recursal/Fanatic-Fandom huggingface dataset:
Kingdom of Steel

The Kingdom of Steel is the newest of several Dwarven city-states within the Drazia Dynasty, established in 5874 SU. The kingdom is situated in the southwest corner of the Dynasty, bordering the Kingdoms of Mithril and Iron to the north and east, Grecca to the south, and Duthgar to the west.

The entrance to the Kingdom of Steel is rather unassuming, built halfway up a hill which, on approach, appears to be little more than a stone wall constructed from piled rocks. However, there lies a ditch before the wall which can only be seen from within a few feet of the wall and effectively doubles the wall's height to about 12 feet. From behind the wall, the loose piles of rock are revealed to be crafted and carved in such a way that they form a perfect interlocking pattern, making the structure as strong as any castle walls that use the traditional mortar method.

At the midpoint of this outer wall is a cobblestone bridge that crosses the ditch. Anyone who crosses this bridge and passes through the outer wall is immediately faced with a thick wall with only one low opening that even most dwarves would have to stoop to pass through, not much wider than their shoulders. To the left and right of the opening are funnel-shaped passages that narrow down to a point that only a single cart could pass through at a time. The passages are flanked on either side by a number of arrow slits at different heights which allow specially crafted spears, long enough to reach the opposite wall, to be thrust through. Passing through the low opening in the thick inner wall reveals a large set of very ornate doors which, according to the Kingdom of Steel, are only for the use of the king and lead straight to his private chambers. In reality, the only thing behind those doors is a small cavity packed full of gunpowder and multiple traps of various kinds, all designed to set off one of the many barrels of gunpowder and start a chain reaction until all the gunpowder has exploded, guaranteeing the death of whoever was foolish enough to open the doors. Luckily, since the whole ruling family has little to no reason to ever leave the kingdom, and because the concept of a private entrance for VIPs isn’t unheard of, this lie is rarely questioned and very easy to keep.
Dungeon Master

Il **Dungeon Master** (abbreviato in **DM** e chiamato anche, a seconda del gioco, *Narratore*, *Game Master* (*GM*), *Regista*, ecc.) è la persona che gestisce ("masterizza") una partita di gioco di ruolo, descrivendo l'ambientazione ed elaborandone le mappe, proponendo le avventure che coinvolgono i personaggi giocanti, interpretando il ruolo dei personaggi non giocanti, fra cui i mostri, e decidendo i risultati delle azioni intraprese. Ha l'ultima parola sull'interpretazione delle regole e su quali regole applicare e quali no.
Ever Burning Forge

A giant forge that is actually a temple to Torag also known as the Everburn, which creates vast amounts of metal goods and products all in the worship of Torag this is a a grand white domed building building covered in fine metal work that is either polished steel and Iron or silver. There is some kind of forge work at all times throughout the day an night and the automated hammers continue to beat with out ceasing. Many say that this place produces even more products and goods than the Great Anvil.

The Everburn has close connections to House Kundarkak and many consider it to be a part of House Kundarkak but officially it isn't which means that it is able to also be associated with House Ghallanda and actually sell goods from the temple directly. Many of the people here wear both the tabard of house Kundarkak as well as a holy Symbol of Torag.
Lanryin

Lanryin used to be the capital of Tek-Rien until 4567 SU when it became the southern capital of Mer-Rein and, after it was formed, the seat of the High Council.

### Demographics and Population

The majority of this city is inhabited by High Elves along with some Wood Elves and a few Half-Elves. Looking in from the outside, you would assume that all of the residents are extremely well off but the attitude is very much that you must portray wealth and success, even if it causes you to lose everything.

### Law

The City obeys the rules set out by the High Council and the common laws of Mer-Rein, but the Lord of Lanryin, Ailmer Nelrear, directly rules the city.

### Defences

There is a ring of stone towers that circle the city, each standing about two stories tall and topped with a large 8-10 ft tall crystal in one of five colours. These crystals are known as the Shield Stones and during times of need they can be used to summon both an anti-life and anti-magic shield that encompass most of the city. According to the High Council, this makes for the ultimate defence, since, once the shields are up, the city is impregnable. However, others point out that any attempt to break a siege or strike out from within the city would require these forces to be sure of their victory; otherwise, they would either be crushed against their own walls or unable to return. There are no outer walls of Lanryin other than these stones, though there is an inner ring wall that surrounds the Blue Ward and another one around the Silver District, but they're not substantial enough to repel any kind of attack.

### Industry

Near to the crossroads at the centre of Lanryin is the Grand Exchange; nearly all trade into or out of Mer-Rein passes through this market.

### History

During the War of the Southern Planes, Lanryin was heavily damaged during Torlund's siege that almost resulted in capture of the city until Mer-Fen and Tek-Rein joined forces just in time for the northerners to ride south and relieve them. There is almost no sign of the massive amount of damage that was sustained as it was all quickly hidden and followed by much rebuilding, remodelling, and renovation, meaning very few of the buildings here predate that time period.

### Architecture

The city's architecture is often defined by joined cylindrical shapes, featuring a large number of spires and towers on many buildings, along with gold or silver highlights over white or wooden walls with floral and leaf designs. Many of the buildings also have immaculate lawns with tidy, short flowers around the borders.

### Districts

Green Ward

Blue Ward

Grey Ward

Coin Ward

Silver District

High Ward

Low Ward
Prince Astor

Astor was the eldest son of King Dremar the 3rd and thus believed that he would become the next king of Duthgar, in his mind this means that he had the right to do whatever he wanted whenever he wanted.Astor had short black hair, a sharp nose and brown eyes, he would always wear the royal crest emblazoned somewhere on his clothing and his signet ring. Astor would take from shops and passers by with out paying for anything, or challenging people to fights, tests of strength / skill that they were not allowed to win, if anyone displeased Astor with their responses then he would have them punished, which meant that very quickly no one would dare say anything to criticise his actions meaning that they went largely unchecked. Astor's father reprimanded Astor every so often when his actions got out of control but Dremar was often quite busy running the kingdom. Dremar grew annoyed at the way Astor treated his people and decided that Astor was not fit to rule the kingdom, nor was Astor's brother Prince Farlin so Dremar's stuffed dog Koso was made heir to the thrown. This enraged Astor and he took it out on a number of dogs and dog owners down in The Summer Coast where he went to calm down after the news. When Dremar died however Koso was still next inline to the throne officially, Astor instantly claimed that he was the rightful king but the Advisers to the King insisted that Koso and thus them on his behalf were the rightful rulers. This claim to power would have been easy enough to quell if it wasn't for the fact that Farlin claimed that he should be King and some of the nobles supported this claim. The resulting war became known as The Duthgarian civil war, in which both princes were killed and King Koso and his advisers cemented their rule of the country.
Spike

This drug was first seen in Glovar and many in Tanalier believe that it originated in Carthorka but it quickly spread and is being used on Zanfear as well. For none arcane users the drug is very harmless but also not very potent, it causes mild hallucinations, and reduced inhibitions. However when arcane users take a dose of spike have more intense reactions depending on their arcane power, they experience intense highs, some describe it as being supercharged, they experience hallucinations as well, often there is also a noticeable increase in the arcane power of those who are on Spike. However the down side is that some mages can have a bad trip and begin to cast random spells sometimes hurting those around them, others can simply loose control of their magic while conscious of what is happening they can’t stop magic flowing out of them in various spells. The most severe cases of this drug having a bad reaction can even include mages spontaneously combusting  and blowing up, but many people believe that this alleged danger is nothing more than made up stories to scare people away from taking the drug. While others debate weather the mage themselves blow up or if there is simply an out of control spell which kills them and damages the area around them.

This drug is Illegal In Torlund, Duthgar, The Divided Regions of Bestaria, while it is considered illegal for arcane users to take in Drazia Dynasty but legal to own and to take as none arcane users. In Carthorka the drug is frowned upon and if there is any damage from taking it there drug repercussions are more severe than if the damage had been done in other circumstances.
The godly Plane

This Plane is where most of the gods live. There are various distinctive areas, known as domains, where the different gods live, separated by boundaries of varying degrees and moulded to the will of the presiding deity. The plane exists within a state of uneasy peace, with more violent deities held back by their neighbouring domain's stronger boundaries, while deities who consider themselves allies exist with borders that are little more than a line in the sand marking a change in the biome. Many of the deities strive to expand their territory, but must be careful and do so subtly, so as to not incur the wrath of the other deities who would form alliances to defend other's territory or to control the expansion of a deity gaining too much power.

When a mortal dies, their spirit travels to the Greylands, from which they are sometimes drawn to The godly Plane by a deity if they have caught the eye of one during their life. Once on this plane, they often are recreated as one of the Divine Races, depending on which deity chose them from the Greylands; the general rule is that these recreated beings aren't allowed to make contact with those they knew during their first life. For most, this is considered a reward; even those who are taken by the evil gods often gain some sort of boon and immortality. The main two exceptions to this rule are those who end up taken to the domains of Tharizdun or Ravagug, but few weep for the torment they face considering the gods they would have worshipped in life.
Veratasi College

This Elven Wizarding College on the outskirts of San Sfar focuses more on the practical side of wizarding education and less on the book learning. While both are considered necessary, the students are not only taught how to conjure flame to hurl at somebody, they are also taught about ethics for those with powers and the best way to disable rather than kill with it.

While the architecture of many other wizarding colleges tends towards tall and thin designs like towers, Veratasi College is instead wide, with many single or double story buildings, and large open practice fields.

Ril'Tar Chaevaris works here teaching on planer travel and the different planes.
Sulha Oxborn

Sulha (sull ha) loves his job and fully believes that someone's wedding day should be the most magical and elegant event, as extravagantly beautiful as possible. This is an opinion he shares openly with any who enter his shop, The Ladies Blessing, which specialises in crafting, altering, and selling wedding dresses. His enthusiasm for the big day and his love of going over the top rubs off on many who come to buy a dress, often leaving with not only a far more extravagant dress than they were planning on, but many new and "Needed" ideas for other things which should be included in their ceremony.

### Physical description

Sulha is a large human man in his late thirties with a pronounced under-bite, most likely from the Orcish blood in his lineage, as his father was a Half-orc. Although his shoulders are broad and muscular, his hands are dexterous and nimble. He only ever wears silk shirts with some sort of ruffling and finely-tailored black trousers that look incredibly tight.

### Relationships

Sulha has three ex-wives and a two-year-old daughter but he vary rarely sees them, talks about them, or gives any clue that they even exist.

### Party interaction

When returning to Home on 21.4.6737, The Lucid Dreamers asked Eilif if she could recommend a tailor that might work with spider silk and she suggested Sulha.
Mara Jorasco

Mara and Lia Jorasco are the twin daughters of Alhaura Jorasco who is the head of House Jorasco and are both being trained so that they would make for excellent leaders if they were to take over, but for now they live care free lives.

The fact that no body knows who their father is causes the sisters a level of ridicule and low standing within the high society of Old Vashton but Mara like to act like this doesn't bother her and continues to run in those circles.

### Physical description

She has long blond hair which she likes to pin back behind her pointed ears to display them, including the earring her mother hates in the upper cartaledge. She is still quite young at just 64 she is quite impulsive which gets her in trouble often.
Combat With the Thri Kreen 2

The party starts at the crossroads of the main tunnel and a side tunnel, apparently in the midst of their nest.  The party begins to become surrounded and attacked from every side.  Even Markku takes damage and must use his healing potion.  The party steadily moves further down the tunnel as the Thri Kree continue to press in.  Markku drops down a layer of grease to block the encroaching creatures, knocking one prone.  Broxx and Oor set up a blockade in the tunnel, preventing all but one creature from continuing past the grease.  Broxx and Oor smash and slice the blockaded creatures while Markku and Rangrim attack from a distance.  Eventually Markku’s flames catch the last two creatures on fire as the accumulated layers of grease begin to burn.
Ker Girihm

Ker Girihm (Cur Geh-Rim), is a large floating city made of various boats and debris lashed together into structures including three distinct satellite structures, that are attached. The central fortress of the city is anchored to the sea floor off of the west coast of Torlund and to the south east of The Mithril Isles although at first it was designed as a military outpost for resupply and as a staging post, it is now mainly used as a trading hub for people from both Tanalier and Zanfear along with the occasional independent traders from The Isles.

### Rulership

There is a large Drazia Dynasty military presence here on Ker Girihm and they control many key areas of the connection to the Dynasty is weak officially the Dynasty clames Ker Girihm as one of its territories but other than taking a tax of from all the citizens and from the cities profits they do little to interfier with its day to day running. This is governed by The Ker Girihm Inner Circle which is made up members of the engineers guild, merchants guild and provisions' guild, as well as representatives from The Kingdom of Iron and the Mithril Isles, all lead by an appointed chancelor from The Kingdom of Gold.

### Creation

During the Mithril war the Drazia Dynasty attempted to make set up some forward bases on the islands but the great distance made it difficult they they lost considerable resources and mithril shipments. The decision was made to create a floating fortress that could act as a forward base which could be built fortified Kingdom of Iron set about crafting Ker Girihm, which took many years, it was then floated down the Ra-Vek Sea using a combination of its massive Steam engine and four Iron Juggernauts that acted as both tug boats and defence. Once in place Ker Girihm lowered eight massive chains to the sea bed along with mining experts who dug down to the bed rock and attached the chains.
Bright Night Hospital

This Hospital is run by House Jorasco and is located in the Temple District. The Hospital has close ties to Desna as a lot of the healers here worship this goddess.

The Hospital offers medical treatment for any and all but also offers premium rooms for those who want to pay a little extra for themselves or their loved ones, including even a private room with 24-hour supervision.
Blackfeather

Blackfeather is a divine servant of Erastil who is known to defend villages. There are stories of Blackfeather appearing when strangers with ill intents come to town in order to scare them off.

Blackfeather has the ability to take 3 forms: a raven black Eagle, a tall, black-haired Elf, and a black-winged Strix. He is so quick at transitioning between these forms that he can dodge an attack by taking his eagle form then use his powerful Strix legs to retaliate with a kick before landing back on the ground as a elf. Even without this ability, he can best most mortals in unarmed combat as he is able to use his speed and near perfect technique to overcome even those with superior strength. On top of this, he is a skilled archer known for not only brilliant long-distance accuracy but also a preference for harder trick shots over simple ones.

As an Elf, Blackfeather is thin with long, bony fingers and dark black hair that reaches down to his waste. He is always immaculately clean and wears three-quarter length cloth trousers, a linen shirt, and canvas shoes.
Cross District

This district is named for a giant structure, known as the Cross (due to its cross-like shape), that stands about 15 stories tall near the northern part of the district. This is the poorest part of Old Vashton; the streets are cramped and narrow, filled with tall buildings which all look like they are due to fall over at anytime. The sanitation is poor here, with few outhouses and almost no open areas, and the streets are dark due to the overhanging buildings. Many people call this area Little Yister due to the fact that many gnomes moved here after they were forced to leave Yister following the Duthgarian Civil War. This angers many residents of The Cross, since before the war Yister was know as Yarbeck, and thus this is considered a form of mocking the Gnomes who were disgraced and displaced even further, but the name sticks. House Jorasco is quite visible here, as they provide large amounts of food and water relief, as well as medical treatment. However, House Kundarkak also has some presence here in the form of golem workshops and the places which create clockwork objects.

Notable locations:

The Cross (A giant structure in the shape of a cross)

The Rumble Rooms (A gnomish Inn that can accommodate human sized people)
Crimson Codex Academy

This Academy was set up in Old Vashton in 6734 SU as the primary training school for young wizards from the DRB located in the Southwatch District. This was primarily to stop mages from the DRB going to the Tower of Arbolight in Tarcheck and then possibly staying in Duthgar rather than returning.

The Academy was able to get set up incredibly quickly with many of the normal bureaucracy being subverted, most likely due to the Visible Council being desperate to see the college set up, or the financial backing helping to grease the wheels of it all. Even after the academy was opened to receive students there were a surprisingly low number of visits and inspections, although the visits and inspections that were carried out always returned absolutely glowing reports. The Academy was able to offer relatively low admission fees and acquired a lot of the cities magical items for the study and practice of the students due to considerable financial backing.

During a party to celebrate the third year of the academy and its official transition from fledgling wizard collage to a real one that is recognised, some criminals broke into the house of Orm Vidrig, where the party was happening. After the attack on his house the students of the college all fell unconscious awaking to odd memory lost and strange broken glimpses of odd creatures.

Some people claim that the Crimson Codex Academy has ties to the Crimson Codex Gang which mainly operates out of Girdev but they say that the name similarity is purely coincidental.

### Important people

Yul Drae (the head master of the Academy)

Harwin Kaale (represents the Academy on the Visible Council and is in charge of planning the curriculum)

Orm Vidrig (in charge of admissions and recruiting)
Silent City

The Silent City is the largest known Akariean city in all of Trayst, but it is nearly completely destroyed. It's walls are 30ft thick at the base and taper as they rise into the sky but now are jagged and broken all the way round, most sections just a few feet tall, with the tallest part of the wall just 17ft high, nowhere near its original height by the look of it. The few scholars who have ventured to the city to study the site have not managed to find a building which doesn't seem to have at least some sort of damage. But study here is difficult for a number of reasons, the first being its location, as it is situated in the Endless Expanse of southern Carthorka, which is a long and dangerous journey from Doefet. Even accompanied by the most experienced guide, anyone travelling to this city is at risk of becoming lost within the Expanse, condemned to die of thirst in its endless sand dunes. To further add to the danger, the Qasoinae, who claim the area as their own, attack or rob people who enter the area. As nomads, they don't live within the city, but will happily take food and water from people they can catch. The third danger is the city itself, including the ghosts and undead who seem to be drawn there. Among them, the famous Silent City Shadow is said to kill anything it sees in a matter of seconds, either with its longsword or by using its ability to control and weaponize the ground itself. The risks mean that much of this city hasn't been heavily looted; any attempt to loot the city in any major way would be very dangerous, as would efforts to bring the spoils back to civilisation.

The Qasoinae call the city The First City, rather than The Silent City, and tell tales of great evil and dangers that reside within. They warn that one day these great evils will rise forth and threaten all of Trayst. They also consider the city to be a holy site and travel there to perform rituals in which they ask the gods to keep the evil in check or to appoint new tribe leaders.

Unlike the ruins at Corlas, Old Vashton, or Taljet, the Silent City appears not to have any subterranean aspects of its design. Some scholars argue that this is most likely because of the desert ground being poor for building tunnels. However, most of the scholars who have actually visited the site argue that the ground below the city is compacted and solid, as if, when the city was built, the area wasn't desert like.
White Sky

This is the most north easterly fief of Torlund and sits on the boarder between Torlund and both Scandar and Mer-Rein though it has no official trade routes between either due to the difficult terrain. During the winter months many of the roads into White sky get blocked with snow and ice stopping travel and trade getting to and from the fief.

### Cities, Towns and Villages

There is only one true city in White Sky, which is also the fief's capital Whitecliff, however, when most people think of the settlements in White Sky they think of The City of The gods which is actually a wizarding college / town. There are also a number of mines that are mostly inhabited only during the spring-autumn seasons.

### Military points

There are three outposts that act as watchtowers and patrol stations that watch the boarder between Torlund and Scandar they are often called the Ice watch towers but their real names are Mirdor Keep, Asterdor Keep and Nesdor Keep.

The City of The gods is also considered a rather powerful asset in the defence of Torlund due to its highly defencable position and the high quantity of powerful arcane users which have been utilised to defend against large Scandar forces trying to make their way past Torlunds defences to the west.

### Demography and Population

Most of the people in White Sky are human but there is also a high number of dwarves and half orc that often work within the mines.

### Geography & Areas

The fief is mainly hills, mountains and glaciers as the Amberhurst Mountain Range takes up most of the fiefs area before spreading out into Scandar down the boarder with Mer-Rein as well as around the fief of Olau. The large River Yickt that flows from White Sky across to the Crystal Sea and acts as the border between Scandar and Torlund.
Gorum's Guard

The Gorum's Guard is a regiment of men who worship Gorum and study combat at the Flame Pit, they tend to focus purely martial combat rather than any arcane, many being barbarians, fighters and a few monks. They notoriously offer themselves for battles and combats just for the joy and thrill of being in real battle, they are fast furious and devastatingly powerful and can easily swing the tide of any battle.
Goldstone

This is the main building of House Kundarkak in Forgelight District of Old Vashton. The building itself is made of valuable sandstone imported from Carthorka with intricate carving in the soft material that depicts people of many races crafting various things from weaving baskets to painting portraits and forging weapons. The carvings continue on the inside but now are highlighted with paints turning the walls and ceiling into a sea of colour as images of the Seen gods crafting as well, with the high ceiling of the foyer being covered in the image of Torag striking some sort of glowing red object on an anvil before him.
Jornak Anderton

Jornak (Jaw-Nak) is an 84 year old human he walks with a bit of a hunch, and he is mostly bold with strands of long grey hair that but his smile is full of clean(ish) teeth and his happy demeanour means most people over look these facts. He often talks about wanting to experience new things or go on an adventure but he is held back from doing such things is his other passion The Freshly Caked, his bakery, he runs by himself. Jornak knows a small amount of Magic and thus uses

* Relationships
* Affiliated groups organisations or places
* History

### Party interaction

On The Lucid Dreamers way to Orm's Manor for the celebration of The Crimson Codex Academy becoming a Wizarding College, on 12.4.6737, they came across this gentle man and asked him questions, before Oor Khazad insulted his method of baking
Underdark

This large cave system isn't just a hollow in the earth it is a different plane and access to it isn't just a case of digging downward there are specif entrances that can be used to pass in and out of the Underdark. This also means that the points of entry don't always match up geographically and so traveling a short distance within the Underdark can equate to much grater distances traveled on the surface.

There are a number of dark counter parts to races that live on the surface such as Drow, Duragar and Deep Gnomes but also a number of other sentient races like Illathids, Myconid and Drider, Tieflings have set up a considerable presence within in the Underdark after the Demons of Zilcan began to exterminate them in response to the Cad'Lear Rebellion.
Flame Pit

The Flame Pit is a temple dedicated to Gorum where an elite group of mercenary/worshipers known as Gorum's Guard train and live. The temple is a number of buildings from dormitories to warehouses all arranged in a horse shoe shape around a dusty sand pit which is used for training. There is room for 400 people to live at the pit at any one time, though many of them are out on assignment hired by various militaries.

The Pit sits on a plane in Southern South Lowsand near to Arelate but not connected by roads you simply have to know where it is if you want to get there, to avoid a forming a road travel to and from the Pit is varied especially when moving large numbers of troops.

### Architecture

The buildings are all plain stone with simple hewn windows and doors and flat roofs, all of the doors face towards the centre point of the pit. On the inside of every doorway there are weapons racks with a variety of weapons even though most people at the Pit carry their own weapons at all time.

The largest building at The Pit is known as the runt rooms which is where the majority of the fighters sleep, it is three stories tall with multiple entrances and wide open space inside. The stables are the second largest, which has an attached armoury holding weapons and armour for a multitude of situations from sieges to subtle private security.
Ra-Vek Sea

Although this body of water is known as a sea it is more of a channel which separates Tanalier from Zanfear. The sea is far more salty than the Crystal Sea and the Janmier Ocean even though the water mingles with both these bodies of water.

Many ships have been sunk within the sea during the many wars between Carthorka and the countries of Tanalier.
Coldwake Pond

This medium sized lake is fed by ground water and used to have a river that flowed out from it to the north east but the river has dried up due to the amount of water being used by the surrounding Respite District whose residents use this lake as a water source. House Jorasco stepped in around 6250 SU and began to regulate the usage of the water from the lake and House Phiarlan built the Water Reclamation Centre in Respite to try and clean and reuse the water within Respite to reduce the need for fresh water from the lake.

The lake is always colder than it should be by a few degrees, making it a popular swimming location during the summer, and first lake in the region to freeze over thick enough to skate on in the winter. There have been a few researchers to try and discover why the lake is colder than it should be but there is little interest in why and most investigations simply returns the verdict that it must be some form of ancient Akariean magic causing it some how.

Next to the lake is the Coldwake Tavern which is famous for its Coldwake Brew which is supposedly made from the water in Coldwake Pond which is served cold as if it is still chilled from the lake, which just isn't true.
Akariean Silk

This is a strange little understood material which when compressed together make an immensely strong material which is nearly impenetrable. When it is broken apart it is made up of long white strands which are light and strong.

This material is something which the Akarieans were able to make and is used in all of there settlements and much of their technology.

Finding a structure or item made of this substance is a clear sign of a Pre Emergence archaeological find.
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#### Cities

<50 hamlet, 51-350 Village, 351-3000 Town, 3001-8000 City, >8001 Metropolis Doefet = largest at 28k

Population density between 30 Per square mile - 120 per Square mile dependent on fertility and leadership

## Economics

### Main Exports

other things

* Infobox
* Map
* Demographics and Population
* Law
* Defenses
* Industry
* History
* Architecture
* Districts

#### Districts

* Architecture / Visuals
* Points of interest

#### Organisations

* Infobox
* About
	+ Type (Charity, News, Educational, Military, religious, secret or social)
	+ Reach
* Agenda Official/Unofficial
* Members
	+ Leadership
	+ Ranks/Roles
	+ Demographics
	+ Structure
* History
* Assets
	+ Base
* Associated Organisations

#### Buildings

* General
	+ its location, purpose and owner

* Architecture
	+ Entrances
* Things that happen here.

* History
	+ creation date/ ruined date
* Party Interaction
* DM info
Proudsnout

Proudsnout, a servant of Erastil, sometimes also known as Father of the Vol-Hum, is a Giant Boar that appears with different fur patterns and marks each time he is seen. He also has the ability to turn into a human, often appearing as a rotund gentleman, with a bald head and missing little fingers on both hands. He is often seen with or near a plentiful supply of alcohol and food when in this form.

When a village is facing a famine, the faithful who petition Erastil for help are sometimes blessed by Proudsnout, who comes close to the village and allows them to hunt him (not that he goes down easy). However, if the villagers succeed, the corpse of a giant boar is left as food for those suffering. The danger is that sometimes Venkelvore appears and pretends to be Proudsnout, preying on the hopes of those already suffering and forcing them to expend time and energy hunting him, only to be met with an impossible kill in the best of situations, if not certain death, should Venkelvore choose to fight back. For this reason, Proudsnout hates Venkelvore and does everything he can to oppose him, his plans, and his followers whenever possible, but the god of famine would definitely have the upper hand if it were to come to a fight.
Queen Tayat of Lancove

Queen Tayat (Thay-yat) ruled over Torlund along with her husband, King Johnathan, until they were proclaimed dead in 6728 SU and replaced by King Kal of Hercalos and his wife Queen Sevda of Hercalos.

### Physical description

Tayat is famously beautiful and when she attended state events she was known for being immaculate and well put together, but those who knew her better understood that she was far more at home covered in mud and grime, trudging through the underbrush on a quest with The Queens Guard. Before she was married, she had long flowing brown hair but within the first year of her marriage she cut it short and kept it that way up until her supposed death.

### Relationships

Tayat was married to Johnathan in 6706 and gave birth to her daughter Reagen in 6713.

### Affiliated groups, organisations, or places

When she was able to, Tayat joined the Queens Guard when they went out on missions, but her advisors tried to limit this when possible.

### History

Originally from the Mithril Isles, she was a daughter of one of the Emperor Regents, brought up in a very strict home and taught to be a proper noble.

After marrying Johnathan, she became pregnant with a son, but he wasn't very well and died shortly before his second birthday. She then had a daughter in 6713 and named her Reagen.
Shield Stones - Lanryin

Surrounding the city of Lanryin, these stones sit atop several towers and act as an anchor point for the city's large-scale defensive magic, which creates an anti-life and anti-magic shell over the city. The stones appear in a five different colours that are arranged in a pattern, but their size and shape vary, seemingly randomly, and most of them look like raw, uncut crystal.

Thanks to the protective capabilities of these stones, Lanryin is one of very few cities on Trayst that doesn't have outer city walls. The system's weakness is that the whole shield must be raised or dropped at the same time and thus any attempt from within the city to break a siege comes with great risk.

The stones are activated at least once a year to ensure that they are in full working order. These tests are considered great shows of arcane power and many people, especially those who are studying the arcane arts, come to the city to watch it, resulting in a small festival of sorts accompanying it each year. The exact date of these tests is kept pretty secret, but they are normally in Yuhess or Frontir since the tests involve firing magic at the dome to ensure it is properly negated and short days mean that the spells can be more easily seen and assessed. Other wizards cast spells and artificer-crafted rockets are fired towards the dome as well during the celebrations with the intention of creating colourful displays for all to view. A few Wizarding Colleges are given a heads up so that they can make arrangements to come, as are other officials throughout Mer-Rein, but other than this the date is only announced about a week before the event; as a result, people who can travel to the city in advance begin to arrive in Lanyrin during these months so they can be ready for the tests and festival before they are announced.
Rumble Rooms

This Inn sits within the Cross District of Old Vashton, it originally was a two-story home that was turned into a Gnomish pub when the Gomes were displaced into the city the building had a number of modifications including the replacement of the original flor/ceiling to make the building three story in the same space followed by additions onto the front and back.

After beginning to experience some hardships the inn decided that they would modify the Inn further to allow for more head room within the main rooms as well as larger human sized rooms fitted with the corresponding size bed, this was slow to pick up steam but the fact that these were some of the cheapest rooms you could rent in the city the business began to pick up.

The main room consists of half of what used to be the ground floor of the house as well as about 4 meters of ground that has been reclaimed from the outside, meaning that what was originally the front of the building runs through the main bar area with the windows knocked through to make archways and the door removed from the frame. There is a total of 6 human sized bedrooms available to rent and each hold 2 cramped bunkbeds, it's not glamorous but it is cheap.
Amberhurst Mountain Range

This large mountain range runs down the border between Torlund and Mer-Rein, the northern region of the Amberhurst range is full of many tall mountains many of which have never been summited or explored.

The range is rich in gemstones and precious metals which are mainly mined by Torlundieans while those in Mer-Rein demand tax based on the quantity of resources that are removed from the hills and mountains that are on the border. This has meant that more mines have been dug in Olau and White Sky even though the conditions are harsher in White Sky and the resources sparser in Olau.
Zanfear

This continent is to the south of Tanalier across the Ra-Vek Sea. A large part of the continent is a vast barren desert known as the Endless Expanse. Carthorka controls the habitable land to the north of the desert, and claims to own the Expanse as well, though the Qasoinae dispute that, while Rexthen, Cad'Lear, and Zilcan rule the habitable land to the south .

To the south of Zanfear's land mass there are vast coral reefs that extend for miles.
Broxx Bearbane

Broxx grew up poor in a large family of dwarves in the Bottom Layer of Girdev which is the poorest area of the city. Not dirt poor, not street poor, just soup and water/holes in the shoes/hand-me-down poor. He saw his family slowly fall apart over the years he grew up. He was the second oldest of his 8 brothers and sisters and he was old enough to know the hardship his parents had providing for them all.

Gar (the oldest sibling) left home as soon as he turned 14 and began sending money back for the family. Broxx worked his hands carving wooden totems and trinkets to sell to the tourist children in the better parts of town to try and put some food on the table. They were well for a time, until his father died to a mugger down the street from the house. His mother got sick and the only income they had was what Gar and Broxx could scrounge up. Eventually Broxx went to work for a local gang as muscle in order to better the money situation and soon after Gar stopped sending coin to the family.

Eventually Broxx pissed off the wrong person and the rival gang set his families house on fire. There were bodies found burnt to a crisp in the remains but Broxx could never bring himself to see them. He then vowed to do what was right from then on, to protect those who could not protect themselves. He went to the city guard and confessed to all wrong doing on the part of himself his gang and the rival gang. He helped them root out the offenders and became a respected member of their ranks over the long years of his service.

Its not common for an informant to be trusted after turning on his crew but after over 60 years of service they gave him a promotion and put him in charge of a squad.

One day while patrolling the surrounding country side his squad ran into a large Arcane Construct. He had no idea how a creature so powerful had gotten so close to the city or who could have summoned it, but it decimated the squad. Seven of the patrol died but Broxx managed to get three men out. Sigzil (Human Wizard) Teft (Human Fighter) and Lopin (Dwarf Cleric). Broxxs guilt for failing to protect those under his charge again broke him and he fled after returning the three survivors to Duthgar because he could not face the shame of failing them. He went to Bluelog because he could not abandon his vow to protect the defensless and continued to serve under another authority
Overhammer

The Overhammer

This temple on Holy Street in the Temple District was built as the main temple to Torag in the city of Old Vashton but as the city and the faith grew the temple could not and thus in 4429SU construction was started on The Ever Burning Forge which was finished in 4435 and officially became the main temple to Torag in 4447.

The Overhammer building itself is almost a perfect cube is made in four layers each are some of the highest quality examples of that form of construction type if a little outdated. The bottom layer is made of perfectly carved masonry blocks seamlessly joined without concrete, showing no tool marks at all. The second layer is made of beautifully hand crafted bricks, each unique, some depicting intricate scenes within the one brick while others work together with other bricks to make patterns and pictures. The third layer is a single cast iron, sheet of metal then bent at the three corners into right angles and welded at the fourth, the metal work depicts the story of creation according to the faith of The Seen and Unseen gods, the final stage of creation showing The Emergence of the races being depicted at the front of the temple. The forth level the Overhammer is made of fire etched Ghost Wood, the etching shows all fourteen of The Seen and Unseen gods. The ceiling is a massive stain glass window laid flat depicting Torag in his forge, throughout the day the image moves so that the sun is always behind his hammer as it moves through the sky. Then as the sun sets you can watch as Torag wipes his brow before picking back up his hammer and swinging again this time following the moon through the sky. The ground floor is made of ceramic tiles while the floors above are made of glass, allowing sight of the stain glass roof even if it is a little difficult to see from the ground floor through all the things on each floor. In the back left corner as you enter there is a hole in each floor and a temple Craftsman (acolyte of Torag) who casts a modified move earth spell to raise and lower people standing in on that  corner up and down the floors. Originally the floors were separated for the different forms of craft but now is still dedicated to craft but more artistic ones thus the production of sculptures, paintings and ornate carvings. Artists rent out space within the temple to craft display and sell they’re art work, the premium spots are on the bottom floor but many collectors are willing to venture to each floor for the unique works created here.

As The Overhammer's focus moved away from industrial production of crafts and more females entered the profession, the glass floor became more of an issue so an item known as Modesty Tokens were created. Now when a woman enter The Overhammer they are given one of these small porcelain disks which summon a small localised darkness spell around their lower half. Attendants on the first three floors look out for people who may have gained the ability to see through this magical darkness and are paying too much attention to women on the floors above.
9T fiVe

9T fiVe is an automaton who was discovered by the Lucid Dreamers immediately after the death of Mythys when the party was ambushed on the road east of Old Vashton by members of the Crimson Codex. Pieces of the automaton were discovered in various wooden crates which the Codex had been transporting by cart. When the Lucid Dreamers opened the crates, 9T fiVe booted up and came to life; they were fully assembled the next morning once the party was convinced they meant no harm. Though they could speak many languages and had a distinctly inquisitive and friendly personality, they awoke with no memories.

9T fiVe has bright lights for eyes and a metallic body which can make many different musical sounds; they often play songs to entertain their companions or help pass the time. They have little need for, and thus understanding of, currency and exchange, which sometimes leads to amusing social misunderstandings. 9T fiVe always seeks to help those around them, especially those they consider to be friends. While they approach the world with a nearly child-like curiosity and sense of wonder, their greatest interest is to discover anything they can about their lost memories and mysterious past.
Vol'erron Festival

This festival is celebrated on the last Peaceday of Denta (the 29th), mainly by those who worship Gozreh, as well as druids, elves, sailors, children, and farmers. It is celebrated mostly in Mer-Rein and western Duthgar. Originally, this festival was meant as a celebration of the joy experienced by traveling across the world and through the natural world, purely as an act of worship for Gozreh. However, this has morphed into a bit more of just a fun day for all and a day to express thankfulness for the beauty of nature.

In the weeks leading up to the festival. people make tiny boats out leaves and twigs, as well as little effigies of themselves. They write messages on the effigies and place them in the boats. At midday of the festival, they release their boats onto a river. If the boats make it far enough down the river, they say that Gozreh will take the boats and read the messages, granting the wishes and hopes of those who wrote them. Often the messages are asking for favour on farms, protection for people at sea, or general prosperity of the land and people.
Muin-Ru

Muin-Ru was a thriving wealthy and technologically advanced civilisation that used to occupy the territory east of Duthgar but not all the way to Janmier. Muin-Ru had an agreement with the Dwarvern kingdoms that they would control the surface while the kingdoms had free reign of the territories below, for a thousand years until the kingdoms united and began The War of Independence and Unification and drove all Gnomes from the territory in 5874 SU.

The entire country was dedicated to progress and wealth, the ten organisations with the highest profits every 5 years are allowed to place a representative on the council which runs the country. Each city is then run by a city council made of representatives from the three most profitable organisations of the city.