recursal/Fanatic-Fandom huggingface dataset:
Harmony

**Harmony** is the antithesis of chaos. It is peace and comfort—the wise and productive use of matter in the creation of beauty and the proliferation of beings who maintain and live in harmony. The Twelve are the shards of divinity who tended toward this path in the course of the universe, opposed in their goes by the God-Foes.

Though often corrupted by the God-Foes, mortals were chiefly intended as lesser agents of harmony by their creators. The great settlements of the world are each generally founded on a harmonic principle; Waternake, for example, was founded in the spirit of industry and productivity, and High Frith was founded in the pursuit of spirituality.

## Harmonic principles

Harmonic principles—and the humans that embody them—are generally favored by the Twelve. Such principles are individual elements of greater harmony. In the early centuries after the First Dawn, the gods were so active in the realm of mortals that a mortal settlement could scarcely survive the forces of chaos without channeling specific godly principles. These principles continue to be supported by each settlement in some form.

* **Courage**, centered at Lissfall. *Righteous boldness to defy the odds.*
* **Industry**, centered at Waternake. *Overcoming sloth in the pursuit of good.*
* **Selflessness**, centered at Wenrouth. *Sacrificing personal gain for the good of others.*
* **Spirituality**, centered at High Frith. *Attuning to the powers beyond the mortal plane.*
* **Temperance**, centered at Pallâniel Mor. *Straying from what sacrifices good for pleasure.*
Furnelthrim

A mosaic of Wendelthrim found in the Hall of the Foeslayers.

### Relatives

Furnelm (*son*), Morrenthrim (*brother*), Ostethrawen (*sister*), Wendelthrim (*father*)

## Physical description

### Gender

Male

**Furnelthrim** (24 DY – 76 DY), known in literature as **the Heartiest of Men**, was a first-century Man and the second son of Wendelthrim. He faced the forces of chaos with a jubilant spirit, meeting his own death in the flaming maw of Oraugrok with a defiant laugh.

His right hand-bones are his only remnant parts; they are enshrined in a crystal gauntlet as a relic—*Heartshand*—in the Hall of the Foeslayers.
Armenground Wiki

## The silver sun was cloven asunder.

*Stornelwen shatters.*
With her iridescent blade, Bleewen struck down her son in two mighty swings. The larger part of him, pleading for forgiveness, drifted into the sky as the moon. His face now hides in shame as often as he reveals it. The rest of him—dust in the cosmic winds. The stars are but reminders of an ancient crime goaded on by the God-Foes.

It was the most grievous wound the living world had yet suffered. To Paithar, however—it was only the beginning.

***Enter.***
List of players

As follows is a **list of *Dungeons & Dragons* players** to have participated in Armenground and the characters associated therewith.

## Players

#### **Adam**

* Hêthwin, high-elven druid in *The Manacles of Óthu*.

#### **Alex**

* Paxton, monk Man in *The Manacles of Óthu*.

#### **Bella**

* Êlbereth, high-elven wytch in *The Manacles of Óthu*.

#### **Grace**

* Soo-anyo, warlock Man in *The Manacles of Óthu*.

#### **Shivani**

* Thæni Heartsbane, half-dwarven wildling in *The Manacles of Óthu*.

#### **Tony**

* Gladiwin, bard Man in *The Manacles of Óthu*.
Drake

**Drakes**, called ***derchané*** (sing: ***derchan***) in Entish, are intelligent, generally malevolent beasts in Armenground. Primeval creatures of chaos, they possess a staggering range of violent abilities—fire-breathing, venom and flight number among their assets.

After fearsome, destructive wars with early mortals, drakes largely vanished from Armenground.

## List of drakes

* Oraugrok, a chaotically evil stone-drake slain by Trenethwen with Furnelm in 98 DY.
* Targvol, an infamous fire-drake slain by an elder ent in the army marching on Nithrend in 202 DY.
* Grikkmol, a vicious lowland bog-drake slain by Cathuswár's host in 650 DY.
Clenwel

“*Just as stars must navigate in patterns strict and peculiar, so too must the lives and deeds of Man.*”
―*The Words of Clenwel*, a ninth-century text on Clenwel's principles
**Clenwel** (IPA: /ˈklɛnwɛl/) is the gidden of civilization, daughter of thought-god Hallowil. Tethered to the concept of natural order in the face of chaos, she is an ardent defender of structure and organization. She is the matron of law-clerics.

Public debates and functions are usually consecrated in her name, feeding her need for order. Her likeness is a frequent sight in places of judgement and law—courts are often overlooked by statues of Clenwel, and her name is commonly evoked during executions.

Temples dedicated to Clenwel are fortresses of sandstone and marble, exuding the ideal symmetry she esteems. Within their castle-summit sanctuaries, towering fluted pillars exude soft sounds that law-clergy claim are frequencies to balance will itself.
Skygore

The **Skygore** is a spear of concentrated thunder and lightning shaped and wielded by the hands of Gluthrim. Nearly inseparable from his hand, it strikes with a thunderclap and charges its victim with an uncontainable burst of energy.

The weapon was created by Gluthrim with the vision of him eventually confronting and killing Paithar face-to-face. The elusiveness of Paithar has precluded that possibility, and Skygore has only seen use in smiting a handful of lesser enemies of Gluthrim.

A manifestation of deific rage, it is among the most powerful weapons in the universe.
Athlore

**Athlore** (IPA: /ˈæθlɔɹ/) is a highly coveted, extemely durable bright bronze-colored metal renowned for its excellent performance in armor and weaponry. First forged by the early dwarven king Vill and later by his apprentices, the art of creating the metal was lost after Vill collapsed the first dwarven halls to imprison himself and Surguron. Thought to be an alloy of an uncertain make—or, perhaps, an ore unique to the oppressive deeps of the dwarven mountains—it has never been recreated, and only a limited hoard exists throughout Armenground.

Craftsman-god Cland was known to have acquired a store of athlore on account of his good relationship with Vill, though he has used it sparingly out of respect for its quality and scarcity. He is thought to have personally coined the term for the metal as a contraction of *athel* ("noble") + *ore*. The Twelve have taken little interest in reverse-engineering the ingenuous work of the ancient dwarves, skeptical of mounting such an effort at the risk of its misuse magnifying bloodshed and viewing the present mortal weapons against evil as adequate. Cland himself refused to work in athlore after its use in the killing of Stornelwen by Bleewen.

Something made out of athlore is *athloren*.
Bard

**Bard** is a playable class in Armenground. Also known as **gleemen** and **gleewomen**, bards are bringers of music, poetry and song. They weave galder into their works to good or evil ends.

Upon reaching the third level of might, a bard may choose a college of artistry to practice.

## Colleges

* Ghostspeech, which tells stories in conjunction with the dead.
* Honeyspeech, which emphasizes the spoken word as an instrument.
* Lore, which pursues knowledge and beauty above all else.
* Mightseeking, which travels the land in search of greatness.
* Shaping, which harnesses the creative power of the universe.
* Sorrow, which masters tragic storytelling to great effect.
* Swords, which uses sleight of blade for entertainment.
* Whispers, which trades in rumor and secrets for personal gain.
First Dawn

The **First Dawn** of Armenground is a story of the early universe found, with some variations, in the canons of all four of the great races and therefore presumed to be historical. It holds that Men, elves, dwarves, and ents—the Old Races—were brought to the summit of the Galderbarrow to be evaluated by the Twelve.

Men were condemned to an unusually short lifespan for their pride, elves were confined to small, slowly-reproducing populations on account of their slowness to battle, dwarves were condemned to a small stature for their fondness for material wealth, and ents were charged with helping Tosnawil, their impulsive creator, to steward the earth.

The tale has been so integral to the historiography of the continent that years are conventionally measured by how many winters have passed since the First Dawn.

## In the lore of Men

*Men hold that long ago, the deathlessness of the Starstream was a gift to all. Indeed, almost all tales of the beginning and end of Armenground find their heart in the Galderbarrow. In the tales of Men, it is told that one of their first two, Talter the Proud, spoke hate to the Wielders—their name for the gods who shaped the world—for that Men are shorter and weaker than elves, and that they were less favored and kept from holy knowledge given to the First Elves. He then spat at the edge of the barrow’s top, where the Starstream flowed out into the world, and in doing so doomed his kin. Being fouled by his deed, the waters would no longer free Men from death and they would die after only a short span, to be taken to the gates of Himble—Man's conception of the reunion with divinity—well before their elven neighbors. Talter was thus thrown from the mountain and killed when his head struck the Tree of Pride. Wendelwen thereafter begged for the fate of Men.*

## In the lore of elves

*The elves have a tale among them much like that of Men. Indeed, they say that the first two elves—Riel’a’mârion and Vâri’i’monra—whose names mean ‘great among those who will be many’ and ‘strength from the sun’—were at the top of the Galderbarrow with the first of the Men, dwarves, ents, and beings of the wild. Together, they watched one of the two first Men spurn the gifts of the gods and be cast down from its heights. The other of the first Men asked dearly that this deed be forgiven, but her words were not heeded, and she too was thrown from the top. Side by side, the elves gave thanks to the Givers that they did not share the doom of Men. They did not do so out of fear, but out of the cleanness and goodness of their hearts. Thus they could stay deathless, and forever has the lustfulness and hatred of Men been laid upon them for that gift.*
Stornawil

“*The domain of the near stars—a swirling fire-garden of light closer to the world than the unbounded Deep of Stars—is hers to tend, a crepuscular orchard filled with fruit that gleams against the velvet dark.*”
―*The Wyrd of Stornelwen*, a chronicle of the fate of the silver sun
**Stornawil** (IPA: /ˈstɔɹnɑwɪl/) is the gidden of the near stars. Not as wracked by guilt as Stendew or as helplessly shattered as Strangil, she is the most readily present of the fragments of Stornelwen. Guiding the constellations in their paths, she is widely appealed to by *starmongers*: practiced astrologers. She is likewise the matron of the druidic Circle of Stars.

So dutiful and consistent is her work that she drifts into long dreaming states during which she strengthens the appearances of specific stars as omens to well-read observers. Her dreaming states, when perceived by starmongers, are times of revelry and reverence among her followers, sparking the Festival of the Glistening Veil wherein devotees light candles and attach them to delicate kites, imitating the stellar bright against the night's canvas.
Gawil

**Gawil** (IPA: /ˈgɑːwɪl/) is the god of shadows born to Bleewen after her slaying of Stornelwen. He is tasked with keeping watch over darkness, cleansing it of what evil he can find. Haunted by the burden, he leads an existence often fully separate from the other deities.

Stornelwen and Velwen had been intended to circle Armenground for all time as twin suns, bathing it in endless light; after Stornelwen was shattered, so too was hope of this goal. Bleewen had undone one of the greatest uses of her divinity, and in doing so had introduced constant shadow to the land. Gawil was the solution: a hunter to seek out evil lurking in shadow, doing endless battle upon it.

He holds steadfastly to his purpose, never outwardly expressing his inward turmoil at being created solely as a partial replacement for a dead son. Devotees to Gawil also cling to steadfast purposes; he is revered by night watchmen and occasionally by miners and other delvers into shadow. Gawil's followers practice rituals in complete darkness to honor their god, believing that true understanding and vigilance come from the ability to navigate and guard the shadows.

Gawil is revered almost henotheistically by the Shadewalkers, who revere him as *Teotl* ("god").
Wraith

A **wraith** is the warped, undead spirit of a cleric who bent to the will of Vendra. Vendra, gidden of corruption, tempts clerics at their moment of death with immortality—should they accept in that most vulnerable moment, they are cruelly transformed into a vengeful, galder-wielding spirit of evil.
Hardol

**Hardol** (IPA: /ˈhɑɹdɑl/) is the god of war and struggle. Predictably, he respects only strength and sees the branching of the world into beauty and harmony as a lesser priority than the absolute destruction of the God-Foes. The suffocation of chaos and conquest of evil is Hardol's chiefest purpose. As a strict guardian of what he views as the natural order, he is the patron of law-clerics, viewing structured civilization as one of the redeeming aspects of mortals.

His booming, gravelly voice and jagged armor have cultivated an idealized warrior's image, and Hardol is, perhaps, the most universally evoked deity. Warriors cut their palms to shed blood on battlefields before combat in his name; victorious warriors leave their blood-soaked weapons at his statues during the night after a triumphant battle.

## Names

* Dwarvish—*Slahtiz*.
* Elvish—*Cônientas*.
* Entish—*Cingethrich*.
* Je-ren—*Gyödup.*
* Mozh—*Kaladham.*
* Shelu—*Vitimpi*.
* Tlasaad—*Yaoyohuitl*.
Chronicle of Welvan

The ***Chronicle of Welvan***, originally entitled ***A Chronicling of the Heretofore Known Histories of the Great Nations of Man***, is a sixth-century historical work by the scribe Welvan (511 – 598 DY). Composed in Lissfall, the *Chronicle* attempts to chart all of mortal history with respect to the Honeylander nations, to which the author was native. Welvan's prose and personal illustrations have been considerably praised by readers and writers alike, and it remains a staple and well-known work in documenting the early histories of Honnerich, Morrethel, and Suthrim.

Though many of the *Chronicle*'s illustrations have become widely known, the extensive copying and republishing of the work has led to a considerable diversity of styles and manifestations of the original art.
Armenground:Landing

Welcome!

This is a worldbuilding project on the more serious side of things. It tells the story of a universe thrust into motion by an anonymous higher power, forced to reckon with its existence and the battle between harmony and discord that results. Raw divinity shattered into myriad thinking forms has made it a playground for tales of heroism and villainy as Armenground dawned and the lives under their watch play out below.

It's meant for *Dungeons & Dragons*—hence the emphasis on classes—but is applicable in any narrative setting. Several cultures, settlements and various worldbuilding fixtures have been added for depth.

In the only current *D&D* campaign set in the world, *The Manacles of Óthu*, the year is *994 DY*—the nine hundred and ninety-fourth year after the First Dawn. *DY* stands for *Dawnyear*.

## Enneagram

This site uses the Enneagram of Personality as its preferred metric for "sorting" characters; it is better than the traditional *D&D* alignment system in its increased specificity, though no personality test can ever truly capture the depth of personality. The Enneagram often needs more specific measurements (healthiness, so/sx/sp preferences and so on; the polar opposites Gawil and Stendew are both 6w5, but to extreme differences in healthiness and presentation), but a simplistic typing system using only the basic types and wings is used here. You can see lists of characters of the types below:

1w9 • 1w2 • 2w1 • 2w3 • 3w2 • 3w4 • 4w3 • 4w5 • 5w4 • 5w6 • 6w5 • 6w7 • 7w6 • 7w8 • 8w7 • 8w9 • 9w8 • 9w1
Talter the Proud

A mosaic of Talter at a bathhouse in Flutterfell.

**Talter** (died 1 DY), later given the epithet **the Proud**, was one of the first two Men together with Wendelwen. His legendary vanity at the First Dawn is said to have driven the gods to curse Men with short lives. Talter was ultimately thrown from the Galderbarrow; he struck his head on the now-fossilized Tree of Pride when tumbling down the mountain face and died thereat.

The other of the first two Men, Wendelwen, bore triplets after pleading with the gods for a chance at redemption. Wendelwen and the children were judged to have outweighed Talter's vices with good, and the gods seeded the world with sundry kinds of Men accordingly. Talter's has since become a cautionary tale emphasizing humility, and his death has been reused as a literary trope in several epics, as occurs in the story of Hollward. His role as the vain half of a duo has also invited comparisons to Stornelwen, and Talter has thus been occasionally called "the Silver Sun of Man" in literature.
Frorn Belt

The **Frorn Belt** is a frigid mountain range in northwestern Armenground. Also regarded as the **Dwarvenlands** by outsiders, it is inhabited nearly largely by dwarves and is the favored domain of Blondorim. Deep elves occupy its eastern regions.

In early Armenground, the Frorn Belt was a considerable source of chaos—a scourge simply avoided by the earth-dwelling dwarves—and its drakes, trolls and other creatures of destruction wrought the end of Morrethel and beleaguered Honnerich well into the fifth century.

The largest dwarven hall in the Frorn Belt is Smolten Deep, burrowed into the earth near its geographical center.
Furnelm

Illustration in the Chronicle of Welvan

**Furnelm** (50 – 100 DY), later given the epithet **the Tested**, was the first king of Honnerich. In contrast to his famously hearty father Furnelthrim—who oversaw the grand construction of Lisskeep—Furnelm was sobered by years of grave threats to Lissfall, which he declared the capital of a budding kingdom after his father's death in 76 DY.

Antagonized by both Nithrend and Oraugrok—the latter of whom he and a party led by legendary warrior Trenethwen slew in 98 DY—he faced the armies of chaos with solemnity. He died a premature death due to years of accumulated stress at Lisskeep, and was reported as a ghost therein in the subsequent centuries.
Felwilven

**Felwilven** (IPA: /fɛlˈwɪlvɛn/) is the gidden of the hunt, daughter of war-god Hardol. She views killing as an act of primal beauty, of the return of divinity to the universe by way of death-god Grimmil, with whom she shares a close bond. Her iconic weapon is a walnut-wood spear tipped by an iron point, with which she endlessly hunts Felseva and her works.

Commemorations of Felwilven among Men include a ceremonial first hunt of the hunting season, a portion of which is burned in offering at a statue or other symbol of her. She is considered the matron of Stagbellow, the name of which is a direct homage to a legendary encounter with an elder stag.
Bone knight

A **bone knight** or **oathbreaker** is the undying corpse of a godsknight who failed to keep a sacred oath. Usually rising long after the original death—a disturbing spectacle foreshadowed by years of a corpse's restlessness and unnatural movement—bone knights are easily manipulated by the forces of chaos into vengeful struggle against the living.

Theories on the nature of bone knights are various. Questions usually center around whether the soul of the original godsknight is still present within the bone knight—and if so, how it escaped Grimmil—or if it has simply been reanimated by some foul galder.

Bone knights are, on the whole, rare. Those corpses found to exhibit restlessness are often burned to prevent their reanimation. For those oathbroken godsknights buried beneath the earth or lying otherwise far away from living eyes, their transformation proceeds, producing a creature of formidable martial power.
Wenrouth

Art by Joseph Feely.

**Wenrouth** (IPA: /ˈwɛnɹaʊθ/) is the greatest city in the Queendom of Suthrim. South of Honnerich, its architecture reflects the influence of warmer weather and clayish soil; brick mason-stone buildings are tiled with sun-dried red rooves. Statues abound of Honeylander heroes, and great triumphs pay tribute to the deeds of Ostethrawen and her kin.

A central third-century temple features two towering statues gazing imperiously upon those who enter: one Selthwen, scales in hand, and one of Hardol, sword at the ready. A visage of Clenwel carved into the ceiling watches observantly. Righteous battle is revered in Suthrim, and selflessness therein—a willingness to sacrifice oneself for one's comrades—is prized above all else as a harmonic principle.

## Born therein

* Halondrim, third-century mariner lost at sea (born 221 DY)
Mórthechú

Art by Florian Herold.

**Mórthechú** (lit. "wayfound"), also archaically called **Morrenth** in Mathel, is the largest city of the Woodfolk. Built in the ruins of what was once the capital of Morrethel, it is now the seat for the most powerful clans of the Woodfolk.

Though not a large settlement, by the standards of the rest of the continent, it holds considerable importance for the region's inhabitants. It was the birth- and death-place of the historic king Cathuswár and contains several artifacts from the histories of both the Woodfolk and Morrethel.

The modern name is an Entish analogical misunderstanding of the original Honeylander Mathel name for the settlement: Morrenth.

## Born therein

* Cathuswár, eight-century ruler of the Woodfolk (born 701 DY)
Velwen

**Velwen** (IPA: /ˈvɛlwɛn/), the gidden of the sun, is the only survivor of the twin offspring of light-gidden Bleewen. Bleewen imbued Stornelwen with silver light and Velwen with golden light, setting them over the world as twin suns. After the slaying of Stornelwen, Velwen remains the sole sun over Armenground.

After Stornelwen was deceived by Paithar into believing that Velwen wished to outshine him, Stornelwen cast an silver sheet over Velwen to allow his light to shine farther. Fearing the worst, Bleewen struck him down with her rainbow-hued sword, carving Stornelwen into Stendew, the moon, Stornawil, the near stars, and Strangil, the far stars.

Though wronged by Stornelwen and Paithar, Velwen nonetheless carried considerable guilt and anger with her following the sundering. Sunburns are popularly attributed to her simmering frustration with the death of her twin; others say that she must burn brighter to make up for the loss of Stornelwen, thus causing the burns.

Despite her considerable domain, Velwen is scarcely worshipped in Armenground and is considered exceptional; her only notable historical devotee was Pallerelm the Suncrowned. Bleewen is largely thanked for the light she emits.
Owil

**Owil** (IPA: /ˈoʊwɪl/, "the eternal intent") is the theorized progenitor of motion in the universe: a catalyst or god of gods. Hailing from a higher, incomprehensible plane, it is thought to have shattered the constant, unchanging, crystallized divinity of the universe into the current mangled, dynamic conflict of harmony and chaos.

Depictions—and, in fact, positions on the very existence—of Owil vary from culture to culture and person to person. Less tangible than the gods and giddens, it is a subject of debate and extensive occult practices and rituals. Common renderings of Owil show it as a robed, faceless observer. It is titled a god of gods or god of time.

Owil is theorized to be the source of galder—expendable divinity drawn from a plane beyond planes.

## Notes

* Owil is, for all purposes, an in-universe reflection of the *gamemaster* or *dungeonmaster*, called the *Taleteller* in the context of Armenground.
Blondorim

**Blondorim** (IPA: /ˈblɑndoʊɹɪm/) is the god of mountains and stone. He finds little solace outside of the freezing wastes of mountain peaks and spurns the company of those afraid to join him there. Long favoring the dwarves for their hardiness and mountain-dwelling, Blondorim is the unbending patron of dwarven civilizations, deep elves, hill-peoples and stonemasons.

The Galderbarrow was his first and greatest creation, though he retreated to the solitude of more distant mountains in times since. He fathered Tirawen to master winter abroad, using snow and freezing weather as a sharpener of mortals and a producer of stark natural beauty to contrast with the summer season.

Blondorim's name is evoked for perseverance and constitution—to be "as Blondorim's stone" is to be of unshakeable fortitude. Mountain-dwellers usually consider him to be their patron.

## Names

* Dwarvish—*Bairgaz*.
* Elvish—*Cîrben*.
* Entish—*Donucarch*.
* Je-ren—*Ri-len.*
* Mozh—*Kūvatam.*
* Shelu—[unattested].
* Tlasaad—*Tzaakapetl*.
Entish

**Entish**, known natively as ***Tengu*** ("tongue"), is the language divinely ordained for the ents. It has since also entered usage by the Woodfolk, who, in their close relationship with the ents, ultimately adopted the language for its perceived power over nature.

The language is frequently employed in druidic rituals, and Woodfolk enchant "speaking stones" said to be able to enhance the rhetorical power of the language in both galder and everyday speech.

## Notes

* The language is analogous with long-extinct Gaulish. The *Galáthach hAthevíu* project is inspirational in this regard.
Druid

**Druid** is a playable class in Armenground. Characterized by an unbreakable tether to the nature, druids can come to be defined by the world around them. Though largely harmonic, they can be agents of corruption if a site to which they have been bound is corrupted itself (as in the Circle of the Blighted).

Upon reaching the second level of might, a druid may choose a circle of druidry to enter.

## Circles

* of the Blighted, wherein blighted lands breed corrupted druids that exalt darkness and decay.
* of the Land, wherein natural wonders and the antiquity of nature are revered.
* of the Moon, wherein hushed moonlit meetings are the only reprieve from long, wild stretches in animal form.
* of the Shepherd, wherein overhunting is reviled and the sanctity of natural spirits is upheld.
* of the Swamb, wherein the cycle of life and death—even with room for undeath—is revered.
* of Stars, wherein the night sky is read for all of its secrets and usefulness.
* of Wildfire, wherein the necessity of both destructive and creative power is held sacrosanct.
Smolten Deep

Art by Connor Sheehan.

**Smolten Deep** (Dwarvish: *Diupaz*) is the greatest of the burrowed dwarven cities. In the stony heart of the Frorn Belt, it was dug in the first century after the entombment of the ancient dwarf-kings *Vill* and *Surguron*.

## B0rn therein

* Aigar Bronzeblood, King of the Dwarves (born 856 DY)
Rêmtorrel

**Rêmtorrel** (lit. "frost citadel") is the largest ice-elven settlement. Situated on the far northern shore of Armenground, it is burrowed into the earth and distinguished by a large set of magically suspended rings that, when viewed from the central *Glacial Court* of the city, are centered around a star known as *Blondorim's Eye.*

The harsh landscape of most of Armenground's far north has precluded the ice elves from establishing several large settlements. Rêmtorrel remains the only one of true note, and its *Glacial Court* comprises the highest body of political authority over the ice elves.
Simbelwin

**Simbelwin** (IPA: /ˈsɪmbəlwɪn/), known poetically as the **Laughing Host**, is the god of feasting, son of harvest-god Grawmil. As Grawmil had never grown fond of celebrations of his work, he delegated harvest festivals and jubilation generally to a son. As the patron of revelry, he is characterized as a heartily laughing young man, caring for his guests and sharp in conversation. He shares a close bond with Satwel, gidden of song and music.

Simbelwin is ascribed various qualities based on the culture of merriment held by the people at hand. Known as a natural entertainer, Simbelwin is often blamed for several phenomena: the warmth that comes from drinking alcohol; the inescapable urge to laugh at a dire situation; and jokes that fly off the tongue without a second thought.

Some agricultural villages maintain that there are two aspects of Simbelwin—‘the Laughing Host’ and ‘the Mourning Host’, the latter of which is shown during times of drought or famine. When this aspect shows itself, Simbelwin is characterised as a sober-faced young man; quiet and contemplative, he mourns the lack of his father's bounty.
Ice elf

**Ice elves** comprise the elven dwellers of the far northern regions of Armenground. Devotees of Tirawen, they are exceedingly fair in complexion; their hair is white and their eyes range from grey to purple-tinted blue.

Diverging from the high elves circa the third century, they settled the north unimpeded until the arrival of the Snowhaired Men in the sixth century. They excel in ice and fire magicks and in surviving in the unrelentingly bitter cold of the north—their culture is one of austerity, and their rituals in appeal to Tirawen are harsh and exposing, often involving feats of survival in the sharpest cold.

Ice elves maintain that their bloodline is the purest among all elven-kind, a belief that is manifested in their ethereal beauty and extraordinary resistance to the elements. They are taller and more slender than most elves, with an innate elegance that reflects their refined and disciplined nature. Their society is stratified with a clear hierarchy, upheld by a council of elders known as the *Glacial Court*. Each member of this council is a master of ice-galder and has demonstrated unyielding devotion to Tirawen.

Despite their serene appearance, ice elves are fierce and unbending protectors of their frostbitten homeland. They see themselves as the guardians of the icy realm and its secrets. Their architecture seamlessly blends with the environment, with structures carved from glacial ice and living stone imbued with enchantments to withstand the harsh climate.

Due to their reclusive, remote nature, ice elves are rarely seen outside of the frosty north. Their largest city is at Rêmtorrel.
Caulrim

**Caulrim** (IPA: /ˈkɔːlɹɪm/) is the god of all waters fresh and salt-laden. With eyes seeming themselves painted as the sea, he guides sailors to safety and calms the tempests of Olsevor. He delegated the task of protecting beaches to his son Sholnim.

Fond of living beings but especially appreciative of their recognition, Caulrim is the source of *Caulrim's tax*. Some cautious voyagers "pay" for safe passage by symbolically tossing a sample of their cargo into the sea.

He is suspected by some cultures to be the driving force of the Starstream and its unusual flow, though others attribute it to Gew. His most widespread depiction is of a blue-eyed, sandy-haired older man, contrasting with the jovial, more arrogant personality of Sholnim.

## Names

* Dwarvish—[unattested].
* Elvish—*Tavân*.
* Entish—*Mórwár*.
* Je-ren—*Soo-len.*
* Mozh—*Mudram.*
* Shelu—*Ulwiri*.
* Tlasaad—*Ehuicaatl*.
Living Venom

The **Living Venom**, often referred to as the **Shade** (Tlasaad: *Sehual*) by its inhabitants, is an expanse of nightmarish, disease-infested hostile tropical forests in the southwestern extremes of Armenground swarming with violent predators. Though home to hardy Tlasaad-speaking people—Shadewalkers—who have carved out kingdoms and triumphs despite the landscape, it is often called a "green hell" by most outsiders, who are helplessly mired in its steamy, swampy landscape unnavigable by visitors.

Folklore often attributes the hellish conditions of the region to its being at the very ends of the Starstream, or even the forgetfulness of the gods. The intense tropical rains received by the region are most often the result of violent seas and the wills of vengeful deities. Given the generally horrid conditions in the area, it was the last major region peopled in Armenground. Dates on this are lacking—the quickness of the jungle to reclaim anything lost and the lack of seasons has generally stunted any effort to study or preserve the history of the region.

Rumors of a great city deep within the jungle—Xemua, the City of Stilted Towers—have escaped, but little else has. As one progresses further inland—northeasterly—the dramatic wetness and sea-rain of the region declines, though a general heat remains. Thus begins the transition into the subtropical temperate grasslands known as the Windsteppes.
Morningblaze

**Morningblaze**, fully the **Blaze of the Goldenlit Morning**, is the famed sword of Wendelthrim, Lord of Fire. Now buried below the Hall of the Foeslayers, it was his weapon of choice in cleansing much of the lands of Man from the forces of chaos during the first century.

Enchanted by Morwendel and blessed by Wendelwen, it is said that, when held in the morning light, the sky of the First Dawn can be clearly seen in its blade. It can be set alight in divine fire with the phrase *thou bringest dawn*. For its primeval magic, it was used to ritualistically kill Nithrend in 203 DY.
Pallâniel Mor

Art by Victor Hugo Harmatiuk.

**Pallâniel Mor** (lit. "greatest of ledges") is the greatest of the high-elven cities, set in the northeast of Armenground. Fixed along a wide, reflective branch of the northeastern Starstream, it is a towering collection of sun-bleached limestone buildings built of stone quarried from the surrounding *Êlenath Hills*.

Its relatively northern positioning leaves it in a state of near-constant twilight broken by short or long nights depending on the time of year. Within the terraced layout of Pallâniel Mor, each building and every open court is purposefully positioned to invite a play of light and shadow, accentuating the beauty intrinsic to elven design.

Though much of the city is supplied by the products of its own small gardens, the surrounding towns of *As Pênneth*, *Mîdesiel* and *Celâgiest* underpin the city's supply of raw materials. The politically organized territory of Pallâniel Mor and its surrounding towns is known to Man's scholars as the *Elestantiate*, as it is ruled by an elder council known in Elvish as the *Elestânt*.

## Born therein

* Hêthwin, druid and devotee of Stornawil (born 866 DY)
* Êlbereth, scroll-magick wytch (born 891 DY)
Monk

**Monk** is a playable class in Armenground. Masters of their own bodies, they channer their inner divinity—with great focus and discipline—into feats of martial and personal prowess.

Upon reaching the third level of might, a monk commits to a monastic tradition.

## Monastic traditions

* of the Drunken Master, who stagger their movements unpredictably to madden their foes.
* of the Four Mights, who strengthen their ties to the powers of creation.
* of the Knowing Soul, who see the struggle against evil as a source of scholarship.
* of the Open Hand, who emphasize the power channeled through their bodies.
* of Ruth, who bring mercy—assistive or deathly—to the afflicted.
* of the Selven Ghost, who conjure an astral projection of themselves in combat.
* of the Shadow, who emphasize stealth and darkness as paths of attack.
* of the Sun Soul, who harness the power of the sun to deliver fiery, explosive attacks.
* of the Weaponbound, who view weapons as an intimate extension of the self.
Gew

**Gew** (IPA: /ˈɡju/) is the gidden of glades and the peace of nature. One of the Three Siblings—a trio of divinities who steward the earth—she weaves living beings together with the natural world in harmony and endears the natural world to living things.

She is credited with tailoring much of the physical landscape of Armenground. One myth claims the Starstream to be a flow of the tears she wept as she knelt on the Galderbarrow and watched the slaughter of Stornelwen, though this contradicts beliefs that Caulrim is the architect of the Starstream.

Gew's devotees believe that dancing, singing, and laying flower garlands in her meadows please Gew. The concept of "Green Feasts" is popular among her worshippers entailing a feast of entirely foraged meals; the leftovers are scattering in the glades as an offering. Individuals wishing for personal tranquility or happiness often spend solitary time in nature as an offering to their gidden.

Though archaically known by the name **Gelthiwil** in Mathel, a borrowing of her Je-ren name *Gyö* came to dominate.

## Names

* Dwarvish—[unattested].
* Elvish—*Miê*.
* Entish—*Èthu*.
* Je-ren—*Gyö.*
* Mozh—*Pulveliya.*
* Shelu—*Sha*.
* Tlasaad—*Hua*.
Têlmrion

**Têlmrion** (lit. "those trees which will grow") is the greatest of the tree-elven cities, set roughly in the center of tree-elven lands.

Its iconic pointed turrets cannot pierce the canopy of the enormous trees which shroud the city from benevolent visitors and malicious foes alike. The city is rarely seen by outsiders and remains a source of mystery to much of the world.
Talons of Primordial Chaos

The **Talons of Primordial Chaos** are gauntlets wielded by Felseva, gidden of savagery. Thrumming with dark, wild energy, they can tear through nearly any barrier. The raw chaos infused in them is said to strip away reason and empathy in its victims and even in weak-minded observers, inspiring frenzy and fury.

The hideous effects of the Talons are manifold. Atop its psychological effects, its most powerful blows warp the very fabric of reality around the point of impact, producing unpredictable and volatile effects. As they swing, they screech in the jagged cry of a bird of prey.

The Talons were crafted by Olsevor as a gift to Felseva upon her birth.
Vensith

**Vensith** (IPA: /ˈvɛnsɪθ/) is the god of fear and desperation, the son of corruption-god Vendra. He is known to push wysards by nightmares and visions to fear their mortality, guiding them toward the art of *lichwielding*: necromancy.

Seekers of Vensith's power often swear a death-clerical oath to him, a dark and dangerous path in the service of chaos. Though his followers are often shunned and reviled by society, a small and devoted following still clings to him, believing that his powers can keep them from fear.
Nithrend

“*He hoped to shirk Death's bleak rites. In this, he cast Death's pall over thousands.*”
―*Wytch and Wysard*, a fourth-century account of Nithrend and Wiswendel
**Nithrend** (28 DY – 203 DY), also called the **Greedwysard**, was an infamous early lichwielder who haunted the mortals of the young universe. After making a pact with Vensith in 67 DY to attain deathlessness, he was made to raise several armies of chaos and allied himself with drakes. His gnawing compulsion to escape death-god Grimmil proved the ultimate driver of unthinkable deeds.

As he sank deeper into fear in the late first century, Nithrend was persuaded to wage atrocities beyond all previous mortal doing. With the drake Targvol of Cinderscale Mount, he razed several villages—including *Redfirth*, home of Orenwin Whiteheart—and made war upon the great cities of early Man. With time, he lost all semblance of sanity, believing his works to be in the service of lost eldritch races and claiming that he was the only true servant of harmony.

The dark coronation of his malefactions came during a time he christened the *Era of Balestorms* when he erected the Dire Dais: an altar to a being he called *Dauthordeg*—widely thought to be an avatar of Paithar, though suggested by some to be a forgotten drake-god—which he crafted from iron massed from broken swords and armor. After sacrificing his own twin sister Wiswendel upon the Dais when she discovered his keep in 201 DY, he concentrated such necromantic power therein that he was able to raise entire abominated chaos-armies from the bones and corpsen dregs of long-passed battles.

It was only through a unified army of mortals under King Elmwendel II of Honnerich that justice could find Nithrend. His undead armies were divinely crushed under the heels of Men, elves, ents, and dwarves alike, and he was captured at his keep at Cinderscale Mount in 203 DY. Elmwendel personally used Morningblaze to carve runes of godly light into Nithrend's body, killing him in bitter agony. Witnesses of the event attest to the appearance of Grimmil ripping Nithrend's screaming, writhing soul from his corpse.

He has survived in the memory of Armenground as one of the most profound sources of evil to have walked among mortals.
Elf

**Elves** (sing: **elf**) known to themselves as *ceterii* ("receivers"), are one of Armenground's races of sentient mortals. Created by Hallowil directly and shaped in thought and culture by Canael, they stood among the four races of the world at the First Dawn. The generally occupy the northeast of Armenground in a region regarded as the **Elvenlands**.

For their patience and humility, they were permitted by the gods to enjoy the deathlessness granted by the Starstream's waters and established a great city of limestone and sunshine at Pallâniel Mor. Elven humility has generally cultivated an interest in the story of Stornelwen (*Âragad*) and Velwen (*Hârul*) and a subsequent fascination with Stendew (*Lêuad*), Stornawil (*Sêrel*), and Strangil (*Gâvad*). However, because of their slowness to fight the chaos of the God-Foes, they were confined to small populations that reproduce slowly and painfully.

A population of elves branched off from the central population soon after the First Dawn, becoming the tree elves established at Têlmrion and distinct from the high elves of Pallâniel Mor. Several other populations, including ice elves and deep elves, have emerged since.
枪械商人/枪械

```

**ps:所有枪射出来的子弹显示为箭矢并且相比于弓，弹道下坠更小。**

95式手枪（子弹数量：7）材质为铁锭，玩家们能买到的第一把枪，价格相对低廉，伤害较低，在最早期的枪战中出现，平平无奇。

M4A1 （子弹数量：30）材质为木棍，性价比之王，价格相对低廉并且射速快，较为精准，唯一美中不足的地方是他的伤害较低。

AK47（子弹数量：30）材质为木棍，相比于M4A1,射速一致，精准度较低但是伤害较高。

MG99机关枪（子弹数量：100）材质为红砖，子弹数最多的一把枪，射速极快，但是伤害较低，能打出客观的连击将对手射成刺猬，玩家们喜爱的武器。

AA12-S （子弹数量：8）材质为金锭，霞弹枪，伤害巨高，射速很慢，一次性射出多颗子弹，能一下致残，贴近输出可一击必杀，由于射速较低，战争期间玩家们会选择物品栏里放一排达成连发的效果。

MN95脉冲（子弹数量：45）伤害相比于AK47较低但是精准度较高并且子弹多，是高阶性价比最高的一把格斗枪。

AWM （子弹数量：5）狙击枪，但是无法使用，潜行可以瞄准，材质为烈焰棒。

巴雷特 （子弹数量：5）狙击枪，伤害相比于AWM更高，材质为烈焰棒，能做到一击必杀，潜行可以瞄准。
Grikkmol

Art by Greg Rutkowski.

**Grikkmol** (IPA: /ˈgɹɪx.mɔːl/; *GRIKH-mawl*; died 650 DY), also called ***Crithanim*** ("swamp-terror") in entish, was a seventh-century bog-drake that haunted lowland lakes in the wooded west of the Fallen Kingdom. After decades of beleaguering the Woodfolk, she was hunted by a united clan-host driven by the warrior-king Cathuswár in an act that brought the clans together in a long peace.

Her teeth now adorn an ornamental crown known as the *Deathcrown of Grikkmol*, and one of her two great fangs was made into the *Drakehorn*, a *carnu* or "antlerhorn".
Solm

**Solm** (IPA: /soʊlm/) is the god of breath, respiration and renewal—the junction between living beings and the sky. The son of Feldenna, he is responsible for resurrecting those killed wrongly, but the taxing nature of resurrection and robbery of souls due to his brother Grimmil means that this is a rare deed.

A close friend of glade-gidden Gew and tree-gidden Tosnawil, Solm can be seen fleetingly at the treelines of meadows. His visits to them inspired the physical appearance of Tosnawil's son Anthew. Otherwise, his visits to the mortal world are rare and, in the case of resurrections, critically exhausting.

Devotees to Solm engage in wind-chorus ceremonies, using wind instruments to offer music to him. Skies and air are embodied in their prayers, and acts of breath control and singing are forms of highest worship. The emphasis on wind and air in his worship has made him a patron of the Windbitten, who refer to him as *Samafu* in Shelu.
Mount Wanzi

# Description

* A place in the Central Plains of Nian, complete with a miniboss.
* Is a decent place to grind out some Class 9,8 and 7 gear.
* Not much danger here... one can probably blitz through it with purchased Equipment. Especially with Wei Huo and The Girl in Red

## Collecting

### Crude Drugs

* 2 Narcissus harvest nodes.
* 3 Baishao harvest nodes.

### Ores

* 3 Coal Ore nodes.
* 5 Copper Ore nodes.

# Inhabitants

## Respawnable

* Potential Drops include:
	+ Consumables
		- Beggar's Chicken
		- Bining Liquor
	+ Cloths
		- Linen
		- Satin
	+ Equipment
		- Class 9 Gear
			* Weapons
				+ White Light Sword
				+ Dragonhead Saber
				+ Liuhe Staff
				+ Refined Boxing Gloves
				+ Piercing Awl
			* Equipment
				+ Twin Phoenixes Crown
				+ Thick Felt Snow Boots
				+ Bloodstone
				+ Gloss Silver Armor
		- Class 8 Gear
			* Weapons
				+ Coiling Dragon Staff
				+ Qiu Loong Boxing Gloves
				+ Rainbow Sword
				+ Red Copper Saber
				+ Silver Petal-Like Dart
			* Equipment
				+ Copper Armor
				+ Dragon Pendant
				+ Gloss Silver Boots
				+ Solid Gold Helmet
		- Class 7 Gear
			* Weapons
				+ Silver Serpent Sword
				+ Dragon Scale Saber
				+ Serpent Spear
				+ Ghost Claws
				+ Caltrop
			* Equipment
				+ Jinxian Crown
				+ Black Leather Liuhe Boots
				+ Green Jade Thumb Ring
				+ Purplelight Garment
	+ Rarities
		- Board Game
			* Weiqi Manual Weiqi Moment
			* Weiqi Manual Vertical and Horizontal
			* Weiqi Manual Hundred Rounds
		- Book
			* The Three Character Classic
			* The Book of Family Names
			* The Thousand Character Classic
		- Flower
			* Sunlightemum
			* Fire Dancemum
			* Sunsetemum
		- Masterpiece
			* Calligraphy Collection
			* Pen & Ink Theory
			* Poetry Anthology
		- Music
			* Rhythm Notation
			* Gong Shang Notation
			* Gongche Notation
		- Tea Artwork
			* Porcelain Bowl
			* Pottery Bowl
			* Glaze Bowl
		- Treasure
			* Goose Eye Coin
			* Vault Protector Coin
			* Elm Seed Coin
	+ Rarities
		- Board Game
			* Ceramic Weiqi Stones
			* Ivory Weiqi Stones
			* Jade Weiqi Stones
		- Book
			* The Analects
			* The Book of Songs
			* The Book of Rites
		- Flower
			* Peachite
			* Peachirosa
			* Peachisure
		- Masterpiece
			* The Reclusive Life
			* The Chinese Landscape
			* The Turbulent Waterfall
		- Music
			* Pottery Xun
			* Bamboo Xun
			* Wooden Xun
		- Tea Artwork
			* Lacquer Art Teapot
			* Ox Horn Teapot
			* Zisha Teapot
		- Treasure
			* Eastpearl
			* Lianpearl
			* Panpearl
Delwenin

**Delwenin** (1 – 113 DY), known in literature as the **Lady of Righteousness**, was one of the daughters of Wendelwen to helped to redeem Man after the acts of Talter the Proud. In contrast to her sister Morwendel's mastery of the arcane arts and her brother Wendelthrim's skill with the sword, Delwenin committed herself to virtue and charity.

Revered in Silverner, the market town in which she eventually settled, Delwenin opened almshouses, cared for orphans, and cultivated an air of neighborly love about her.
Feldenna

**Feldenna** (IPA: /fɛlˈdɛnə/) is the gidden of health. Though lively and cordial at heart, she is prone to long periods of rest, contributing her strength to the help of mortals. As the defender of wellness, she is perpetually opposed by Coathwil, gidden of disease and daughter of Paithar.

She is often characterized as a sleeping older woman, hands at rest on the sick and injured. She is commonly invoked by physicians and their institutions for aid in healing, and certain medicinal herbs, when burned, are thought to call upon her presence. Her children include death-god Grimmil, rest-gidden Stiliwin, and breath-god Solm.

## Names

* Dwarvish—*Hailiþa*.
* Elvish—*Olvâna*.
* Entish—*Slánas*.
* Je-ren—*Phe-anyo.*
* Mozh—*Aralam.*
* Shelu—*Afiya*.
* Tlasaad—*Yolitztlani*.
Pearlport

Art by Joseph Feely.

**Pearlport**, known in Je-ren as **Dolzom-rin** (lit. "pearl-shallow"), is the greatest city of the Cloudfen and its largest center of population. Though without the cultural currency of the ancient libraries and monasteries of High Frith, it nonetheless dominates the region's trade and productivity.

The city is noted for its fine glassware and precision-smithing. Its population largely subsists on the surrounding rice paddies and a robust fishing industry, though finer imported foods are brought in to sustain a wealthy merchant class.

## Tributary settlements

* *Lhanza*
* *Trongyul*
* *Yangsa-ven*