recursal/Fanatic-Fandom huggingface dataset:
Mark-Recall

Mark-recall is a shadow spell that enables instant teleportation over long distances. The caster must "mark" two locations by drawing a magical rune at each location. Typically, the rune is drawn on the wall or floor. Then, the runes are imbued with wizrada, enabling the spell. Any person who touches either rune will then teleport to the opposite rune. Once used, the runes instantly disappear and cannot be used again.
Izu'a'ir

The Great Compass of the *Izu'a'ir* is the symbolic representation of the eternal struggle between the forces of nature, and the delicate balance that must be maintained between them. The Compass itself is drawn as an eight-pointed star, just as a typical compass would be drawn. The cardinal directions of the Compass correspond to the major elements of existence, the diagonal directions correspond to combinations of those major elements, and the center corresponds to balance itself. The layout of the Compass is as follows:

Thus, the "rows" of the Compass correspond to the Shadow, the Flesh, and the Dream. The "columns" of the Compass correspond to Water, Air, and Land.

The name *Izu'a'ir* comes from the columns of the Compass. In ancient Elder, the vocalization "*u*" (pronounced "oo") means "water," the vocalization "*a*" (pronounced "ah") means "air," and the vocalization "*i*" (pronounced "ee") means "land." Hence the idea of "everything" or "the universe" would have been spoken as *u'a'i* (pronounced "oo-ah-ee"). Over time, this became *Izu'a'ir*. (note the "oo-ah-ee" at the heart of the word)

It is believed that the shadow and dream elements of existence are metaphysical (*i.e.*, not manifest in this world) and only the flesh defines the world we can see and touch. Accordingly, in some discussions of the Great Compass, the term "flesh" is dropped completely, and the middle row reads simply Water - Air - Land (because "flesh" is implied). All known forms of magic rely on manipulating the shadow or the dream.

The Guild Compass or "compass of Guild neutrality" depicted on banners flown by the Old Guilds, is based on the Great Compass of the *Izu'a'ir*.
Cayrien Order

The Cayrien Order is one of the nine Old Guilds. It is a hyper-reclusive monastic scholarly society dedicated to preserving the history of the man-kin at all costs. The Order holds the oldest known written records in their various monasteries. The Order's collection is eclectic -- they keep absolutely anything of interest -- and dates back well into the *ante axum* period (before Water's Age).

The Order is best known for promulgating the creation myth of Eterra and the Long Night, although all firsthand records from those periods are long lost. The Cayrien Order is often associated with the philosophy of the Cayrien Folly, believed to be the "original sin" of man-kin. The Order teaches its followers that man-kin are hopelessly and irreparably flawed (the "Cayrien Folly"), that society will inevitably collapse, and that the most noble profession is to simply prepare for that day by preserving the memory of man, so that the survivors can carry on afterward. This fatalistic view renders the Order indifferent to politics and aloof toward world events.

The Order's collection is scattered seemingly randomly among their many monasteries. This makes the collection difficult to reference and research. However, it also provides a degree of redundancy and safety. Many Cayrien monasteries have been burned, looted, sacked, or otherwise destroyed throughout the many violent periods of Landfall's history, but no single loss has ever destroyed *all* records on a single subject or time period (that we know of). Thus, even as records or artifacts from one monastery are lost, stolen, or destroyed, other records or artifacts from the same time period will survive at another monastery.

The Cayrien Order is one of the nine Old Guilds (also known as the Dark Societies). As such, they have no allegiance to any king or state, and they are allowed to operate freely worldwide. Their symbol is a black moon fully eclipsing a white sun, but they also fly the Great Compass of the Izu'a'ir for diplomatic immunity. They have no political impact whatsoever, are generally economically productive, and thus are easy to welcome and ignore. They maintain a presence not only among the Thlossian cultures of the Green Cradle, but also among the Tazitan and Shaolei. As individuals, they are usually welcome in state museums and libraries. They are sometimes called to court for their skills in translation. The biggest threat they face is independent thieves or wandering nomadic tribes.

In the series, the records of the Cayrien Order are often cited for supporting lore. Certain ancient Cayrien records and artifacts prove priceless and essential to the main characters, both good and evil.

In Book 1, Khazr impersonates a Cayrien monk to gain access to the library under Snow Anchor Palace, where he meets Mikoa. He calls himself "Saj."
Lover's Eye

The Lover's Eye is the mark of the Lothaen royal family of Bruhinn. The mark depicts a single open eye, including a stylized pupil, drawn with a single stroke of the pen. Members of the Lothaen family wear the mark as a tattoo on the back of one hand. It also appears as a charge on Lothaen family heraldry. It is meant to remind them that they must always act responsibly toward the people of Bruhinn, because they are always being watched.

The tattoo becomes a problem for Mikoa Lothaen after she goes into exile, because it reveals her true identity. It is illegal for a commoner to impersonate royalty by wearing a royal mark. She covers the tattoo with a glove.

At the end of Book 9, a new constellation of stars appears in the night sky, resembling the Lover's Eye.
Woe

Woe is the stain of Althuzah's hatred upon the world of kin. It is invisible, intangible, and undetectable. It pollutes everything it touches, slowly twisting people, animals, land, and objects into cursed tools of evil and hatred. It turns good people into selfish, wretched deceivers; it twists ordinary items into cursed relics, silently working to destroy all who touch them; it turns fertile soil into murky bogs and lifeless pits of tar. It can infect both the physical world and the metaphysical, and is especially dangerous and pernicious in the magical realms of the shadow and grim dream.

Althuzah's prison, in the impossibly thin shell around the flesh (the "Between"), is the source of woe. When wizrada bridges the Between to connect the flesh to the shadow (or the flesh to the grim dream) woe pollutes the connection and escapes into the world. The more powerful the wizrada, the more woe is able to escape. All wizrada brings woe, regardless of the spell's effect or intent -- even "good" lifesaving magic brings woe. There is no known way to prevent this from happening. This is why wizrada is outlawed among the kin cultures of Landfall, and why *ziraduun* are hunted by the Ardent.

Woe typically flows in small amounts and accumulates slowly over a very long time, like pollution. *Ziraduun* who use wizrada only once or twice will not bring enough woe to have a noticeable effect. But with repeated use over the course of a lifetime, the cumulative effect can turn anyone into a vile monster. Nothing can be done to reverse its effects.

The only known way to mitigate the effects of woe is to divert the flow of woe into special enchanted objects, called tokens or totems. Although the token/totem turns deeply evil over time, the spellcaster is protected. Once saturated, the token/totem is then buried. These cursed relics are scattered throughout Landfall, especially in areas where wizrada was common during the Myriad.

An area of land sufficiently saturated with woe becomes a woespawn -- a temporary gateway for creatures of hate, such as ga'arg and ghuul, to travel between Haelfaun and the Green Cradle.
Eco2 Florestas Lg Ltda

CNPJ 12.057.830/0001-34

Nome fantasia (Ausente)

Razão social Eco2 Florestas Lg Ltda

Data de abertura 8/6/2010

Endereço R Araguari, 1705, Sala: 903;, Santo Agostinho, Belo Horizonte, MG, CEP 30190-111, Brasil

Telefone (31) 3335-9860

Email iafiscobhz2009@hotmail.com

Natureza jurídica Sociedade Empresária Limitada - Código 2062

Atividade econômica principal Atividades de apoio à produção florestal - CNAE 0230600

Capital Social R$ 10.000,00 (Dez mil reais)
Izilan

The Izilan are the ancient gods of the land. They are depicted among the *a'an buiudir'l maurileth* ("gods beyond life") of the panamaris, and they occupy the easterly side of the Great Compass of the Izu'a'ir. According to myth, there are many Izilan, and they are ruled by the mountain god Zarsis. Each Izilan represents a different aspect of the land, and they are in constant conflict with the Ahzulan (the gods of the sea). The conflict between the Ahzulan and Izilan is represented by the ebb and flow of the tide against the seashore. Their battle is mediated by the Aran, the gods of the sky.

The Izilan are still worshiped by the duerghen, some eld-kin, and some ga'arg. Members of the Care-Takers' Guild learn certain legends about the Izilan, mostly as superstitions relating to infertile land and forbidden mountains.

In ancient Elder, the earliest known language of Landfall, the primitive vocalization of ideas involving the land or mountains was the vowel sound "ee" (typically written as "i"). The Elder word for god was "an." Hence, the origin of the word i'z***i***l'an. Because land represents the easterly (right) side of the Great Compass, that side likewise took the "i" sound -- u'a'***i*** -- pronounced oo-ah-***ee***, which became Izu'a'ir.
Cassioletta Hart

Cassioletta Hart is a maidservant at Snow Anchor Palace. She is the daughter of a carpenter and is the same age as Princess Mikoa Lothaen. The two women played together as children and are friends. As children, they looked so similar that they sometimes swapped places as a practical joke. Through Cassioletta, Mikoa can easily picture what her own life would have been like if she had not been born a princess -- foreshadowing Mikoa's loss of rank. Before her exile, Mikoa is naively jealous of the perceived simplicity of Cassioletta's life. After living as a commoner, Mikoa grows to respect Cassioletta more.

Although the story makes repeated references to how similar (nearly identical) Cassioletta and Mikoa look, there is no evidence to suggest they are related.
The Ballad of Sire Ettington and His Cat

*The Ballad of Sire Ettington and His Cat* is a popular fable and song in Bruhinn and the Jeceau Empire, especially along the Illandianerstrand.

> *Here do tell, sing praise and worthy stories dear,*
>
>

> *Of humble Sire Ettington, Lordwise, and huntress Pess, his cat.*
>
>

> *Where when by virtue’s labor in Illandy, he earnst a penny single,*
>
>

> *In Pess, his all invested, to sleep once the night, free of mouse and rat.*
>
>

> *Driven forth, unto the Strand, to walk the night in loss of all,*
>
>

> *Voice of bells, by stars to him did Pess once say,*
>
>

> *‘Turn again to Illandy, Sire Ettington, to be Lordwise, do trust me that.’*
>
>

> *True then, in trade in land afar, at court beset by vermin many,*
>
>

> *Unknown of beast so common, hence by Pess great wealth he gat.*
>
>

## Interpretation

The verse cryptically describes fabled Sire Ettington, who traveled along the Illandianerstrand (the "Strand") to Illandy, where he worked hard to earn a single penny. Harassed by rats in his sleep, Ettington spent his penny on Pess, a cat. Then, when Ettington left Illandy, disgruntled by his lack of success, Pess talked and told him to turn back. Pess predicted that Ettington would become a lord someday. And sure enough, during travel abroad in a land without cats (but with many rats), Ettington sold Pess for a small fortune and became Lordwise of Illandy.

The story suits the work ethic of the Bruhinnen people and is very well-known.

The story is nearly identical to the English folk tale of Dick Whittington and his Cat.
Sona

*Sona* is an ancient shadowcasting technique for detecting unnatural vibrations and movement in the shadow. It is a way of "active listening" or "watching" the shadow -- typically used as a defense mechanism against magical attack. All shadowcasters are "aware" of the shadow, to varying degrees, but *sona* is a limited method of amplifying that awareness. *Sona* only detects changes that originate in the shadow itself -- echoes from the flesh are ignored. Notably, *sona* may be imbued into an artifact to create a *sona tarr*, thereby giving anyone (even a mundane) a limited awareness of change in the shadow -- basically, a limited signal that something magical is happening, but without much detail about what, exactly, that means. According to legend, *sona* was imbued into the walls of some towers, castles, or cities, to warn the ziraduun inside of impending magical attack.

Today, *sona tarr* are used by the Ardent during Trial to detect vibrations triggered by *sh'thaen tarr* when used on certain gifted individuals. Although the vast majority of people do not understand how this works, the tiny minority of educated shadowcasters, living in secret, view the Ardent's use of *sona tarr* as an abomination. This is because the signals from *sona tarr* may be easily misinterpreted (depending on the artifact) and may be caused by random, errant vibrations in the shadow, completely unrelated to the Trial. Moreover, the signals from *sona tarr* can be easily manipulated by a gifted shadowcaster -- enabling a malicious onlooker to affect the result of the Trial.

The dream equivalent of *sona* was originally called *fidea*, but this distinction has faded and *sona* may now refer to either the shadow or dream spell.
Water's Age

Water's Age is an origin myth, explaining how the Children of the First came to the continent of Landfall. According to the myth, Water's Age was a time when Ahzulan sea gods ruled the world and oceans covered the land. Water's Age ended when Izilan mountain gods returned to Landfall, causing sea levels to fall and land to reappear. There is no recorded history before Water's Age, and the end of Water's Age marks the beginning of the Thlossian calendar. Time before Water's Age is called the *ante axum* period.

According to the myth, Ahzulan and Izilan gods once battled for control of Landfall, their conflict mediated by the Aran (gods of the sky). Then, inexplicably, the Aran abruptly left, never to return. This allowed the Ahzulan sea gods to gain the upper hand. After 99 years of continuous rain, the Ahzulan triumphed, and the Izilan mountain gods were expelled from Landfall. This caused sea levels to rise and swallow the land.

A kin princess named Atressa foresaw the destruction of her people and made a deal with the Ahzulan. She promised the servitude of all kin, for all time, in exchange for protection from the coming floods. The Ahzulan accepted the deal and created unimaginable sealed vessels and domed underwater cities for kin to live in, in exchange for perpetual servitude. The Ahzulan also added one additional term: kin were banned from reading or writing during this time. This became known as Atressa's Accord.

At least 4000 years later, when land returned, the First man-kin begged her Ahzulan masters for emancipation from Atressa's Accord. In response, the Ahzulan created the Green Cradle, allowed man-kin to live there, and released the First and her followers from the conditions of Atressa's Accord -- but only under the terms of a new agreement, called the Covenant. This moment marks the beginning of the Thlossian calendar.

The myth of Water's Age is shared by both Thlossian and Tazitan cultures, since they are both Children of the First, although the two societies disagree about the exact date of the Covenant.

The Shaolei have a similar myth describing a time when the world was covered in water and kin lived in great domed cities on the ocean floor. They believe one such domed city briefly surfaced, allowing the Shaolei people to escape. The year of this Shaolei escape roughly matches the year of the Covenant. The Shaolei, however, do not believe in Atressa's Accord or the Covenant.

The eld-kin have a comparable mythsong, called the *tuttuahzula* or just *tuttuah*, which translates to "Age of Water" or "Age of Oceans."

Many different and distant cultures roughly agree that *something* catastrophic happened around the time of Water's Age. The myths and stories all share references to massive flooding and kin being forced to survive many generations in mysterious airtight vessels. This suggests that there may be some truth to the myth of Water's Age -- even though most people of Landfall no longer believe it. The *true* events are unclear.

The symbol comprised of three parallel horizontal wavy lines symbolizes Water's Age. It is the heraldric charge of the Rufelle noble family of Bruhinn.
Spire

The Spire of Cloudport is an ancient whiterock relic of unknown origin. It is a giant hollow tower, more of a simple tube, about 110 stories tall, with a thin fluted shape, like the stem of a wine glass. At the top, it flares dramatically outward to form a precariously thin platform, like a flattened flower or the horn of a trumpet. Nobody knows when or how it was built. It predates all known man-kin settlements in Landfall. The city of Cloudport was established at the Spire's base.

Man-kin now occupy the tower. It is the seat of House Numiren of Bruhinn, functioning as a peculiar vertical palace. No known method of engineering can support that many interior floors, and the whiterock walls of the Spire are immutable, so the interior floors rest on the tower's many windowsills. Interior pulley lifts enable people to traverse the tower's many levels without exhausting themselves on stairs. Exterior cranes and lifts carry freight and waste. Massive banners of House Lothaen, House Numiren, the Windlands, and the Kingdom of Bruhinn hang from the flared top platform. They are the largest banners in the world.
Oppenheimer-2

As WWI progresses in Europe at tremendous cost to human life, the United States sinks a greatly increased amount of capital into the development of new weapons that could
potentially force an end to the war sooner, resulting in swifter Allied victory
and lower Central casualties before a ceasefire is finally declared,
potentially circumnavigating the necessity of American troops being drafted
into the conflict altogether. Multiple scientists are commissioned for work on
a top secret weapons program headed by the United States government in early 1915. Included among them are Ernest Rutherford, Hans Geiger, Nikola Tesla, James Chadwick and Albert Einstein. Capitalizing on the work of the late Henri
Becquerel and the burgeoning science of particle physics, rapid technological
advances are made far earlier than were seen in our universe. Originally focusing on the idea of the creation and mass-production of radiological
weapons in the form of radioactive dusts and gases that could be used against Central forces (somewhat similar to chemical weapons such as chlorine and
mustard gas) by being sprayed from above by a biplane, as research progresses
the emphasis switches to atomic-powered detonations. On December 7th, 1915, a test of a crude nuclear device occurs successfully in the deserts of Socorro, New Mexico, marking the first creation and use of a working atomic weapon nearly a full 30 years earlier than it occurred in our universe. Codenamed “The Gold Foil Project”, the first test successfully detonates an implosion-design nuclear device that utilizes Uranium to create a 5 kiloton yield explosion (1/4th of the power of the Trinity nuclear test and 1/3rd the power of the Little Boy atomic bomb dropped on Hiroshima in our universe in 1945). The successful test is witnessed by the staff of
scientists involved in its creation as well as President Woodrow Wilson. More weapons are immediately commissioned, and ultimately an 8 kiloton yield bomb is developed for intended use in the European theater.

## See also

* Gerlach-1

A universe where President Harry S. Truman's approval of the Szilárd Petition ultimately results in both the European Axis Bloc and Imperial Japan acquiring working atomic weapons in the 11th hour of WWII.
Trethinville (D&D) - Episode 69

Mr. Bundy's Library

* Catnap
* Darkvision
* **Corpse Explosion** (*3rd-level Necromancy, Wizard only*):
	+ Casting Time: 1 action
	+ Components: Verbal, Somatic, Material (an insect or worm, crushed between your fingers)
	+ Range: 120 feet
	+ You target one corpse that you can see within 120 feet. The corpse cannot be a construct and cannot be undead, unless the undead was reduced to zero hit points before the spell was cast, and the corpse must have flesh on its bones (i.e., it cannot be a skeleton). The corpse explodes in a violent blast of gore and is destroyed, after which the creature cannot be raised or restored to life by any means except True Resurrection or Wish. The blast radius depends on the size of the creature, as follows:
		- Tiny: 0 feet
		- Small: 10 feet
		- Medium: 20 feet
		- Large: 30 feet
		- Huge or larger: 40 feet
	+ Each creature in the blast radius must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one.
	+ For each corpse in a blast radius before the spell was cast, roll one DC 20 Intelligence check. On a success, that corpse also explodes, with its own separate blast radius, saving throw, and damage. If multiple blasts overlap one corpse, only roll one Intelligence check per corpse. The only limit on the number of explosions that may be chained together in this way is the number of corpses nearby at the moment the spell is cast.
	+ At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the DC for the Intelligence check is reduced by 4 for each slot level above 3rd.

* Ledgers showing the loans and debts of everyone in Trethinville
* Records of all members of The Boots (over 200 names)
* DC20 Investigation finds hidden Notebook of Blackmail, with scandalous secrets about various Jeceau nobles. It looks like the information might be out of date, but you're not sure

Also on Mr. Bundy's island:

* Stockpiles of wheat, ginger, flour, sugar, and other staples -- enough to feed hundreds of people for months
Cloudport

Cloudport is the largest city, by population, in the Kingdom of Bruhinn. It is located at the northern edge of the Windland Provice, along the Snowsong River, at the border of the province of Chesny of the former Jeceau Empire. The city is famous for its *ante axum* whiterock relic, the Spire of Cloudport. The famous Illandianerstrand also passes through the city, intersecting the Grand Boulevard. Cloudport is the seat of House Numiren of Bruhinn and is the busiest ferry crossing between Bruhinn and the Jeceau Empire.

The Thlossian Cathedral of Cranes is located at the base of the Spire, making Cloudport the seat of the Trett-Airfoir-Ylsia Thlossian Archdiocese (also known as the Wöd District).

Aside from the Spire, Cloudport is known for its densely packed, stacked buildings and eclectic markets.
Ephemeris

The ephemeris is both a tool (similar to a sextant) and a map of the night sky -- both guarded as secret knowledge of the Navigators' Guild. As part of their guild training, Navigators memorize the ephemeris sky (the constellations) and learn how to use the ephemeris device (the tool).

The ephemeris sky is based on the *n'gholunir neffoth* of the panamaris -- updated to include new astronomical discoveries. The minor variations between the panamaris and the ephemeris are particularly interesting. Though known only to those within the Guild, both the *neffoth* and the ephemeris contain three "wanderers" or "wandering stars," which are not stars at all. Navigators are taught that the wanderers are actually *a'an n'tyrl'ygnae* ("gods before time") -- a special class of ancient deities who existed before time was time. The three wanderers are Eterra, Zhovia, and Kronia. Kronia wears a distinctive halo, marked by a tilted bar across her body on the panamaris and sometimes visible with a powerful enough telescope. In the ephemeris, Eterra floats with her child (Lunae); Kronia floats with her three children (Tytae, Rhylae, and Iapetae); and Zhovia floats with her three children (Ganimae, Callistae, and Uropae). Lunae appears in the *neffoth* of the panamaris, but Kronia and Zhovia's children do not -- presumably because they had not been discovered yet. Some Navigators theorize that Kronia and Zhovia's children were born after the panamaris was carved -- supported by the fact that they are all much smaller than Eterra's more mature child, Lunae.

Thus, Navigators think of Eterra as a godly entity, not as a place. They view the creation myth of the Garden of Eterra as pure myth.
Kopreitan

*“What is the only provocation that could bring about the use of nuclear weapons? Nuclear weapons. What is the priority target for nuclear weapons? Nuclear weapons. What is the only established defense against nuclear weapons? Nuclear weapons. How do we prevent the use of nuclear weapons? By threatening the use of nuclear weapons. And we can't get rid of nuclear weapons, because of nuclear weapons. The intransigence, it seems, is a function of the weapons themselves.”*

-Martin Amis, *Einstein's Monsters*

A fundamental change to the universe’s laws of physics in comparison to our own makes the atomic chain reactions for a fissile nuclear detonation impossible. Such fission-based chain reactions are the core principle that allows nuclear weapons to function.

In this universe, the Manhattan Project is ultimately a failure, as are all
other nuclear weapons projects that follow it, leading to world completely devoid of nuclear weapons.
Maria Vitae

Due to significant differences in the chemical composition of the minerals that form the planet as well as the nature of mineral-feeding bacteria in the earliest stages of life’s development, the oceans of planet Earth in this universe are composed of fresh water rather than salt water. This leads to drastic differences in the development of civilization compared to our own Timeline, with coastal settlements being much more prominent and human travel by boat between countries and continents occurring for the first time centuries or even millennia earlier than it did in our Timeline.
Sinthrall

Sinthrall is the Forgotten God of passion, lust, beauty, and emotion. He is portrayed inconsistently as either male or female -- it is believed he may take either form. He is often portrayed with wings, and sometimes with a feline tail. He is sometimes called the "Third" Lord of Hate and is perceived as the most junior of the Forgotten Gods.

Mount Sinthrall is also the northernmost volcano in Haelfaun. The god Sinthrall is bound here, hence the volcano takes his name. The volcano's ancient Cayrien name is *Sarion*. At the beginning of the series, the volcano is dormant, but it becomes active during Book 1, as the god Sinthrall returns to Landfall. At the end of Book 1, Mikoa destroys the entire volcano, leaving a gaping crater which continues to smolder until the end of Book 8, when Sinthrall is finally vanquished.

The ga'arg call Sinthrall *Flethloth*, which very roughly translates to the idea of "instinct" or "heart."

In the grim dream, Sinthrall takes the form of a fragile red glass rose. In the flesh, Aera's red glass dagger strongly channels his power.

**Vassal:**
Prince Fox Hohenzorn of Bahd'Aireal becomes Sinthrall's vassal in Landfall. Sinthrall grants Fox godlike powers of persuasion, charm, influence, seduction, and illusion. Through Sinthrall's power, those who look upon Fox see what they want to see -- regardless of his actual appearance.

**Agenda:**
Sinthrall believes that Mikoa can be persuaded to join the forces of Hate, and he tries to imbue Mikoa as a vassal. Without Fox's knowledge, Sinthrall directs him to seduce and influence her.

Aside from his heavy focus on Mikoa, Sinthrall generally assists the other Forgotten Gods in their "game" against the man-kin.

**Ghuul:**
Ga'arg who pledge to Sinthrall become vul'ghuul. The most recognizable vul'ghuul are wraeths, kinnar (bird-people), and miri-miri (monkey-bats).

Vultures, peregrines, and black widow spiders are also said to be servants of Sinthrall.
The Chalice Moon

*The Chalice Moon* is a song sung by Samurrian in Book 1 to introduce the Chalice Moon *villet solant* theater company.

> *Rise, what falls, and praise her grace, on knees she somber weeping makes.*
>
>

> *Twice a’day, my lark a’fleeting, this moon, my star, my dreamling.*
>
>

> *Ere high mountain frigid be, light of night still fever’d sea.*
>
>

> *Lo within she watches me, fae love, the hymn of healing.*
>
>

## Interpretation

The song is a Jeceau wordplay on the idiom "fae love" which is synonymous with "true love" or "love at first sight." In ancient Jeceau, "*fae bon*" translates to "fae love." But Faebon is the name of Landfall's biggest moon, which is sometimes called the "Chalice Moon." So, for a person of Jeceau heritage, the phrase "*fae bon,*" when spoken, can be ambiguous -- does it refer to the moon? ("*Twice a’day, my lark a’fleeting..."*) Or does it refer to true love? ("*Lo within she watches me..."*) The song seems to refer to both.

To further complicate matters, Samurrian's theater company is *also* called the Chalice Moon. So the song ambiguously refers to all three: the moon, true love, and the company.

## Construction

The song has a curious construction that roughly mirrors the Great Compass of the Izu'a'ir (which also happens to be the Guild Compass, the banner of the villet solant). "*Light of night*" is between "*high mountain*" and "*fever'd sea*" and keeps them "*still*" -- just as the Aran (sky gods) stood between the Izilan (mountain gods) and Ahzulan (sea gods) and kept the peace long ago, according to legend. "*My dreamling*" sits above them all, and "*she*" who is "*within*" sits below them -- just as the grim dream and shadow are often depicted as "above" and "below" the flesh.

## Foreshadowing

The song is directed to Mikoa, and arguably foreshadows her fall from grace, followed by her rise to power as a *ziraduun*. ("*Rise, what falls, and praise her grace, on knees she somber weeping makes...*")
Religio Incongruentia

**Current Year: 900**

Constantine, nor any emperor after him following his example, adopts Christianity as the official religion of Rome, and no Holy Roman Empire ever exists.

The lack of a unified monotheistic religion not only speeds the degeneration of the Roman Empire (resulting in a premature collapse by 460 AD), but after its collapse Christianity does not spread into Europe, leaving many nation-states that would otherwise unify into kingdoms and countries in divided pagan clans in conflict with each other. While forms of pseudo-democracy sometimes develop in these nation-states that eventually develop into more influential kingdoms, there is still widespread use of slavery, human-sacrifice and inter-tribal warfare, often resulting in outright attempts at genocide. European kingdoms never develop into organized feudalistic systems. Influential technological developments including tidal mills, paper, the crossbow, stern-mounted ship rudders, spinning-wheels, glass-making, weaponized gunpowder, the architectural crane and especially the printing press are all severely delayed, and sometimes invented by neighboring powers outside of Europe. Islam and its influence also expand outward beyond the Fertile Crescent. A lack of Catholic scribe monks copying works of antiquity by hand means that many influential tomes on science, politics, religion, philosophy and economics are not trafficked or made available to intellectuals that would otherwise be influenced by them before the eventual invention of the printing press. The disorganized and technologically-stunted peoples of Europe suffer greater losses to nomadic invaders such as the Huns.

Originally fleeing the Persecution in the Roman Empire, many Christian settlers end up moving Eastward, eventually finding receptive audiences to their missionary work. The popularity of Christianity spreads and rapidly becomes a major religion of India, China, Korea and Japan in 4th and 5th centuries, overtaking Shinto and somewhat peacefully coexisting with Hinduism and Buddhism across vaguely-defined cultural borders within individual countries.
Pax Mashirq

**(Also referred to as “Cross & Crescent”)**

**Current Year: 1100**

*“No peace and security among mankind—let alone common friendship—can ever exist as long as people think that governments get their authority from God and that religion is to be propagated by force of arms.”*

-John Locke, *A Letter Concerning Toleration: Humbly Submitted*

In this universe, Wiebert of Ravenna (known in our universe as Antipope Clement III) is elected to the position of Pope of the Catholic Church in 1088 rather than his personal rival, Pope Urban II, becoming Pope Clement III. In addition, Tutush I, the Sultan of Damascus, does not die in 1095, meaning that his sons do not further divide Syria when they inherit his kingdom.

When the Byzantine Emperor Alexios I Komnenos approaches Pope Clement III to ask for aid in repelling the invading Seljuk Turks and stopping the attacks of Christian pilgrims, the Pope holds his own version of the “Council of Clermont” in Italy (as opposed to France as it was in our universe), asking for both military and diplomatic volunteers. Instead of the People’s Crusade attempting to reach Jerusalem, the first envoy sent from Europe is an armed force protecting a group of emissaries sent to Syria in 1096. Seeking audience with Kilij Arslan I, the Sultan of Rûm and his brother Tutush I, the envoy is received peacefully and is allowed to meet with the rulers of the region in a diplomatic court. Through the brokering of mutually beneficial political and economic deals, a treaty is worked out that is designed to protect both pilgrims to the Holy Land as well as its native inhabitants (primarily by putting the city under a joint-style of martial law, where the city is policed by both a European and Turkish military force working in unison), as well as for European powers to purchase ownership of parts of the city and its surrounding areas. This effectively averts the First Crusade of 1096, as well as the entirety of the Crusades altogether.

Though strained at times, Jerusalem becomes a relatively peaceful area of transit and pilgrimage, housing both Muslims and Christians, and serving as a lucrative hot-bed of businesses for both Europe and the Middle East. New routes of trade between the two regions are established, and the technology invented in one region now more quickly spreads to the other. Native businesses spring-up in the Middle East where familiar European-style goods, services and comforts (from hotels that offer a Euro-centric style and aesthetic, to craftsmen making textiles and armor) are offered to pilgrims in exchange for gold, funneling wealth into the region. A monument is erected to commemorate the historic brokering of peace in what becomes known as “The Council of Twin Powers” in the form of a large public mural in Jerusalem showing a European armored knight holding up a broadsword which is crossed by the scimitar of a Turkish soldier standing side-by-side with him, with each figure flanked by a gathering of Christian and Muslim worshippers on each of their sides.
Rockefeller-4

**(Also referred to as “Petro-Americana”)**

**Current Year: 1985**

*“The oil can is mightier than the sword.”*

-Everett Dirksen

Parallels where the United States of America experiences greater financial wealth and prosperity than it did in our universe are always interesting to Parachronic Historians from a sociological perspective. Thinking in the simplest terms, one might assume that greatly increased wealth and economic influence for America would be a recipe for the supposed American Utopia that various literary
figures have mused about for more than two centuries. However, with different
levels of wealth and resources come different challenges, as parallels like Prospera Americana and Rockefeller-4 demonstrate.

Rockefeller-4 is a universe where significant geological alterations have occurred in the
Earth’s prehistoric composition compared to our own. As a result, Rockefeller-4
is a version of Earth where the massive oil deposits that are located in the Middle East in our universe are instead located beneath the North American
continent, primarily in America.

Middle-America features the most dense and prosperous oil-industry in the entire world and has
since the mid 1930’s when the discovery of the rich, expansive deposits of oil pulled America out of the Great Depression. Petroleum drilling, refinement and related businesses are the second largest employer in the United States, right after the staple of manufacturing.

The North American oil veins extend into the territories both northern Mexico and southern Canada
and both nations have financially prospered heavily from their presence, but neither to even remotely the extent of the United States, which is the dominant economic power on the planet.

## See also

* Prospera Americana

A version of America currently in the early 1910's that has experienced unparalleled economic prosperity ever since the success of John Jacob Astor's plan for organized transcontinental fur-trading in the early 1800's. This universe also features the United States as the wealthiest and most influential economic superpower.
Malinovsky-1

**(Also referred to as “Alas, Babylon” and “Two Minutes Past Midnight”)**

**Current Year: 1971**

Classifications: Hell World

*“I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.”*

-Albert Einstein

On October 24th, 1962, at 4:27 PM EST, the nations of NATO and the Warsaw Pact engage in a
complete nuclear exchange. Following a rapidly degenerating version of the Cuban Missile Crisis, Defense Minister of the Soviet Union Rodion Malinovsky ultimately orders a preemptive nuclear strike on the United States and its NATO allies, which is granted clearance by Nikita Khrushchev. The members of NATO immediately respond once the incoming attack is detected with a full nuclear counterattack. Roughly 35 minutes pass between the first public alert issued by
the nations of NATO and the first impact of an incoming enemy thermonuclear
ICBM, and roughly 46 minutes pass between the first public alert issued by the nations of the Warsaw Pact the first received incoming attack.

Over the course of less than two hours the entire planet is completely devastated. Three fifths of the planet’s entire population is killed in the initial exchange. The few centers of civilization that survive the initial exchange have their populations rapidly succumb to the utterly stifling amount of radioactive fallout that results from the apocalyptic war. Following the deaths of nearly any portion of humanity that was not sheltered at the time of the war or immediately afterward, Earth’s surface has become a desolate, uninhabitable wasteland.

The remaining survivors are primarily those that were sequestered in properly-built and heavily-stocked fallout shelters in various parts of the world. Enclaves of survivors have been trying to make contact with each other via methods like short-wave radio to try and organize a larger, better survival network and potentially move to the surface in the near future when the threat of radioactive contamination fully dies out.

Rumors circulate of radiation-resistant or even immune humans roving the surface of the dead planet as nomadic tribes, but the veracity of these rumors is still being investigated.

## See also

* Doomsday 83

A parallel where Lieutenant Colonel Stanislav Petrov chose to act on a false detection of an incoming nuclear attack rather than dismiss it during the 1983 Soviet Nuclear False Alarm Incident, resulting in NATO and the Warsaw Pact engaging in a limited and brief but still utterly devastating nuclear exchange.
Ziraduun

Ziraduun is the generic term for anyone with a magical gift. It is the opposite of mundane.

There are two types of ziraduun: shadowcasters and grim dreamers. For more details, see: Magic.

The plural of ziraduun is "ziraduun."

The word ziraduun derives from the Elder *wzraduun*, which means "one who bears a burden."

This is coincidentally similar to the Arabic term *waziratun*, which means "one who bears a burden of another."
Undergrotto

The Undergrotto of Trevi is the former headquarters of the Trevian Thieves' Guild. They abandoned it when one of Chowder's alchemical experiments went awry.

Nadia "the Crow" Coriziano asks you to clear it out, so the Thieves' Guild can return to normal operations. She says the party can keep any gems or coins they find, but not to touch the weapons and ammo.

Bartolomeo de Vigo asks you to clear it out and retrieve the Pink Donkey.

In the room with all the crates:

* stash of weapons and ammo
* 2d6 torches
* barrels of rotted food
* DC12 Investigate: 2d4 25gp art items (plates and goblets bearing the insignia of Duchess Vittoria di Vici)
* DC17 Investigate: 2d6 10gp gems (Rhodochrosite)
* party can hear faint giggles from down the tunnel

In the room with the cages:

* Dead animals (dogs, cats, and rats), DC10 Medicine to see they died of scalding wounds
* barrels of rotted animal feed
* Thieves' Tools
* DC12 Investigate: 1d4 medical kits
* Bear trap: DC12 Perception to see; DC12 to disarm; 2d6 piercing damage; DC5 to set
* party hears faint giggles again

In the violet fungi room:

* Fungi spore cloud: DC14 Nature or DC17 Perception to identify; DC14 Dexterity to take half damage; 2d6 poison damage
* Violet Evershroom; DC12 Nature to identify; attempting to identify (even if successful) destroys one dose of Evershroom

Across the flowing river:

* Mauled corpse; face and scalp shredded and devoured, unrecognizable; pants down around his ankles
* Note on corpse: "Frederico: No means no. Get your shit together. Signed, Caligliara"
	+ 2d100 copper on corpse

At end of Darkmantle corridor:

* Heavy Stoneblade Battleaxe, melded into a stone pedestal; Greater Restoration or equivalent cure for petrification to release

In the Guild Office:

* Trapped desk: DC15 Perception to identify trap; DC15 to disarm; 1d6+2 bludgeoning damage, grapples your hand, repeat bludgeoning damage every time someone tries to disarm it
* 6d6x100 copper, 3d6x100 silver, 2d6x10 gold in the desk
* Letter regarding order for "Enchanted Woven Rug," cautioning not to activate the rug until after delivery to the client
* DC12 Investigation: Forgery kit

In the bedroom:

* Whips, manacles, blindfolds, 20 ft. length of chain
* Bracers of Defense
* Ladder up to loft
* High overhead: network of thin green glass tubing
* Thin rainbow fog spilling down from the loft

Loft:

* Network of thin green glass tubing overhead
* Thick rainbow fog on floor
* DC10 Perception: 4 glass bulbs (green, red, white, and blue) interconnected with 6 mixing vessels, spilling 6 different colored fogs; 20 ft. overhead, AC13 to hit, 5 hp each.
* Crate of 2d6 Healing Potions, Alchemist's supplies
* DC10 Investigation: 1d4+2 Spices of Unstable Disguise, Herbalism kit
* DC15 Investigation: 1 Potion of Greater Restoration, Poisoner's kit
Ten

The number ten is considered bad luck by many kin in Landfall. To avoid saying "ten," some people will say "odd nine" instead. This superstition follows from the idea that nine is a well-balanced, lucky number. Thus, ten is perceived as inherently imbalanced. A superstitious person would believe that when an action is repeated ten times, the tenth outcome will be, in some way, unfortunate.

## Examples of Unfortunate Tens

* The year after each new equiarium is considered a tumultuous, difficult year in a person's life, during which the person will undergo dramatic, often painful growth and changes. The equiaria are at ages 9, 18, and 27. Thus, age 10 is believed to be a difficult year of transition from childhood to adolescence.
* Emperor Cadeus X (in other words, Cadeus the Tenth) was the last known Green Blood Emperor of the Jeceau Empire. He disappeared in the forest of Clairefore without an heir, triggering the Jeceau Civil War and likely dooming the Empire.
* In Book 1, Fiorah laments, "These are old stories, Princess.  If there was ever any truth to them, it was probably lost in the tenth retelling." This is noteworthy because Fiorah, like many ville solant, consistently uses "nine" as her preferred euphemism for "many" and will say "odd nine" and "double-odd nine" as substitutes for "ten" and "eleven." This is the only time she says "ten." By her choice of words, she is underlining the unfortunate loss.
The Unthinkable

**(Also referred to as “The Melted Iron Curtain” and “World War 2.5”)**

**Current Year: January, 1946**

On July 1st of 1945, Winston Churchill’s plan for “Operation Unthinkable” is launched into action in this universe.

Two months after VE Day, a coalition of British and American forces launch a multi-stage surprise-attack on Red Army forces occupying various cities in Germany, Poland and several other countries in Eastern Europe in an attempt to reverse Soviet westward expansion and potentially remove the threat of the Soviet Union entirely.

10,000 Nazi troops and 6,000 Italian troops are rearmed and redirected at Soviet forces under the command of the Allies, backed by the Anglo-American forces in even larger numbers, who are also backed by reserve troops from France, Poland and Finland (included among them is the legendary Finnish sniper Simo Häyhä). After a successful campaign of driving weakened Red Army occupation out of Germany and overtaking half of Poland, Soviet resistance increases and Allied progression grinds to a halt as combative forces become more equal.

On July 21st, 1945, more than a month before the deployment of nuclear weapons in the Pacific Theater in our universe, a 21 kiloton plutonium-based nuclear bomb (the same caliber of the weapon deployed on the city of Nagasaki on August 9th, 1945 in our universe) is dropped on Moscow. The unprepared city is completely obliterated, with Joseph Stalin himself and a major portion of Soviet leadership that were residing in the Kremlin at the time being included in the casualties which ultimately total 65,000 people. Additional nuclear weapons of varying power are deployed on Gyumri (targeting the Russian 102nd Military Base), Khabarovsk Kai (targeting Dzemgi Airport), Saratov (targeting the Engels-2 Strategic Airbase), Tula (targeting the Tula Arms Plant) and Nizhny Tagil (targeting the Uralvagonzavod Complex).

In the Current Year of January in 1946, the Imperial Japanese government has surrendered under the threat of
receiving the same atomic retaliation they saw in the European theater,bypassing the nuclear attacks on Hiroshima and Nagasaki that occurred in our universe. War on the European front continues between an outnumbered forces of the Allies and the numerous but rapidly collapsing forces of the Soviet Union,
with the final outcome of the conflict potentially defining the rest of the 20th century.

## See also

* Gerlach-1

A universe where President Harry S. Truman's approval of the Szilárd Petition ultimately results in both the European Axis Bloc and Imperial Japan acquiring working atomic weapons in the 11th hour of WWII. This universe also features Moscow being destroyed by a nuclear strike, killing Joseph Stalin.

* Raznoglasiye-1

A universe where the Soviet Union undergoes massive revolution in October of 1941 perpetuated by a civil and military revolt against Joseph Stalin. This leaves the USSR vulnerable to the invading Wehrmacht and on the verge of total internal collapse.
José Fogaça

JOSÉ FOGAÇA

PARTIDO: PMDB

dep.josefogaca@camara.leg.br

## Ficha (Pelo site http://www.excelencias.org.br/)

INFORMAÇÕES ATUALIZADAS EM 16/09/2016.

TRE-RS - Ação de Investigação Judicial Eleitoral Nº 186/2008 - FOI CONDENADO A PAGAMENTO DE MULTA POR CONDUTA VEDADA A AGENTE PÚBLICO. A JUSTIÇA CONSIDEROU ILEGAL A CONCESSÃO DE BÔNUS-MORADIA PARA REASSENTAMENTO DE FAMÍLIAS EM ANO ELEITORAL. RECORREU EM SEGUNDA INSTÂNCIA E CONSEGUIU REFORMA DA DECISÃO PARA DIMINUIÇÃO DO VALOR DA MULTA. RECORREU EM TERCEIRA INSTÂNCIA, E O RECURSO FOI NEGADO: TSE - Recurso Eleitoral Especial Nº 4269026.2009.600.0000.