recursal/Fanatic-Fandom huggingface dataset:
Myrna

The place of high magic. **Myrna** is located on a nexus point of power currents that manifest in greatly increased magical phenomena. Most of the inhabitants possess some sort of magical abilities. The country has eccentric and quirky nature - no doubt accentuated by the the rampant magical powers - but also home to unspeakably beautiful and breathtaking scenery. A quiet and desolate excepting the capital city which is one of the biggest metropolises of Cresia.
Pantheon of Phylar

## Overview

Pantheon of Phylar is a theological movement. It considers 12 ancient heroes of the Theocracy of Phylar as saints who have attained godhood. The theocracy had a period of blooming with leaping advances in social structures, technology, trade and equality. During that time 12 notable persons emerged as rulers of the country and they ruled as one entity embracing all aspects of life. Hundreds of years after the theocracy had vanished, people from Zarovna, Groam and Gruenroth took their rule as proof of godhood and slowly developed into a *bona fide* religion.

## List of gods in the pantheon

* Aldamar. The god of justice and righteousness. The preserver of balance and common sense.
* Barrakis. The god of assassinations, murders and stealth. The bringer of justice when Aldamar fails.
Cresia

## Calendar

The calendar used by nations in **Cresia** is similar to what is being used in the western hemisphere in our modern time. While it would be fun and exciting to have developed-from-scratch calendar, long experience with role-playing game systems has shown us that it is really not making adapting to the world easy. Thus it has been chosen that the calendar is roughly similar to what the players are already used to. This implies a similar planet to what Earth is. Roughly equal size and rotation around it's sun with a single moon.

## Weather and climate

#### Effects derived from the planet

Since the planet has but a very small axial tilt, the weather patterns of Cresia are not comparable to Earth. The slight axial tilt is enough to introduce intricate switching patterns in animal and plant life but in Cresia seasons (summer, winter, spring and fall) do not exist as such. The different areas maintain relatively similar weather all year round but changes are brought on by sea currents and periodic fluctuations of the planet orbiting it's star and a single moon orbiting the planet itself.

## Inhabitants

Cresia is home to many species - some sentient and some less so. Sentient species of Cresia are further detailed in: Races in Cresia. Sentient species inhabit the entire continent in some way or another. Isolated populations of ancient animals (dinosaurs) and plants are known to exist in Wolfort and Norodna. Otherwise the fauna and flora of the continent and it's islands is fairly uniform.

## Continent map

An interactive continent map is located here.

## Magic

As a setting of high fantasy, magic plays an important role in Cresia. Almost all countries have magic users and relatively few regulate or control magic use. Magic is a common tool for common people only in Myrna. People in Cresia are either born with the ability to handle magical energies (about 1 in 100 in general; 7 in 100 in Myrna) or are infused with magical energies enough so that they become able to use magic as a result (extended exposure to magical fluxes; can also be dangerous and even lethal if not done under tutoring), Magic is commonly divided into schools of magic that each focus on some type of magic and regularly there's also philosophical aspects attached to these school.
Hali

After the fall of the ancient Groam empire the island of Hali barley inhabited. Due to this no country clamed, this caused it to be one of the last unclaimed habitable parts of Cresia. Several families, from peasants to Lords, whet to the island to claim it for themselves. These became the 78 house of Hali which would battle for control over the island until today because of the constant addition of new people thinking there going to win it.
Ferria

Ferria is the most technologically advanced country in Cresia . Ferria has no desire to do diplomacy with any other nations in any other way and they consider themselves better than all others.

## Technology

Ferria is the only country to have mastered the use of gunpowder. However, they have chosen to use this technology to defensive aims and have placed since it's inception heavy penalties to exporting either items using gunpowder, gunpowder itself or materials that could be used to make it.
Izexilkiol

When the government of Horna decided to eradicate the Ishaks from the island they entirely demolished every city except for Izexilkiol which the king kept for scientific purposes. Inside what seemed like a town hall was a map of the norther borders of cresia with four other city-states anyone could make out Jilhny,Xilzvivults, jilknananar, and Jijokly.
Merchandise

**"Peek-A-Boo!"**

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Dead Brothers

## Overview

Dead Brothers is a small group of assassins known for killing people all across Cresia. It's unknown how they operate with all of their kills being seemingly random. Some of their kills are peasants and others are kings. In every case though no eyewitnesses have had any idea what happened. They were not well known until they killed Selica and Sazer Delterarie, ending House Delterarie They are also known to have no problem revealing who they are through letters on all of victims bodies. Through this we know that there are five of them, Azex Kiop, Iruke Veslef, Mircyn Neddle, Qathin Culle and Redle Thelk. They have been active for 500 years and the same five names appear on all the letters implying that they are immortal.

## History

Nothing is known about the Dead Brothers history.

## Known victims

* Selcia Delterie
* Sazer Delterie
Xseria

Name: Xseria

Race: Ishak

Location: Xilzvivults

A renowned owl hunter from the ishak city state of Xilzvivults, Xseria is also one of the more daring of her race in that she has made several excursions to Argan trying to learn how the other cultures work. She is also heavily criticized due to this by her own people.

Xseria is an inquisitive and curious person as far as ishaks go. Her presence is dominating even for the generally regal looking ishak. Standing at approximately 190cm tall she also carries her height with distinction and is quite the sight encountered in the wild snow covered wastes of the north. Her trusted owl Fryija is always nearby - and has been for over a decade. Fryija and Xseria share an uncanny bond of trust and respect that can only be achieved through utmost dedication in creating such a bond. Owls as companions is not uncommon for the ishaks but in this case Fryija is no longer a companion - she is an extension of Xseria and vice versa.

Xseria lives in the city state of Xilzvivults and has been for her entire life. In fact she has never visited any other ishak city state. She has little impact in the daily routines of her city state being but one adventurous citizen albeit an accomplished and envied owl trainer.
Anya Voorish

Name: **Lady** **Anya Voorish, the vampire queen of Zarnova**

Race: **Vampire**

Location: **Castle Roskov**, **Zarnova**

The country of Zarnova has been under vampiric rulership ever since the fabled Theocracy of Phylar ceased to exist some 300 years ago. Phylarian remnants still remain scattered around the country and a number of Phylarian locations are still shunned by the undead leaders of Zarnova who - as the legend goes - can not enter those areas without burning to ashes.

Lady Voorish is the third undead monarch of Zarnova and her reign has lasted since the feared *Lich Lord* Tomas Vladovych mysteriously disappeared some 80 years ago. It is uncertain whether Lady Voorish had anything to do with the disappearance, but she was extremely quick to seize power and forcefully succumbed the entire elite of the nation under her rule in just under a week. Her rule essentially is just a direct continuation of what her predecessor set forth - albeit not as harsh and brutal.

Lady Voorish's seat of power is at Castle Roskov some 15 kilometers out of the city of Wila, which is the capital city of Zarnova currently. The ancient castle is built in the deepest of forest away from the city itself and it is reachable by a single road only. The forest around the castle is unnaturally thick and menacing and many locals actually claim that the forest is not only unnatural but alive in that every soul claimed victim by the vampire queen grows a new twisted and ever-branching tree in the forest.

Lady Voorish has no grand illusions of world domination, but she also actively pursues a policy of border aggression in order to gradually extend the undead influence. While on good terms with the overseas countries of Nica and Zarkoi, Zarnova has no longer open diplomatic lines of communication with Gruenroth and Groam. Things have been steadily on the decline the last 20 years or so for the people living in the borderlands of Groam. Gruenroth and Zarnova had established trade routes over the mountains between the countries earlier, but Zarnova has not kept the routes safe for years and nowadays only the most daring of trademasters dare test their luck on those routes (the profits are phenomenal, of course!). Lady Voorish controls her country through a tyrannic ring of barons called The Roskov Ring. The barons are mostly of different undead varieties.

Anya Voorish is a powerful necromancer and mentalist herself - although probably still a has long ways to go to match that of her predecessor Tomas Vladovych. As a vampiric entity, Anya has seemingly easier access to necromantic magic and she openly wields her foul power to do her bidding. In fact she has reanimated corpses by the hundreds to form a daunting defense guard army keeping the Castle Roskov safe for her and rumor has it that there are rotting piles or corpses underneath the castle in secret chambers just waiting for the day that an actual undead army needs to be raised.
Menar Thuyven

Name: Menar Thuyven

Race: human

Location: Groam

Menar Thuyven comes from the borderlands area between the lands of Groam and Caheb. The area is mostly savage, lawless and sparsely populated, but holds fabulous riches where the sand dunes start to give away for the towering mountains between Caheb and Akron. The old lands of the ancient Groam are rich with unexplored ruins and many forgotten cities have been buried beneath the ever-moving and omnipresent sand.

Menar was born in a small village named Tyrros - nowadays an important way-point for desert crossing caravans. At a young age of 14 Menar left the village bored of it's isolation and size. In the heat of this youth he joined a small band of bandits who robbed wayfarers. Few years later he realized the life of a petty criminal is not what he wants and separated from the group. He then joined a local count's mercenary army to fight off ogres and secure trade transports crossing the mountains between Akron and Groam using the Medon Pass. During this time he truly noticed the rich ruins of the ancient past and become obsessed with finding a treasure that would secure him for life.

Now at an age of 36, Menar is an experienced adventurer and has a deep knowledge of the geography of northern Caheb and southern Groam in regards to ancient ruins. He has found many ruins and expensive treasures but so far nothing has been "enough" for him. Perhaps nothing ever is.

He spends a few months each year in his village and occasionally accompanies treasure hunters heading off to the desert looking ancient temples, castles or abandoned dragon hoards. Most such daring adventurers vanish without a trace but hiring someone like Menar improves the odd of returning many fold!
Cresia Wikia

## Welcome to the Cresia Wikia

This wiki is all about a fictional fantasy continent named Cresia. Cresia is a high fantasy -themed role-playing game setting intended for traditional table-top role-playing games. The wiki is not specific to any gaming system but rather a detailed description of the world and it's inhabitants.

The current state of the fantasy world is the creation ~~of one man: Kimmo Mäkinen~~ of collaborators. The founder has hundreds (yes, hundreds) of characters detailed and now it is time to organize these better. I'm also hoping this to become a collaborative effort at some point. Any and all questions can be directed to my email (behemoth@jippii.fi) or communicated via the wiki itself.

There is lots to develop in this world. Maps, cities, towns, people, story hooks, social structures etc. But I'm adamant about one thing: consistency. Whether it is the general look and feel of the maps or character illustrations or writings, consistency is of the utmost importance. If you feel you want and can contribute, I would be grateful.

## Progress and planning

I've established a page where collaborators should place notes on what areas they are interested in developing. This is to avoid duplicating or developing things that someone else has already thought out but has not yet fleshed out in the wiki. Progress and planning.

## Goal and Vision

The goal here is to create a rich and vivid, easily expandable and deep fantasy world. The world is meant to be used as a setting for table-top role-playing games and as basis for fantasy fiction. Not all aspects need to be developed and not every angle need be covered - it is just fine to have unexplored corners in Cresia allowing for future work to be done. Free culture license (see below) allow maximum usability for all parties involved (publishers, players and developers) and even allow this world to be forked to different worlds.

## Collaboration guidelines

**ALL** the work in this wiki **MUST** be published with a free culture license. Any collaborator need to understand this and agree to this. If you do not agree to this, please do not contribute. The chosen free culture license is the Creative Commons International Attribution 4.0 license. All content must adhere to this or have a very clear statement in cases where a stricter or more even more permissive (such as Public Domain) free culture license is chosen (such as Creative Commons ShareAlike-Attribution International 4.0 license).

## Licensing

All items - text and images alike - fall automatically under a free culture license (above mentioned and linked CC-BY license). If there are exceptions to this, it is clearly marked on the individual wiki page in question. In layman's terms: unless otherwise noted, you are free to use the content of this wiki as you wish as long as the original source is credited (you can point to this wiki or credit the creator).

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Patricia Mael

Name: **Patricia Mael**

Race: **Human**

Location: **Mayhill**, **Akron**

Patricia is a notorious member of the Sombra - a guild of thieves and rogues originating from Ferria but also having chapters in big cities in Gruenroth, Groam and Akron. Sombra members are mostly professional criminals focusing on stealing from the already wealthy and spending the profits in such a way that the money circulates back to the common people.

Patricia might just be the most sought-after cat burglar in Akron. She has successfully broken into mansions, castles and vaults previously thought as completely secure. Her tools of the trade are her ability to disguise quickly, remain completely still for extended periods of time, move silently and exceptionally well working night vision. And her ability to withstand heights and climb effortlessly.

She usually picks her targets on whim and mostly those are just simply persons that she has observed in acting obnoxiously due to their position or flashing their wealth and reveling in excess when people around them are not. Needless to say many of those persons are highly important, wealthy and more than capable of funding her hunting if and when they find out who robbed from them.

Patricia lives in Mayhill but operates all around Akron as she sees fit. She runs the Sombra chapter formally but other than that she is not very keen in advancing the secret guild's cause any more than is necessary.

She is whimsical and witty but overly careful in not exposing her true identity as a thief. She does not have a cover identity as such but when asked she can pass off as a cooper's apprentice or perhaps a carpenter's apprentice due to her woodworking skills she picked up from her father as a child.
North Falisia

## Overview

North Falisia is the largest continent in the world, about 3 times as big as Cresia. The northern part is on the same Equatorial level as Cresia however it expands lower eventually reaching the Raveres Sea across from which is Tharik and South Falisia.

## Terrain

North Felisia has a extremely varied terrain. Tundra and Pine forrest to the north. Oak forrest Plains and Deserts in the middle. Jungle and Marsh to the south.

## Races

North Falisia is home to seven different sentient races
Soul scepter

## Overview

The soul scepter is an item infused with the essence of a creature. The item is not necessarily literally a scepter but some of the most soul vessels have been in fact scepters and thus the term has been used to describe any such item. An alternate term for this item is phylactery.

## Voluntarily infusion of essence

[TO-DO] This is the only path to becoming a lich - the ultimate undead creature with an indestructible body.

## Involuntary infusion of essence

When an essence is forced into a soul scepter without permission, the soul is said to have been imprisoned. Rituals needed to do this foul and evil act are possessed by alchemists and necromancers and this act is considered as one of the most disgustingly vile things that can be done. The creature whose essence is stolen dies slowly as the controlling spirit is no longer present. These imprisoned souls can then be used to fuel very black magic rituals such as summoning demons. Particularly nasty individuals use these souls as commodities to be traded or sold to demonologists. Usually when a soul is expended thusly, the scepter shatters into pieces. The soul scepter can be made of any material but quite commonly the ritual seems to succeed better if the material used is expensive, intricate or somehow unique.

## Famous scepters

* The ruby inlaid silver chalice of the lich lord Tomas Vladovych. It's location is unknown.

[TO-DO]
Raimelho

## Overview

Raimelho is the name of a small merchant ship owned by a merchant named Jorge Gel. The home port of the ship is Cuervo Garrac in Ferria.

## The ship

Raimelho is a small, decked cog. It can haul a net maximum of 20 metric tons of cargo in it's cargo space below deck. However, the cargo room design is impractical having a maximum height of two barrels (about 2 meters) in the middle of the ship's axis. Some of the cargo room is also out of necessity fitted with hammocks for crew and passengers to sleep in. The original design did not support open sea travelling but coastal mercantilism. The ship's hull is 16 meters long, 5 meters in width and has a draught of 2 meters. The ship has a set of oars that are used to moor and maneuver in docks as it's single sail is impractical to this purpose. It has two small longboats that are used to haul the ship from a dock to open sea so it can moor on small ports that don't offer mooring services. The ship requires only 9 men to operate it.

## Routes

The ship is most easily reached at it's home port, Cuervo Garrac. Most common trade routes take the ship to trade ports in Crovascia, Akron and Calishem but if paid enough, the ship can be found to be reaching locations in Tharia or even Crovalia.

## Regular and occasional crew members

* Jorge Gel, captain and owner of the ship
* Dano Tavelo, an adventurous wizard positioned as a healer
* Barracus Inctal, a boatswain in charge of the cargo hold
Zora Shaalvaina

Name: Zora Shaalvaina

Race: Elf

Location: Port Magalie, Witchlight Strand, Akron

Now a resident of the bustling port and capitol city of Witchlight Strand - Port Magalie - Zora has found living in the city unexpectedly delightful and quite contrary to what she was being told back in her traditional elven homestead some 50 kilometers up north from Port Magalie. While elven, her family has had dealings with humans from Gruenroth and her family tree reveals even a mixed marriage between her elven grandmother and a human from Gruenroth making her technically one quarter human. All this background has resulted in her adopting to human-centered city life quite easily.

She has the looks of a timid and lithe - albeit somewhat regal - little girl but in actuality she is resilient, determined and not at all blue blooded. An experienced forester and naturalist, her services as a guide are in high demand aided by her variety in language skills. She speaks all the elvish languages of the area, is fluent in Niesen (the main language spoken in Witchlight Strand), many southern dialects of Roth (spoken mostly in Gruenroth) and even manages basic sentences in Orcish due to her family homestead's location being close to orc controlled bad lands.

Zora is open-minded and easily persuaded into adventures of some risk making her a tad naive. However, she has managed to keep herself out of harm's way thus far by running fast and can live off the land without problem if need be. She currently accepts jobs as a guide to adventuring parties and commercial caravans seeking safe passage to Gruenroth. She knows of many routes that are safe from marauding orc bandits due to religious reasons ("*Superstitious lot them orcs, they are!*" is a favorite quote from Zora). While in the city, her services can be rented at The Wyvern's Nest - a bustling inn right at the heart of Port Magalie - where she is a well known patron.
Kiloui Desert

## Overview

The Kiloui Desert is a desert spanning across most of Calishem and Caheb and parts of Khemal, and Ferria

## Fauna and flora

There is very little life in the Desert as it is one of the driest places in Cresia. Cacti are spread across and are relatively common. Certain types of palm trees are in the are area but are rare. There is almost no grass outside of oases.

## Oases

Tyrros and Cesyit are buit around oases in the desert. The Orcish clan of Galhhill is also around an oasis. Several other minor villages are built around oases and possibly other hiding Orcish clans.There are many oases that have been left untouched. It is very likely that most are undiscovered.

## Population centers

#### Callistra

Callistra is the capital city of Calishem. Callistra is a busy international port city of over 30000 permanent residents. The city is relaxed in atmosphere and it's inhabitants are open, inquisitive and broad-minded. Callistra is one of the most important cities in the entire continent being a cultural, economic, trade and technological center. The port of the city is legendary in how well it is organized and how smoothly it can accommodate even the biggest of trade ships. The inhabitants of the city are proud of their city. The city is clean and rational but a word of warning is in order: the night life in the city can be dangerous!

#### Cesyit

A city built around an oasis has a large population due to how any trading between Calishem,Ferria,Caheb,Groam, and Akron have to go to this area.

#### Tyrros

A small village located in northern Caheb. Tyrros has a permanent population of <200 persons. It is still highly important in that the area has ample water supplies and is thus used by desert faring trade caravans as a way point. It also provides meager protection and can supply important equipment to less prepared groups wanting to cross the desert. Tyrros is famous as a focal point through which many trade routes between north and south go. As a result the village is unexpectedly varied in what it can offer since many caravans leave items and money in the village. Formed around a stable oasis.
Groam

## Overview

Groam is the oldest country in the continent of Cresia being able to traced´it's history back to the Age of the Dragons. Groam has been destroyed and rebuilt two times in the course of it's existence.

## History

In it's peak period during the reign of the first kings, the kingdom ruled much of the current continent. When the Theocracy of Phylar was born in the country which is now Zarovna, Groam rapidly lost it's footing as the pantheon's deities gained followers. Eventually the theocracy vanquished the first kingdom.

## Government

Groam is a hereditary monarchy. The ruler is a king or queen - both women and men are equally able to become a ruler in Groam. The first kings established this system and while the country could have changed in the turmoils of years after it's first collapse, that did not happen and the difficulties lead to an even more emphasis to be given to a monarch's importance to the well being of the people and land alike. A number of monarchic families have been introduced during the almost 900 years of the country's history, but the first kings are all common ancestors to each and every ruling family of the later centuries. While the country has seen it's fair share of blood tinted coups, the recent years have been kind to the current ruling family of Comarias.

## Laws

Most of the laws in the entire continent are derived from old codexes of Groam origin. The laws divide people into *citizens* and *titled nobles* and present a differing set of responsibilities and duties to both. Only murder is expressly forbidden from both groups but other than that, titled nobles are mostly exempted from prosecution by such crimes as tax evasion, fraud, assault and thievery. In general the laws are enforced by the titled nobles themselves. In the capital city there exists a tribunal of three scholars with in-depth knowledge of the history of the land in regards to justice and laws and it is their responsibility to resolve cases where titled nobles are being charged or crimes that require advance ruling. The tribunal members are appointed by the king.

## Heraldry

The heraldic item of the kingdom is a silhouette of a white hunting dog sitting facing left. The country's heraldic emblem traces back to the coronation day of the very first king of Groam.

## Inhabitants

The size of the population is the biggest of all countries of Cresia and estimated to be around 900.000.
Sakarins Purge

## Survivors

Sh'Shan Sisk- predicted the framing, joined the national guard to prove his loyalty.-Alive

Poranto Relerias- One of the few who escaped calishem and is open about his membership in Gruenroth..-Alive

The Payrit Group- All found by a search party in the desert, fought off and killed most of the search party, the rest were able to describe them all except for one in which all they could say was, bright blue eyes, the rest sh'shan could identify.-Unkown

Iroa Gana- Jailed instead of killed.-Alive

Zass-Jailed instead of killed.-Alive

Tylin- went into the shadows and later found and killed.-Deceased
Xilzvivults

## Overview

 quest
 Inhabitants

Xilzvivults is one of the city states of the ishak people. Located quite near the border of Argan, Xilzvivults is thus constantly exposed to the surrounding Argan culture.

## Inhabitants

100% ishak population. Roughly 9000 inhabitants. The city state does not allow entrance to any other races. In the immediate past a group of human bandits sought refuge in the city state and were promptly denied of shelter, entrance and aid in survival. The bandits had but two options: die in the freezing coldness of night or try to sneak into the city. They chose to sneak into the city but were caught trying. Their frozen and crow pecked heads are still stuck on poles but few hundred meters outside of the city state.

## Architecture

The city state is built in a vast crevasse of about 1000 meters wide between two 800 meter high glaciers. The view from the bottom of the crevasse is dizzying to say the least and breathtaking to any who see it for the first time. Majority of the buildings are built on solid land; some are made of wood and some of stone. A minority of structures are built within the ice and some are merely utilitarian such as structures to guide the flow of water to a natural underground reservoir of epic proportions housed underneath the city state land. The city state block the entire crevasse and passing through is impossible.

## Trade

No trade routes exists. The city state does not trade even with other ishak city states. They remain completely independent but this comes at a prize: they have only a handful of skilled masons and smiths and due to this weapons and armor made of metal and housing with masonry are extremely valuable. Xilzvivults suffers badly from it's introverted nature.

## Cultural influence

While the people of Xilzvivults try to shun the people of Argan as much as possible, some contacts are unavoidable and a few individuals with inquisitive minds have even tried to "make friends" with non-ishaks - a practice actively discouraged by the rulers. This has resulted in small scale bartering of items and exchange of ideas - even music and poetry. The rulers of the city state have outlawed bartered items but so far getting caught with such items results in merely forfeiting the items to the city state and no other punishment is implemented.

## Notable individuals

* Xseria, an accomplished hunting owl trainer
Baerje av Gruenroth

Name: **Baerje av Gruenroth**

Race: Human

Location: **Gruenroth**

Ever been to Gruenroth? No? Well it's mostly deep, impenetrable and savage ancient forests dotted with marshlands, hills, isolated small villages and all this surrounded by regal mountain ranges. It's pretty understandable then that travelling through the region is not the average man's dream job.

Baerje is - however - not your average man. Standing at a hulking 7 feet exactly his massive height is only paralleled by his 170 kilograms of weight making him one giant of a man. However, Baerje is known among the Gruenroth people as the travelling *gentle giant*. He lives his life on a seemingly endless quest of travelling.

His giant looks also betray his actual purpose: he writes down legends, songs and local poetry in an effort to create the first ever compendium of Gruenroth's folklore! Baerje has been circling around the country since his 17th birthday when his father had finished teaching Baerje the noble art of reading and writing.

Originating from the capital city of Gruenwald, Baerje is also friends with king Werner Baerwyn who endorses Baerje's quest and has built a library in the capital city to house the folklore thus far gathered. The library has thousands and thousands of scrolls of folklore recorded by Baerje and there are now three full-time archivists copying the texts from scrolls to tomes in order to create comprehensive volumes of regional folklore.

As a man skilled with pen and paper, Baerje is also a competent woodsman and his outdoors skills are nothing to be scorned about. While not a warrior, Baerje is quite competent with his long axe and with his strength one hit from the axe is usually enough to lay rest any conflicts that may have arose. Although Baerje will not be the one starting conflicts, he damn sure is one to finish any.

Baerje is hearty, open, social and fluent with dozens of dialectics of the Gruenrothian language. His low booming voice easily bends into laughter and occasionally into singing as well. While not exactly a bard, he also manages his way around the traditional musical instruments of Gruenroth up to including the Gruenroth's signature *flute* made of birch.
Barracus Inctal

Name: **Barracus Inctal**

Race: **Human**

Location: **Cuervo Garrac**, **Ferria**

Barracus is a trusted crew member (boatswain in charge of the cargo room) of the merchant ship Raimelho. He has been a crew member in the ship for a few years now and has gained the trust of the ship's captain and owner Jorge Gel.

Barracus is a typical person of southern Ferrian descent. His upbringing has taught him modesty, respect of life and harmony. As a man he is quiet and his demeanor is modest. He is erroneously considered to be extremely shy by those who do not know him. He just keeps his opinions to himself and works hard instead. He is the kind of person who makes things happen instead of constant bitching.

Barracus is an orphan and has no siblings that he is aware. He moved to Cuervo Garrac with his uncle ten years ago but after his uncle perished from a terminal illness he has been living alone near the dock area of the city. He met his future employer Jorge Gel by accident and Gel was at the time looking for a few able men to man his next voyage. A deal was struck to see how Barracus would fare at sea and he's been a regular member of Gel's crew since that day.

As a boatswain it is Barracus' responsibility to not only make sure that the cargo is loaded and unloaded properly but also to make sure that the goods are secure during the voyage and that the goods arrive as promised to whatever destination they're heading. When it comes to the space below main deck (ie. the cargo hold), Barracus gives the orders. He has not been able to gather much with respect to personal assets as he commonly gambles and drinks his salary as soon as he gets it. Being a boatswain is a life that suits him just fine making him content and thankful - even happy with how things have turned out.
Alsava

## Overview

Alsava is an Archipelago continent to the north of Ranera and west of Caleo. It is the smallest continent in the world.

## Terrain

Alsava is covered in jungle with little farming land along the coast.

## Races

Alsava is home to a lone race called the Garleeians. The are somewhat peaceful and content with staying in there homeland.
Liff Qapar

Name: **Liff Qapar**

Race: **Human**

Location: **Tyrros****, northern Caheb**

Miss Qapar is born and raised in the small village of Tyrros to merchant mother and carpenter father both of Groam origins. At a fairly young age she exhibited signs of active telepathy with animals of all sorts and since then with the aid of her parents she has cultivated exceptional magical prowess with which she can charm, beguile, bluff, enrage, communicate and even befriend animals of many different species. She has no other magical abilities or those are suppressed or dormant due to her being "self-taught" as opposed to being trained by a prominent wizard who would have had the means to unlock Liff's true powers.

Liff is now living her prime years as a desert guide who rents her services to caravans and merchant convoys helping them cross the ocean of sand. She has gotten a lot of training in the merchant life from her - now sadly deceased - mother who roamed the wild dunes for over a decade before Liff was born. She is not very skilled in reading maps or seeking guidance from the night sky but her success in the profession is mostly gained through the use of animals which - according to her - are superior navigators to humans. With her current skill set she can seek advice from even scorpions if desperate enough.

Nowadays she is the leader of a small pack of *Kiloui Desert Wolves* (that are - despite their common name - in fact more like stout jackals) who accompany her wherever she goes. They perform as her eyes and ears while she is travelling with a caravan or a convoy. While occasionally interested in human companionship as well, she never leaves her little doggies for long and vice versa.

Liff is a somewhat inward person taking the silent route when things do not go her way and loathes being in charge or in limelight. Her usual mode of working is that she takes but one person out of the entire group she is travelling with and almost solely communicates with only that person regarding their whereabouts and estimates of arrivals et cetera. She is capable of communicating like a normal person if another party initiates a conversation but she would never start talking to strangers herself. While en route to destinations she usually scouts ahead with her pack and even when the group is halted for the night she rarely joins the others preferring to set up her own little tent out of the way of others.

Liff does not show off. While she can summon a vulture seen from a distance, she would never do such a thing just to impress others, win a wager or without an actual need to do so. She knows very, very well that the desert is so ruthless a place that there simply is no room for shenanigans.
Ranera

## Overview

Ranera is a continent about eight times the size of Cresia. It is along the northpole and manly covered in ice.

## Terrain

The pols of the world are getting colder and equator is getting hotter. most of Ranera is frozen. However the southern parts of the continent are still habitable. All the inhabitents of the continent are trying to get to South Falisia.

## Races

There are still Ishaks trapped on the continent as well as the natural inhabitans and a few people from The Falisias that for whatever reason wanted to go there.
C'Sar

Nation of peculiar birdmen is formally a democratic nation ruled by a number of emissaries each representing a *tribal flock*. The inhabitants all live on the sides of the huge mountain of **C'Sar** rising up to the clouds and touching the sky.There are no other races living in the land and C'Sarians are adamant to keep it that way. They have no interests in expanding their territory and rather seem to forward a policy of willful isolation from others.
Isant Gassta

Name: **Isant Gassta**

Race: **Human**

Location: **Tyrros****, Caheb**

A former *Master Cartographer* of the Calishem Guild of Cartographers, Isant fleed Calishem over 20 years ago in fear of his life and settled down - quite accidentally - in Tyrros. He liked the location and has stayed there ever since.

In Tyrros Isant is best known for his shop there: the Mapmaker Gassta's Emporeum which deals in practical use maps of the surrounding areas and of the Kiloui Desert in it's entirety. Maps are Isant's life and passion and while he is already quite old and wealthy, he will probably keep his shop operational as long as life essence allows him to breathe. Well, he does have three assistants in the shop but none of whom are yet competent enough to continue the business as is. Isant has no living relatives whatsoever but rumours do say that he has made a testament that gives his wealth and the shop to one of his assistants by the name of Gaynor Weimar whom is usually seen as the best apprentice Isant has.

Isant is a shrewd and cunning businessman and uses the lack of competition to his advantage which shows in profits. However, anyone who pays top coin for one of Isant's maps, do get high accurate and high quality maps that are drawn with water resistant inks on top quality parchments that will stand the test of time. Isant no longer travels himself on map making quests but uses either his assistants or outside hired help to aid in making completely new maps. One of the local guides - by the name of Liff Qapar - is a frequent helping hand and gets good coin from Isant as Isant has learned to trust the woman.

A man of many merits, Isant is still haunted by his past that hides an unsolved feud with an unknown former colleague. Isant Gassta was once a renowned and respected *Master Cartographer* map maker in Calishem being a proud member of the Calishem Guild of Cartographers but had to eventually flee the land fearing for his life as he had fallen into disrepute with the leaders of the land regarding some maps allegedly drawn by him. Isant believes he was back-stabbed by one of the other cartographers in the guild who had forged a map making it look like one of Isant's work. The culprit is yet to be found. The wrong map resulted in the deaths of 19 men and women seeking an unknown location near the northernmost border area of Calishem and Caheb. One who died - a young man by the name of Masau Calishem - was the brother of Waru Calishem - the present day king of Calishem. As a result Isant was ordered to be executed but successfully managed to escape just in the nick of time by accomplishes never to be found and only known by Isant. The incident has prevented Isant from ever returning to Calishem but in the back of his mind he still dreams of resolving who betrayed him and thus returning the honour to his good name in Calishem where he is discredited and considered a traitor.
Sir Welyk Paize

Name: **Sir Welyk Paize**

Race: **Human**

Location: **border regions of Groam and Zarovna**

Formerly a leader of the mercenary group called The Eighteen Griffons, Sir Welyk Paize rose into fame after heroically saving the life of Lady Angelusia Wermander - the daughter to Lord Mortimer Wermander who is the high ambassador of Gruenroth to Groam and one of the chief counselors and a personal friend of the king of Groam. After that incident - which took place about 9 years ago - Sir Paize was recruited to the king's guard but soon felt this new life was dull and uneventful and that life in the city with it's comforts was for sissies and wimps. 8 years ago he was relieved of his guard duties and appointed to lead a newly formed military unit called The Emerald Unit. The unit is a first response group of stout warriors sent to deal with marauding undead creatures from the country of Zarovna. The unit operates in the border region of the two countries.

Sir Paize is a true warrior who lives and breathes action, adrenaline and combat. He does have a softer side to him in that he has a beautiful singing voice which he employs on still, cold nights after the duties of the day are over. Sir Paize leads his unit with a fervor and relentlessness but his men are hand picked by him and each and every man has had to prove their worth prior to being baptized in the unit. He enjoys the utmost respect among his men and his unit is well funded and supplied by the king himself who understands that all-out war with Zarovna is not in the best interests of the country but that still brutal force is required to send a message to the controllers of the intruding undead hordes.

Sir Paize is a skilled tactician and a logistical genius apart from being one of the best swordsmen in Groam to ever have existed. Little is known of his past and childhood but it's needless to say his tough exterior started to grow at a young age.

He has an imposing figure of 190 cm and a rugged, weathered look in his face. His long reddish aubergine hair is a trademark of his and he usually wears his hair free-flowing.
Religions, belief systems and pantheons

Cresia is home to a multitude of religions.

#### Pantheon of Phylar

The most common and probably oldest religion is Phylar. Phylar is a multi-theist religion with a pantheon of 12 gods and goddesses of predominantly hominid form. Followers of Phylarian beliefs typically worship 3 deities from the pantheon. The more devout follow more than 3 and become known as *Following the Path to Illumination*.

### Zareo

A religion followed by people in Calishem and Caheb. Worshipers are primarily nomads although certain cities do have it as their official religion. They worship the many gods in nomadic ways.
Carlos Alazraqui

### Role(s):

Stand-up comedian, actor, voice actor, singer, impressionist, producer, screenwriter

### Character(s) played:

Basil Bravo
Love Händel (Bobbi Fabulous)Additional voices

**Carlos Jaime Alazraqui** (pronounced "Alla-zer-kee") is an American stand-up comedian, actor, voice actor, singer, impressionist, producer, and screenwriter best known for voicing the Taco Bell Chihuahua in the Taco Bell commercials, Denzel Crocker, and Juandissimo Magnifico on *The Fairly OddParents*, Rocko and Spunky on *Rocko's Modern Life*, Monroe in *The Life and Times of Juniper Lee*, Lazlo and Clam in *Camp Lazlo*, Granpapi Rivera in *El Tigre: The Adventures of Manny Rivera*, and as Mr. Weed in *Family Guy*.

His Disney roles include Panchito Pistoles, currently; Loco in *A Bug's Life*; Chief Eduardo, Felipe, Mr. Ayala, Señor Sanchez, Spinner, and Abuelito in *Handy Manny*; Puff in *The Proud Family*; Ringmaster in the *Lilo & Stitch: The Series* episode "Elastico"; Bobbi Fabulous of Love Handel in *Phineas and Ferb*; Dr. Pacquette, Mouth in *Vampirina Gnarly*; King Magnus and Barker in *Sofia the First*; and El Chupacabra in the 2013 *Cars* spin-off film *Planes*.

He also voices Mike Wazowski from the *Monsters, Inc.* franchise when Billy Crystal is unavailable, as well as Francesco Bernoulli in Kinect Rush: A Disney/Pixar Adventure and the Disney INFINITY series. He even lends his voice to Giovanni in *Cars: Mater-National Championship*.

Carlos plays Basil Bravo in the episode "Cake 'Splosion!", and he was credited as providing additional voices in "Star Struck".

## Trivia

* He is a weekly contributor on *The Stephanie Miller Show*.

## References

1. ↑ https://twitter.com/carlosalazraqui/status/905213984890126336
Dano Tavelo

Name: Dano Tavelo

Race: Human

Location: Cuervo Garrac, Ferria

Dano is a regular crew member of the merchant vessel Raimelho. Not a sailor by any stretch of the imagination he still likes to see new lands and finds traveling via a boat much less cumbersome and time-consuming than traveling by land. Besides, boats can get him to places horses can not. An adventurer by choice, he is skilled enough as a wizard to make a decent living and can thus spend his income to cover costs of traveling.

Cuervo Garrac is the birth city of Dano and he still lives in this lovely and broad-minded trade center and bustling port city which he considers the best place in Cresia. His childhood friend Jorge Gel is the owner of the merchant ship Raimelho and regularly employ Dano's services in exchange of free passage to exotic trade ports in Calishem, Crovascia and Tharia. Dano is skilled in the magical arts of Cosmology and Biomancy and dabble a bit in the first steps of Naturalism. During boat travels, his skills in healing and keeping the crew alive and well are most valued.

As a person, Dano is open-minded, prone to making playful mischief and has a tendency of well meaning verbal wittiness. His most valued lessons in life are the ones in which he finds himself to be misunderstood by others. Verbally talented and not afraid to present his case even in the presence of powerful individuals, he has gained some slight reputation as a defender of the oppressed and wronged in Cuervo Garrac.
List of Zaeron deities

The following is a ist of deities in the Zaeron religion

Qouli- The god of existence

Telkin-The god of life

Welrer-The god of death

Azirik-The god of good

Ozirik-the god of evil

Dalia-The goddess of compassion

Telio-The god of knowledge

Cerelk-The god of the anger

Galid-The god of happiness

Lieho-The god of depression

Ewira- The goddess of fear

Rewit-The god of trust

Saeris-The god of remorse

Zarichk- The god of confusion

Perih-The god of Relentlessness

Lilvin-The god of strength

Fersik-The goddess of speed