them or they are destroyed.

Weaknesses: Extensive brain damage and immolation (being burned) is fatal.

Magic: Are immune to pain and fatigue, though can be slowed down by damage that prevents them functioning properly. Body parts not connect to the brain via the nervous system do not function.
Durendor

Durendor is the ancient dwarven nation located to the far west of the continent of Arvinder. It is by far the oldest currently existing nation on the continent, having endured for over five thousand years since its founding in the early Heroic Era.

## Government

### The King and Clans

The dwarves of Durendor are split into thirteen clans, each with a specific craft that they specialize in. Each clan is headed by a clan chief(known as the Kragunrist), with the chiefdom being passed down along a family bloodline. The King is selected by and from a council of the Kragunristen once the old one dies. The King wields considerable executive power, though his authority is not absolute, with the Kragunristen still wielding enormous power and clout.

Warriors and craftsmen possess the highest station, followed by priests and merchants, with the poor being at the bottom of the social ladder.

#### Clan Orthiad

Architects, element of air due to keeping air underground

#### Clan Svundrin

jewelers, element of gemstone, closely tied to stone

#### Clan Vorunrun

stoneworkers, element of stone

Norvodrin (Scholars), Lanodin (Border guards/explorers), Hadfin-Undri (Brewers/Cooks), Arig-Ran (Artists) Karrig-Rol (travelling merchants)

## Religion

### The Elements

Air-Architect

Blood-Warrior

Darkness-Spies and assassins

Earth-Farming

Light-Priests

Metal-Smiths

Stone-Miners and masons

Water-Cooks and brewers

## Society

The most respected trades are warriors and artisans. Magic use is somewhat respectable, mostly in terms of alchemy and the enchantment of items. Honor is a key element in dwarven society, and anyone who lies, cheats, or shows cowardice is frowned upon.  Station is also very important, and it is considered abhorrent to have affairs with someone not in ones social rank. In addition, equal primogeniture is also practiced among dwarven society. Most dwarves have a nickname that denotes a trait or skill, spoken between their given name and clan name.

## Economy

Trade goods, and use a system of different types of gold, with red being the most valuable, followed by white and yellow.
Maenads

Physical Description: When in a calm state, are indistinguishable from human women. However, when angered or overly excited, their faces become more feral, their teeth becoming sharp, and claws grow from their hands.

Traits: Human women altered into powerful fey beings by a Fey Pureblood long ago to serve as soldiers against a rival. Possess lifespans of around two centuries, and can reproduce with most other humanoids, with female offspring becoming maenads and males being members of the father’s species. When overly excited or angered, enter a feral state where they seek to tear apart and devour non maenads in the area.

Weaknesses: Pure iron can damage them as any normal human would be, and is highly painful to the touch.

Magic: Possess considerable strength, being able to rip off human limbs with ease. They are also highly resistant to damage, being invulnerable to most mundane weapons.
Yomushi Clan

Mystics, artists, poets and sorcerers, these are all words to describe the Daimyō’s of the Yomushi. While the Umogara Clan claim the Yomushi are heretics who pervade the words of the spirits, the Yomushi simply claim to embrace a larger view of Ko-Shami. The Yomushi began life as a family of court mystics and soothsayers to the emperors of Asahi over the years, reading fortunes and astounding guests with shows of beautiful magic. Eventually, likely due to the influence of the Yomushi, the Emperor requested the Shogun grant land to the Yomushi and have them rise to full vassal status. Seeing no harm, the then Shogun accepted and the Yomushi were able to prosper in their new life, and when the nation erupted into conflict, they were more than prepared to stake their claim. Yomushi Daimyō’s are said to be more attuned to the web of fate than normal men, and many now suspect the Yomushi knew the Ryōshu No Jidai was coming long before it arrived. The Yomushi dismiss these claims. But  the clan has a record of becoming involved in events they couldn’t have known about, and most eye-brow raising of all, some say strange noises can be heard emanating from Yomushi Castle on a full moon.Heretics or not, the Yomushi are an unpredictable and dangerous foe to face.

Their current Daimyō is Shokitoma Yomushi, a nervous, highly observant man, who has turned attacking at night into an art form.

 History
Tabor

*”Like it’s maker this city defies mortality, granite towers of a different age loom unweathered, statues of forgotten tyrants stand forever new.”*

Perhaps no city stands as monumental as Tabor, it’s grand bridges

## Tabor

### Inhabitants

Humans

and palaces hewn from the stone of once proud mountains. Immeasurable riches ordain the vast halls and spires of the great city. It is stagnant in its glory, magic of once unthinkable power has locked these stones in time, unchanging since the death of Druska. No civil works await the Pearl of the Druskevi, for all has been built, no towers crumble, nor walls crack. Yet life remains flourishing, Tabor remains the heart of the Druskevi as Tsardoms crumble and those who claim its stagnant halls change. The monuments of a thousand years past dwell over a city of cunning merchants and artisans, through the flow of the mighty Vodanoi trade is forever brought to Tabor. And so the great city stands, the chaos of those who dwell within forever opposed by its unchanging stone.
Sylus I Vardyn

Gaius I Vardyn (half brother)

Slyus I Vardyn, known to historians as Sylus the Bookwrym or more commonly, Sylus the Scholar, was the second Vardyn Emperor, succeeding his father, Darius I. While not a particularly loved monarch, Sylus was noted for considerable contributions in stabilizing the realm his father established, namely the stratification of titles of nobility, and the development of the Common Tongue of Andvar.
Moonstriders

Classification: Specialist Armed Forces

Location: Lithea

Structure: Led by the First Ranger, who is advised by the five members of the Gilded Circle. Are next divided into other circles, each of which consists of a Hunter(the best tracker), a Beastmaster(the best animal handler), a Weaver (strongest magic user, often a druid), a Scout(the most stealthy), a Sharpshooter(the most skilled archer), and a Skirmisher (the most gifted combatant). Each circle is headed by one of said members, who takes the title of Circle Master. All members are addressed as Ranger.

General: Servants of House Thavariel of Lithea, the Moonstriders are the elite rangers of the great elven nation. Highly skilled and deadly, even by elven standards, the Moonstriders patrol the forests of Lithea, some of them even being sent on covert missions outside the elven realm. All are equipped with faelitite armor that they can use to better blend into their surroundings.
Ragnor Morgothal

### Aliases

Underking of the Durian League, Second of His Name, Jarndlof of Okel-Dur, Shield of the Andvrgar (royal titles)Herndlof of Clan Morgothal (clan title)

## Physical description

### Weight

169 lbs

King Ragnor II Morgothal is the current Underking of the Durian League in CE 1216, being the 49th Underking and the sixth monarch of the Morgothal dynasty.
Changelings

Physical Description: Pale, thin humanoids with stark white hair and opalescent eyes in their true form. Can also be in the form of any humanoid they desire.

Traits: Alchemically created humans with the ability to change their shape. Live around five centuries. Otherwise, possess the same traits as humans, who they can procreate with(along with any other humanoid), always resulting in the birth of a changeling child.

Weaknesses: Are harmed by the touch of iron, and wounds dealt by it cause them to revert to their true form.

Magic: Have the ability to take the form of any humanoid they have seen. If they are able to make physical contact with the subject of transformation, they can replicate every detail,such as scars, even if they have not seen them.
Asahisha Clans

Throughout the Ryōshu No Jidai marches on, Clans have risen and fallen, Daimyō striking out only to be beaten back and crushed by their rivals. However, one-hundred and twenty years after the first blood was spilt, eight clans have managed to not only survive, but thrive in the hostile environment. Their leaders are ambitious, dynamic, pious, dreadful, inspiring, strong-willed and brave. They have become known as the Idaina Shizoku, or “Great Clans”. They are those few clans who have the greatest chance of success in uniting the nation and  establishing a new Shogunate, although to do so will mean overcoming great hardship.
Osei Clan

: Unlike many of the other major clans, the Osei were not descended from great warriors, and have not benefited from an ideal trade position or by overthrowing their vassals when they looked the other way. When the Ryōshu No Jidai began the Osei were a simple minor clan ruling over a handful of villages nestled in the valleys. Threatened from all sides and in danger of being swallowed up, the Osei Clan’s Leader, Asuki Osei, turned to the Shinobi for help. Looking favourably upon the earnest young Daimyō, the Shinobi assisted him in defending his territory, delaying armies, assassinating generals and sowing terror and discord in the enemy. Thanks to this, and Asuki’s own dynamic and valiant actions, the Osei were not only able to hold on to their territory, but expand it. The Shinobi and the Osei have had a closer relationship than most since, and if rumours are to be believed, the illusive assassins shared their martial knowledge. Whether this is true is uncertain, but Osei Samurai are known for being quicker and sharper than most, and every Osei Daimyō has been highly competent, if not masterful, with a sword - an art that appears to be passed down from father to son.

 History

## Current Members

Their current Daimyō is Fuji Osei, a wise and soft spoken ruler, and a forceful duelist.