recursal/Fanatic-Fandom huggingface dataset:
Daguum

Act 3 Character Design

> :waitno:
>
> The Gubat Banwa RPG Discord Server emote featuring daguum, you know people wont like this decision and or action but...
> you do it anyways

Daguum is a kadungganan of the *You Will Hear Thunder* campaign and one of the ~~five~~ four Iron Pillars. The Only son of two infamous troublemakers of Pannai banished to an outskirt territorry. Thought to be dead until he resurfaced in Alumbihod.

* at age 10 colluded with multiple settlements and organized laborers against the inefficient and corrupt bureaucracy of the Pannai League.
* started militarizing his organization at 11 due to border tensions with akai
* war finally erupts between Daguum and Akai the opportunistic League attacked also Daguum forcing him to wage war in two fronts
* on his birthday at age 13 He lost and every relative, allies, and connections he has has been executed. All Haops aligned to him was purged.
* immediately joined a guerrilla force consisting of survivors from the purge named the "Masamang damo" as their tactician and head of operations
* as they raided Akainon territories for years theyir numbers lowly dwindling due to both disparity of military power and resources and daguum's inexperience and naivety as a tactician
* He became the sole survivor again as they were wiped out at Daguum's birthday at age 18.
* Became a wandering musician during his nonstop bender that lasted three years. was recruited by Agoyhoy Datu of Alumbihod at the age of 21

He is the groups Tactician and occasional face of the group. Although not the leader he will make decisions for the warband when no answer is correct and all leads to anguish. He primarily fights using his Brains choosing to use roundabout ways such as manipulating the environment to his advantage getting in on his opponents heads attacking their psyche, but even then he is not averse to using his natural physicality and has helped the warband avoid certain failure.

he has used various fighting methods and will be listed down below

* Uses a flute that doubles as a sumpit that delivers mildly poisoned needles.
* unlike most tacticians he prefers to be upclose and personal in a fight
* he avoids death by careful use of the environment to halt or dodge enemy attacks. (e.g. kicking down a floorboard to drop an enemy to the rivers below, positioning himself so that enemy blades get caught in furniture and posts.)
* when needed he can summon the Ghosts of his fallen warband to fight for him. He can summon sword saints, kawals, menders, etc.
* he can copy any enemy attacks and or seal them away after seeing his opponent fight once.
* Daga his dog is capable of fighting. basically a cross from a naruto shadow clone and pikachu.
* Whenever he can he goes for for the kneecaps
* frequently breaks bones which he offers immediately as a vessels for his ghosts to possess and join the battle in a corporeal form

Daguum has messy dirty brown hair, and venta black irises. wears a red overcoat loosely and has various undershitsts (if any at all) depending on which arc it is in the campaign). As of act 3 has stolen yakals Quartz glassess and made it his own as signified by its now red tint
You Will Hear Thunder Wiki

**Welcome to the You Will Hear Thunder Wiki!**
The Unofficial You Will Hear Thunder Wiki is a wiki created for the YWHT Gubat Banwa campaign on the Official Gubat Banwa Discord server.

We're a collaborative community website about You Will Hear Thunder that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Categories

CharactersKadunggananYWHT KadunggananNon-YWHT Kadungganan

*Need help building out this community?*

* Rules of this wiki
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Kate created this wiki mostly to goad Chingkaw into making a record of YWHT that she could actually consume when she couldn't "zit-in". May the Diwata and Umalagad bless her undying hatred of FOMO.
Gwyn

**Gwyn, Lord of the Hunt,** is the leader of the Wild Hunt, a mythical chase across the cosmos, led by the souls of the departed.

## Appearance

Said to be a towering man with rough hair and a thick beard, the most prominent feature he is often depicted with are his antlers. The inclusion of these has led many wildlings to revere him as something of a progenitor to them.

## Beliefs of the Sidhe

The far-traveled daoine sidhe brought with them their belief in the Wild Hunt, the ‘wandering afterlife’ that sidhe look forward to in their largely immobile lives. They believe that upon death, they will be allowed to travel with the Hunt to countless places, fulfilling any wanderlust they may have felt in their life, as a reward for staying settled.

It is this firm traditional belief that has resulted in the veritable lack in daoine sidhe travellers across the world, with only one major migration to Vestalt ever occurring in history.

In recent years, however, as sidhe become unhappy with imperial occupation, they have begun to reexamine their teachings, and some have begun to believe that Gwyn indeed wishes they travel as much as possible in their living life, which has led many daoine sidhe to begin venturing forth beyond their homes.
You Will Hear Thunder (campaign)

> And your heart, as it was then, will be on fire.
>
>

*You Will Hear Thunder* is the first and longest-running campaign at the Gubat Banwa RPG Discord server. It is based on Chingkaw's module of the same name. The narrative centers around the warband, the Iron Fleet, and their goal to change the world.

It remains to be seen if it is for better or for worse.
Sin-Eaters

There are rumours in the Empire of a highly trained knightly Order whose role is to seek dangerous magic in the deepest, darkest corners of the world and strike it down. They are known as the **Sin-Eaters**.

Their members are chosen from a young age to begin training. Upon graduation they are given the brand of the order, stamped onto the back of their necks to prove their devotion to Deus. They are then sent off alone, occasionally receiving orders from their superiors to strike down any rising darkness on the continent. Encountering another member of their own order is rare, as they are often spread to the furthest corners of the Empire and beyond. Sin-Eaters carry the authority to do whatever they deem necessary to protect the Empire.

The Sin-Eaters are known to work with agents from the Everlasting Embers to track down and subdue any particularly worrisome threats, and any other Knights in the area will usually provide backup to a lone Sin-Eater if requested.
Chimes

The research and development companies across Vestalt are slowly beginning to discover a new breed of weapon - handheld devices capable of firing small metal projectiles at impossible speeds. Among the common folk, these arms have earned a name, **chimes**, due to the ringing sound emitted when they are discharged.

## Knells

Larger versions of these contraptions exist, serving as siege weaponry, capable of monstrous destruction upon the battlefield. These are called **knells**, and are also often mounted onto ships.

## Bellblades

As with all advancements in the Steel Accord, these designs are already being perverted and stretched to their limits, which has led to the development of a hybrid weapon known as a **bellblade**, a weapon that combines a sharp edged armament with the ranged capacity of a chime.

ChimesKnellsBellblade
Daoine Sidhe

Friendly, mystical, small. The diminutive **daoine sidhe**, or **'people of the mound'** in their own language, and also commonly referred to as **groundlings,** are said to have once, long ago, hailed from another dimension that mirrors our own. Spritely and playful, their small villages dot the Wardenfields and beyond, as they grow, have families and foster their deep sense of community.

## Close to the Ground

Far shorter than the other mortal races, groundlings average slightly taller than 3 feet and weigh between 40 and 60 pounds.

Their long, pointed ears hint at their magical origin, and their skin and hair is usually paler, however they can be seen with darker pigments too.

They can live to be around 200, at which point they usually disappear.

## Mystical Origins

Although lost to time, the sidhe still possess traits that suggest their supernatural blood. Along with their ears, some are able to vanish into thin air for brief periods of time, walking in the veil between our world and their home. Additionally, some seem to always have the right trinket or bauble needed for a situation, apparently pulling the small object out of nowhere.

## Strange Sayings

Daoine sidhe are known for their odd phrases and sayings, as their are thousands of them and thus no mortal mind can recall every one. When conversing with a sidhe, one must pay close attention and use intuition to find the true words being spoken.

## Where the Heart Is

Sidhe have a strong connection to their home villages, rarely travelling further than the town they were born in. This is in part due to their belief in Gwyn. However, modern followers have started to doubt these teachings, instead believing that it is their duty to travel as much as possible, and thus have set out to see the world.

Now, many sidhe can be found in places such as Schwarzgarten or Osiris, their impressionable minds corrupted by the dangers of greed and wealth.
Kyō-tashi

A question ripples across this verdant island: what is to be done with a newly-found freedom. An oppressive emperor lies dead. Not assassinated or struck down in combat, but dead in his dining hall. Choked to death on expensive sashimi. He had no successors. The capital clambers while the provinces fracture and venture forth into a strange new world. Who will rule this sacred land?

### Respect for the Arcane

Magic is celebrated on Kyo-tashi and used in common practice, with great schools dedicated to the studying of the arcane, although very few follow the calling as it is rigorous, and many prefer to work in the old ways. It is common practice and culture to hide one's face when casting spells, usually behind a mask. Some of the most prestigious mages never reveal their faces.

### The Mononoke Problem

A contentious issue is the rights of Mononoke, called 'witchbreed' abroad. These folk possess genetic mutations that can have a variety of effects on individuals, such as supernatural abilities and physical abnormalities. Many believe these individuals cursed, others gifted - regardless, they are persecuted, praised and prodded by sorts who wish to make use of their power - for better or worse.

### Races

The most common race on Kyo-tashi are humans, who can be found across the continent.

The second most prevalent species are the Hobū, known as 'hobgoblins' across the sea. These fearsome warriors value honour and might, living in close-knit Khanates ruled by a Khan, the most powerful of their tribe. While some seek isolation from other races, many raid and plunder, seeking to grow their territory through violence and bloodshed.

Elves are rare, but held in high regard for their wisdom and arcane intuition, as well as their knowledge of Kyo-tashian history and rituals. Many hold religious and academic positions in cities, while others wander, sharing their learning with the shorter-lived races.

Although they vary in sentience, their are also some species of Yōkai that eke out an existence in the shadows of the nation, protecting their kin or assaulting the unwary.
Everstar Trading Company

The Everstar Trading Company is a Vestalt-based commerce group, who carry goods and services across the coasts of the continent. They are responsible for trade between the Steel Accord and the eastern nations, and are highly valued for their skill at carrying cargo through dangerous areas.

They also often trade with the distant Kyō-tashi, and their founder, a notable seafaring merchant-prince, is said to have been the first from Vestalt to establish a connection with the eastern land.
Overflow

**Overflow,** **The Sinking City**, is a settlement on the northern border of the Empire, upon the edge of the Toadgrasp Marshlands. A sprawling mass of interconnected buildings and platforms situated on a vast lake, Overflow is a hub of activity for trade caravans, travellers, and often seedy individuals travelling within the Empire.

### Seasonal Settlement

The city's name comes from the tendency of the wild weather of the region to cause the lake to fill so that it may devour the lower structures of the city. This danger is particularly prevalent in the warmer months, when storms ravage the land. In colder months, the lake tends to freeze over, and hundreds of travellers can be seen camping upon its glassy sheen, huddling for warmth whilst sharing trophies and tales with one another. Fishing skiffs can be seen dotting the lake at all hours of the day during the summer, whilst fishing holes are prevalent in the winter. Regardless of season, the bustling city is alive with activity at night.

### On the Edge of an Empire

The city guard, servants of the Empire, are formidable and maintain a tight grasp on its populace, keeping them safe from harm in whatever way they see fit. The marketplace in Overflow is also quite a draw, containing numerous stands offering wares from across Traversus, as well as serving as a place to conduct black-market trades right under the nose of the Empire.

Overflow is a perfect example of a city that bears no resemblance to the grandiose architecture and ordered structure of the Empire's gleaming settlements, and yet is still under imperial rule. Like many locations within the Empire, this town was once free, under its own rule, not answering to any larger political power. Although, being a border city, there is a larger element of freedom for the inhabitants of Overflow and other places like it, the fire of the Empire rages brighter by the day, and more and more freedoms are lost to their regimental ways.
Bwg'goblins

Supposedly an other evolutionary path of the goblin, **bwg'goblins** are typically less cunning than hobgoblins but are more savage and lethal. They are covered in brown or yellow fur and are strangely silent, despite their size.

Their bodies are large and they often prefer to communicate in grunts or with sign language. They are typically used for labour or as bodyguards due to their immense physique. Many bwg'goblins are coerced or forced into fighting, with many preferring a simple agricultural life, due to their innate connection to animals and the tranquillity of nature.
Carved Ladies

The Dwarves of High Grave are monumentally religious, devoting their lives to the service of their **Carved Ladies**, goddesses representing the most important aspects of High Dwarven culture.

**The Lady of War** - Depicted as a set of hollow armour. Represents the endless Stonefeud, and the dwarven dedication to protecting their home and culture.

**The Lady of Stone** - Depicted as a statue with no face. Represents the rock that dwarves are said to have been carved from, and that provides them shelter and building materials.

**The Lady of Death** - Depicted as a mummified skeleton. Represents the High Dwarven reverence surrounding death, and the sacredness that their ancestors are treated with.
Vaurkrad Wrist-blade

The wrist-blade is not really a wrist-blade, but it is actually a blade mounted on the underside of the arm there is a compartment shaped like a rectangular prism and in that compartment is the blade, the blade is made out of bone that has somehow been heated to around 300 degrees Celsius without melting anything thing in the process how it stays heated is unknown, somehow the blade is also protected against thermal vision by the compartment but this only works when its holstered, the blade also radiates heat melting anything nearby. Its used mostly by stealth units

Damage: 20

Special rules: gives the hit unit the burn status effect causing 10 damage every turn for 3 turns

Roll a d6 if you get 5 or higher you may poison the hit unit causing 5 damage per turn for 4 turns
Niðjar

Massive folk said to be carved from the flesh of the Jötnar**.** Hailing from Alderheim, some have settled on Vestalt, particularly in the Stagvale alongside the Nornblooded humans. Typically, niðjar have a strong connection to the land and their kin, and live high atop icy mountain peaks, where they pray to their ancestors and hold communion with the stars, which hold spiritual significance for them.

Niðjar hold the belief that each star is one of their ancestors, looking down upon them from **Jotunheim**, where they hope to one day venture to after death. From their endless gazing upwards toward the sky, some niðjar may gain strange abilities, such as the divination of future events or the manipulation of psionic forces. To receive these gifts is the highest of honours, and those individuals endowed with these abilities are championed by their tribes.

Niðjar are historically nomadic and hermit-like, travelling in tribal groups for a time, surviving off the land and taking and leaving as little of a trace as they can. When two meet and find a close bond, they may choose to leave their tribes and settle in a specific spot where they watch over wildlife, building a small home for themselves.

Due to the life of roaming, Niðjar are excellent navigators, using the stars as guidance, and passing down knowledge required to hunt and trap an array of animals, and the best way to skin and cook them in order to use every piece of the animal available. Many niðjar find work as guides, trappers and hunters in the various communities across Traversus, where they are valued for the wisdom in foraging and wilderness survival.
Minevision Song Contest 01

## About

1st edition of the Minevision Song Contest will be held in Yerevan, Armenia.
The slogan is ,,We Are Free". That means we can break the rules, no matter what they are saying. We can also stop the battles. That is an important word in Armenia, because there we have lots of battles and wars.

## Hosts

The host of this competition is Malena Fox.

## National Finals

Only 1 national final was held for this edition.

## References

1. ↑ https://discord.com/channels/913107006074789929/913108458067329045/913129348414971985
2. ↑ https://discord.com/channels/913107006074789929/913108458067329045/913466585371512862
The Vaurkrads

### History

The Vaurkrads are a insectoid race descended from beetles spiders and other insects and arachnids but sometimes around 2000 they started to learn and grow leading to the invention of spacecraft in 3000 sometime around 3500 they were destroyed by another race known as the Zalqen sometime after a lone Vaurkrad name Zeth'ramnik reunited the broken species and reformed them into the great Vaurkrad empire

### Appearance and Biology

The Vaurkrads due to their insect ancestry have exoskeletons but due to mutation they strangely have endoskeletons as well but it does allow for increased mobility so it is positive. their exoskeletons are usually orange though with the assassins have black exoskeletons meant to blend in with the darkness. their flesh is always purple aside for the engineers which have grey flesh that appears to be suited for crawling around in grime and "oil" its is slightly resistant to fire the reason it has not been applied to other Vaurkrads it unknown but it is likely that it is more expensive therefore only used for specific jobs. Vaurkrads have a different life cycle compared to other races while other races go though birth to childhood to adulthood then starting the cycle yet again then dying the Vaurkrads instead are born from the "womb" contained within the ships of the Vaurkrads then at death they along side the other bodies enemy and Vaurkrad alike just get thrown back into the womb from which they were birthed
Humans

Industrious and widespread, there is no race more prevalent on Traversus than **humans**. Their lack of inherent supernatural abilities and comparatively short lifespans compared to the other mortal races has led them to instead focus on progress and society, carving a trail of creation and destruction across the world.

## History

When the Old War between Dragons and J*ötnar* raged on for thousands of years, raw and unstable magic fueled the air, granting higher intelligence and faster evolution to certain creatures, namely Humans and Beastfolk.

The human race grew rapidly and exponentially, and as the Old War came to an end, it was humans who began to rebuild from the ashes of destruction. While beastfolk tribes remain small and secretive, and usually quite primitive, humans began to interact with one another, developing better tools and better language, better trade and better diplomacy, better weapons and better war.

Traversus is a large planet, and there was plenty of places for different human groups to explore and settle in.

Some found the island of Kyō-tashi, and the masked elves that ruled the small island continent.

Others bred with Niðjar in Alderheim, becoming what are now known as Nornblood Humans.

Others still found their way to a landmass that modern Levissians call 'Deivieux'.  Eventually, when that country began to fall for reasons lost to time, the pious sun elves and Levissian humans travelled east, landing on the continent now known as Vestalt, founding the empire of Leviss under the rule of the DuLeviss family line, and began their goal of 'uniting' the continent.

However, they were of course not the only humans there. Far to the south, where the cold winds blew, Bjergborn and Nornblood had already made their home away from home in the protection of the Stagvale.

Additionally, there remain numerous groups of the indigenous tribes of Vestalt, humans who settled there long ago amidst the ancient elves and orcs. Although they are not as prominent in the modern day, their stories and ways that they treat the land are ancient and of great importance.
Eld

A soul, upon re-emerging in the Confluence, may grow a particularly strong bond with the world-soul of Traversus itself. When they are reborn, these mortals take on forms that reflect a certain aspect of the land and the base elements that make up creation - fire, water, earth and air. These individuals are referred to as **eld**.

Upon reaching puberty, eld begin to exhibit their elden traits. One attuned to water may perspire heavily, or bubbles could escape their mouth when they speak. An eld with a connection to earth may find their footprints deeper or their teeth hard as stone. The physical changes can be minor or major, and different cultures either fear or are fascinated by the results.
Vaurkrad bio-rifle

The bio-rifle is essentially a larger and more powerful pistol, but it has a more concentrated and powerful shot it also has more range, and you can use its spikes in melee

Damage: 30

Range: 10 inches

Special rules: gives the hit unit the acid status effect

Causing the hit unit to lose 20 armour if there is no armour do 10 damage instead
Drevokost

A whispered legend tells of a mortal with so deep a connection to Traversus, he feels the very pain of the land itself. The wild elves call this being the **Drevokost**.

It is said to stalk the forests, roam the deserts, float atop the seas, in search of those who would seek to plunder Traversus for its natural resources. These ill-fated individuals find their lives cut short and their bodies returned to the soil as the Drevokost enacts swift and terrible justice upon them.

Some stories say the Drevokost was a lumberjack, who chopped down one too many trees and was cursed to this umbral existence. Others tell of a druid who spent 1000 years in silent meditation, and from whose body an entire forest was grown. Regardless, this being is often sighted by those who worship the land, and by those who pillage it. Some see it as a blessing while others believe it foretells their doom.

It is said to take on the visage of a man or animals or somewhere in between, but the body always appears as a tangle of branches and bones.
Underbridge

Beneath the Blinding Bridge, which connects Solaire to the Wardenfields, hangs an immense shanty town has been constructed by the lower-class of the Empire, eking out a living quite literally below their superiors. This settlement, dangerous and unstable, is referred to as Underbridge.

The denizens of this hazardous slum often harbour ill-intent toward the upper-class of the Empire, referred to in Underbridge as "Baskers". A denial of financial aid, healthcare and security has occasionally led to small-scale rebellions and incursions, attempts to gain recognition and rights as citizens.
Void'raurs ship

Void’raur’s ship is a large orion class ship outfitted with a cloaking device it is essentially a stealthy dreadnought but don’t mistake this ship for weak for it has a powerful arsenal capable of ripping apart some of the most powerful ships in the galaxy

Wargear: bio-cannons, bio-bombs and infectors

Health: 1500

Armour: 70

Movement: 9 inches

Special rules: this ship cannot be attacked until it attacks
Vaurkrad scavenger

the scavenger is a large warship meant to and out lots of plating from an enemy it can’t really damage a ship, but it can destroy armour faster then any other ship in the vaurkrad fleet

Wargear: death-hooks (modified)

Health:1000

Armour: 50

Movement: 8 inches

Special rules: death-hooks can’t damage the ship but remove 10 armour points per hit
Sothisfarr

Far to the south of Vestalt, wild winds whip and howl at the gates of **Sothisfarr**. Sothisfarrians are brutal, stern and hardy, yet wise and brave, their instincts and blades honed by battle against barbarian tribes and monsters who hunt amid the ice. Sothisfarr is the last bastion of mortalkind before the long trek across the Spear.

Sothisfarr is ruled by the **Sothisfarri Triumvirate**, three political leaders who make democratic decisions for the good of their nation.

Valued for their smiths and metalworkers, Sothisfarr has produces some of the sturdiest armour and weapons across Vestalt. Many of the finest warriors brave the southern wilds purely to lay their hands on equipment made from Sothisfarri rimesteel.

Although there is little restriction on magic use in Sothisfarr, it is generally frowned upon. Culture dictates that magic is cowardly, and true strength comes from athletic and martial prowess. Runecarving, however, has risen in popularity, particularly due to Stahlite influence.
Démunis Ravivés (The Rekindled)

Roughly translated to "Destitute Rekindled", the Démunis Ravivés is an organisation of agents within the Everlasting Embers that exclusively includes the dangerous criminals of the Levissian Empire that have been effectively broken down to serve the whims of the Everlasting Embers in repentance of their sins and a promise of salvation from Deus. Through a routine of torture, enforced flagellation and indoctrinating sermon's given by the most evangelical priests of the church, specially trained to manipulate these criminals into believing that only "eternal service to the light of Deus can save their destitute souls". Agents of 'The Rekindled' and their handlers are kept as strictly classified information as 'The Rekindled' are utilised by the Everlasting Embers as agents for often black-ops to snuff out corrupt individuals within the ranks of the Empire, as the Everlasting Embers has plausible deniability to the actions of violent criminals.

If these agents prove themselves to be too dangerous to the public, or fail to keep discretion. They are simply eliminated. "They should be grateful these Deus-forsaken even had a second chance." The only thing that keeps these savages from repeating their monstrous offences are a frequent submission to grueling sermons and the promise of a fate worse than death if they so much as inch a toe out of line. Public knowledge of 'The Rekindled' is reserved to horror stories and the ramblings of conspiracy theorists. But among the more closely knit inner circles of the empire, their reputation becomes more of a creature that lurks in the shadows. While typical imperial assassins are effective at eliminating targets, and the Circle of Glass are proficient at delivering justice. The strengths of the Reclaimed are their unpredictability, individualisim, unprofessionalism, and their ability to "make a mess".

When the Everlasting Embers needs someone to become just another statistic, the Reclaimed are set loose.
Folia

Deep in the Everwoods, the wild elves and the other forest folk revere and respect the woods around them. It is a common belief that the majesty and beauty of the forest is owed to **Folia, the Branch-Mother.**

She is said to have sowed the first seeds that began the Everwoods, and she tends them to this day.

Elder wild elves believe she speaks to them, carrying words and missives upon the wind. They hear her cries and her croons through the rustle of leaves or the crunching of bark.
Mertvykhburg

Feared and reviled by the living, intelligent undead have no true place in the world. Thus, many have congregated in the dishevelled hovels of **Mertvykhburg, Derelict Settlement.**

A long-destroyed fortified township nestled in a mountain valley, wanderers foretell warnings to fellow travellers, telling tales of a great undead horde that shambles amidst the ruins. In actuality, these once-living mortals try to scrape out an existence amongst each other, staving off their dark urges while trying to cling to the life they once had.

Although they have no formal leader, there is tell of an armoured individual who is trying to unite the various undead souls. He is known as Fallen Knight Heide.
Vaurkrad cruiser

the cruiser is a large warship capable of ripping apart almost any foe with its powerful arsenal the only ships that outclass the cruisers are the dreadnoughts

Wargear: bio-cannons, Bal and bio-bombs

Health: 1500

Armour: 55

Movement: 8 inches

Special rules: if required the cruiser can sacrifice its movement for the turn for extra damage
Katja von Krause

Katja von Krause is a young Stahlite businesswoman, who seeks fortune and alliance amidst the borderlands of the Levissian Empire, after losing her family land to the Falkenstaads, who turned her acres into a factories.

She sought a trade agreement with the castellan of Lac Vierge as she was made aware of the medicinal kelp that the Falkenstaads export from the lake, and wished to cut them off. She hired a mercenary company known as the Naught Ventured to accompany her, as well as a mage who referred to himself as 'He with Blood Like Ice' as protection and enforcement.

Her negotiations went awry when the mage cast a curse upon the castle, freezing it's inhabitants and coercing the Naught Ventured via a Vex of Arctic Rage into attacking the nearby town night after night, with Katja held prisoner and tasked with upkeeping the spell each sundown.

She has freed from this enslavement by Wild Hunt, who she rewarded with the promise of employment.
Cercle de Verre

Sometimes referred to as **Mirror Knights**, or the **Circle of Glass** in Continental, is a Knightly Order dedicated to keeping the Levissian Empire safe through chivalry and honourable duty in the name of Deus and The Man of Glass.

Their resplendent armour gleams in the sunlight as they strike down villainous foes and bring peace to Imperial lands.

Used somewhat as propaganda throughout the Empire, they are said to be a symbol of justice, honour and integrity. But there are rumours of corruption within their ranks, and reports that their methods as of late have been less than honourable.
Brotherhood of Esoteric Luminaries

The Brotherhood of Esoteric Luminaries is a shadow organization, and greater mercantile company inhabiting Vestalt who, over their hundreds of years of existence, have had a storied history as a cadre of self-serving thieves, spies, assassins and malevolent mages.

As an extension of the will of a collective of dark forces, the Brotherhood of Esoteric Luminaries was initially formed as a mercenary company to support their rule over Vestalt. After they recruited the faithful of dark gods, unscrupulous merchants and lesser mages to their cause, they collectively sought to dominate all aspects of the continent, either by manipulation, outright control or, if they couldn't exert control over something, extinction.

In order to achieve their financial goals the Bells (a nickname for the group that arose due to their symbol, a cracked bell) often deal in illicit goods and contraband, using their extensive mercantile contacts to move products throughout the Candlewicks, Wardenfields and over Vestalt’s more hazardous terrains.

The types of commodities they deal in are slaves, poison, drugs, magical implements and, recently, rune-tech.

Although the identities of the elite Brothers and Sisters are heavily guarded, a few denizens of the realm know that they answer to a dreaded black mage; Nephentes.

The Bells are often at odds with the Midnight Quilt.
Platinum Summit

A lone peak sits, scraping the sky. Atop it, an ashram sits, tended to by silver dragons. They take in those who value peace above all else, and train mortals in the art of self-defence so they may one bring true peace to Traversus.

It is said that the peak houses the bones of Bahamut, the one and only Platinum dragon, and father of all silver dragons.

The ashram is maintained by an elderly groundsman, who claims to have once been a great warrior who vanquished an evil in a distant, misty land. Most of the inhabitants think he's a fool who talks to much, but there may be some wisdom in what he says... somewhere.
Heronfell House for the Downtrodden Young

**The Heronfell House for Downtrodden Young** is an orphanage for outcast and disadvantaged children located in Underbridge. It is run by a man who was once an orphan himself, scorned for his looks, whose compassion knows no bounds, regardless of the darkness in his soul.

The House, in fact, harbours abnormal children such as witchbreed, nephilim and eld, hiding them from the Empire and helping them to control their supernatural abilities.

The House is said to have strong ties to the Midnight Quilt, and many of the children choose to become weavers when they leave the orphanage.
Man in the Tan Jacket

Countless mortals have seen him, but no one can seem to remember exactly what he looks like - just that he has a tan jacket and a deerskin suitcase, and he has been spotted in every corner of the globe.

Little is known about this enigmatic wanderer, and he is only every referred to as the **Man in the Tan Jacket**.

Illusionists, tricksters and thieves have taken to idealising and praising him, and they believe those he appears to are blessed.

Nobody for certain can say what his intentions are, whether they are malevolent, benevolent or benign, but some say they swear he's appeared just before moments of disaster or miracle, as if watching for some kind of entertainment.
Charonite Rangers

The Charonite Rangers are unpaid, volunteer 'law' enforcement that patrol the Outback and prevent illicit or otherwise dangerous activities, in order to make the Outback more hospitable and less savage.

They combat threats both mortal and supernatural, slaying monsters that threaten livestock and incarcerating bandits and rustlers that seek to make their fortune through evil means.

Those who are imprisoned by the Rangers find themselves sent to a prison somewhere in the desert known as Hades, where the intense heat and isolation is enough to drive even the most secure man insane.

The Sheriff of Deepwater, Nancy 'Styx' Boone, is a respected Ranger with a long history of law enforcement.

The Rangers sometimes work with civilians and travellers in order to take down organised crime in the Outback. These recruits are known as 'freeholsters', and are given special privileges to aid their activities.
Verdant Shepherds

Members of this group seek to foster harmony between nature and civilization, safeguarding the world against monstrosities and aberrations.

They often find themselves either at odds or forming begrudging alliances with the Hunters Anonymous, depending on the situation.

Well-known members include the wild-elf Queen Lyandris of the Waning Moon, respected ornithologist Fredrick DuCane, and enigmatic arch-druid Arden Waldergeist.
Kvah'lynn Ascendancy

A soaring dominion, the **Kvah'lynn Ascendancy** is the last remnant of the draconic empire. Although a shell of their former selves, they maintain a firm grip on their lands, and have even begun to invite other races to join them as they strive to reign over their lands once more.

The Ascendancy operates as an octarchy, with a throne for each draconic brood; red, blue, green, black, white, gold, silver and bronze. The thronebearers of each brood earn their title by being the exemplary of their kind. For example, the blue thronebearer might be extraordinarily knowledgeable, with a perfect recall of Traversus' history, while the gold thronebearer may have won their title through glorious combat with their opposition. Some of these thrones change more often than others. Currently, every throne is occupied by a dragon except for the white throne, which is held by an indomitable dwarven warrior. Because of this, many free dwarves have begun to live and contribute to the ascendancy, sharing their knowledge of stonework and battle with the dragons, and forming an intense bond with the scaled individuals.
Errant Union

The **Errant Union** is an organization that serves as a vagabond-for-hire service for the people and other factions of Vestalt. The Union collates all the complex word-of-mouth information it receives and redistributes it in the form of quests and contracts that can be undertaken by it's members.

Each Union branch operates from a Lodge located in most prominent cities across the continent, such as Solaire, Schwarzgarten and San Valento. These buildings, overseen by stewards of the Union, provide a meeting place for vagabonds and mercenaries to found Companies and receive employment via bounties, commissions and agreements. Colloquially, these quests are known as 'gigs'.

Companies are categorised by rank. With higher ranks come more valuable information, access to important and rare Union resources, and personal invitations to the most lucrative jobs. Additionally, the Union may prevent lower rank Companies from accepting dangerous gigs.

Ranks of the Errant Union
 Rank 2
 Rank 3
 Rank 4
 Rank 5
 Rank 6
 Rank 7
 Unranked

## Companies

Some examples of Companies that are signed with the Union are:

## Historical Companies

### The Companions

The only company to ever reach Dragon rank, and one of the founding companies in the Union. They were last seen together around 500 years ago.
Mrtyu

They are known across Traversus by many names: **Azrael.** **Niya. Vanth. Acheron. Yama. Xolotl. Anubis. The Shepherd.** However, the most commonly whispered name for this otherworldly visitor is **Mrtyu**.

Mrtyu is a psychopomp, a guide for those who find themselves in the process of death. Where many psychopomps find and lead their devout followers to an afterlife, Mrtyu appears to those that have no strong faithfulness to a god, or are otherwise wayward in their beliefs.

Although few know of their existence, there are some who have glimpsed what lies beyond the moment of death, particularly those who have had near-death experiences or been resurrected. These souls have seen Mrtyu, and may revere them or at the very least spread stories of them.

They appear in simple clothes, and of the same race as the departed. They carry a shepherd's crook, which they use to gently guide the soul to wherever it is they are headed.

If a soul is unwilling to depart, Mrtyu will disappear, leaving the soul at the mercy of whatever other hungry psychopomps may desire it.

When they walk the waking world, it is said they take the form of a black dog.
Goblins

Goblins are small, green creatures with a cunning intelligence that is often overcome by their inherent and seemingly biological lust for gold. They have managed to worm their way into every corner of Traversus, swindling and stealing and profiteering however they can.

There are two types of goblins; **Cave** and **City.** Cave goblins are tribal and follow the strongest goblin (or otherwise) they can find, while City goblins are more independent and seek to make their fortunes via more ‘legitimate’ means.

They often employ or are enslaved by hobgoblins, and employ or enslave bwg'goblins.
Vistani

The Vistani are a strange people. By nature nomadic, Vistani have no long-term settlements, no cities whatsoever, and harbour an intense distrust of nearly everyone they meet. This distrust is generally reciprocated, for the Vistani cultivate an air of mystery about themselves and speak their own private language, making it easy to form misconceptions about them and hard to know them for real.

To the majority of people they encounter, people who have never and likely will never leave the immediate vicinity of the place of their birth, the Vistani are exciting, exotic, scary, and just the right amount of dangerous to make visiting them genuinely thrilling. They can bring tales of weird, faraway lands, news of neighbouring kingdoms, secrets both large and small, and they always bring trade.

It is often said that they engage in acts of dubious legality, including petty theft, rigged games of chance, prostitution, smuggling, and so on. There are more than a few people who say that the Vistani are just a gang of organized thugs and murderers-for-hire. Those who have found themselves on the wrong side of a Vistani curse would tend to agree. These people are, to be plain, bigots.

Everyone knows that the Vistani carry marvels with them wherever they go, and so even people who hate them and view them as criminals, blaming every killing, missing child, and robbery within three days journey on a passing Vistani caravan, will sometimes go to see if they can buy or barter a trinket from a Vistana that could change their lives or talk their way into having their fortunes told. Sometimes it even happens.

There are legends that the journeys of the Vistani have led them across lands both in this reality and others. They are said to possess some ability to traverse the boundaries of dimensions, crossing into numerous worlds and carrying tales and curiosities from everywhere in the multiverse.

The vistani travel in families, led by a matriarch. On Vestalt, one of the most famed families is the Kantarai, whose matriarch is said to be rude, sarcastic and cunning, yet kind to fellow wanderers, willing to tell tales and fortunes and guide travellers on their way.
Margrave Warwicke

**Margrave Warwicke,** sometimes called the **Old Wolf**, is the current Regent Lord of the Levissian Empire, as well as acting High King Theorick's absence.

A halfblood elf, he was allegedly orphaned after the Tragedy, like so many others. He was born and raised a resident of the Wardenfields, and a humble peasant. It is said that he enlisted in the Ashen Templars and rose through the ranks, eventually earning the respect and friendship of the High King himself, and his position as royal advisor and Regent Lord.

Warwicke is famously anti-magic, and has played a major role in the hardening of restrictions against arcane practice in recent years.

The High King has oft spoken of Warwicke’s unique world view, and how it helps him to have a younger mind around to provide new insight on matters of the throne.
Beastfolk

Since the Old War, evolution has been tumultuous and chaotic. Many animals gained sentience, and formed tribes of **beastfolk**.

Bipedal and intelligent, beastfolk usually live in small communities on the edges of civilisation, with lone members venturing out for various reasons.

Almost every animal on Traversus has a beastfolk equivalent. Some tribes even have specialised name, like the axolotl-descended **Axohito**, tortoise-descended **Tortoll**, and bovine-descended **minotaurs**.
Deus

The deeply venerated and adulated deity referred to as Deus is the holy patron of the Levissian Empire.

## Mythos

Deus is said to reside within the Sun, and is responsible for providing life and sustenance to Traversus.

## Worship

Worship and sacrifice is made unto him via fire, and the ritual burning of idols and occasionally branding of skin. Quote from holy texts: ‘Fear not the dark, for the fires of Life shall light the way’

## Children

Deus is said to have four children; Les Enfants de Flamme. These beings are said to be birthed from his embers, and are thusly worshipped in the Empire for particular reasons, offering alternate views on His teachings.
Lune

**Lune** is the name given to the celestial orb of blue light that appears at night, fixed upon the tapestry of Traversus' night sky.

Often a point of worship by many, particularly Elves, and said to be in some way related to magic.

The Levissian Empire, wary of Lune's presence, declares that it is in fact the one eye of Blessed Laurent, that keeps watch over Deus' children while He sleeps.

Time on Vestalt is typically measured in Moons, with a new cycle beginning with each Watching Moon. A **Watching Moon** is when Lune is completely 'whole', and a **Waiting Moon** is when it has been completely obscured by the '**Moonshadow'**, a spreading void that appears to creep diagonally across the surface of Lune with each passing night, before eventually reaching the other side and disappearing until it reappears again.
Hobgoblins

Tall, red-furred folk with savage wit and intense dedication, **hobgoblins** are often found fighting as sell-swords for the many factions across Traversus. Said to be descendants of the mightiest goblins, they care less for gold and more for honourable combat. Many Hobgoblins delve into the arcane arts in order to gain an upper hand against their opponents, combining martial prowess with magical ability.

With their natural commanding presence, hobgoblins often form their own mercenary companies or roving gangs.

A vast society of hobgoblins can be found in Kyō-tashi, where they maintain a strong militaristic empire.
Adyssia

A place of learning, understanding and free-thinking, **Adyssia** is home to some of the greatest scholars Traversus has ever borne witness to.

Adyssians are a people dedicated to the collecting and fostering of the collective knowledge of Traversus' peoples. Largely pacifist in nature, the Convocation seeks enlightenment and purpose in collating historical documents, religious texts, hidden lore and near-forgotten arcana.

In their cities made of marble, constructed by the finest of architects, the people gather in the streets or in great amphitheatres to share poetry, rhetoric and lectures, debating policies and ideas about the universe. The marketplaces bustle with life as travellers from across Vestalt visit to exchange curios and tidbits of information.

The nation is led by the **Adyssian Choir**, a democratically elected collective of the brightest and most out-spoken members of their people, who gather to discuss important legislation and foreign policy.