recursal/Fanatic-Fandom huggingface dataset:
Bargainers

The Bargainers are perennials who make trades for profit. They are aligned with the Avatar of Knowledge and reside primarily in the Eternal Vistas.

They love to collect and trade knowledge, artifacts and interesting rarities. The bargainers are clever and possess some abilities that go beyond intelligence. They are sometimes seen as tricksters, people who tell the truth but not the truth you think you hear.

Bargainers can be summoned and traded with, knowledge for knowledge.
Border Towns

Border Towns is the collective names for small Elygian towns along the Aurian and Torash borders. These are dangerous places to live as wars and raids are most likely to happen here. Far from Kaladire and Sariport Elygian laws mean little to these townships but by the same token the great cities are just as likely to ignore them when they are in trouble. A mutually accepted neglect. The residents of these towns tend to be traders, mercs or raiders. Usually they are looking for quick money and don’t mind risks. Tor Rey is an example of a border town.
Common

## Origin

Common is the creation of humans. When the elves taught humans to speak at first they learned elven and dwarvern. Yet as they grew capable of understanding and creation the humans wanted to make something truly their own which naturally their mentors encouraged. Common emerged from this and quickly grew in popularity as it bridged the gaps between different languages as the humans went everywhere and talked to everyone. Since the humans have become the dominant race on the planet common has become the language of trade and choice for the majority of the denizens of Tal. Even those who maintain their own language and cultures almost always have learned at least some common in order to be able to navigate beyond their own borders.

## Variants and Traits

Common is a simple tongue but rife with inaccuracies and contradictions becasue of the way it was formed through use more than design. The incredibly short life spans of humans and their incredible reproduction rate has led them to spread far and wide and to change traditions within a matter of two or three generations or even quicker. Due to this it is impossible to name every variant of common. I will however list some of the most common or interesting.

Elygian – in Elygia a variant of common is spoken which has a lot of its own vocabulary and even some changes in grammatical structure. The nomads in particular use this altered structure inverting verb and noun placement in their sentences. Yet Elygians from the towns such as Sariport or Kaladire rarely use these forms.

Imperial Word – this is the only official recognised and studied form of common. The Imperial Diction and Inscription Guild have several volumes of the correct forms and a huge list of accepted words. There are three large lists of words with definitions, nine official books of language rules with updates in each book as created and finally a College of Master Scribes and Librarians who rule on disputes and decide on new changes for the language.

## Speakers

Halflings
Humans

*Others*

The following groups are likely to know common as a second language.

* Catlords
* Dwarves
* Elves
* Kenchillians
* Ogres
* Orcs
* Ranats
Djinn

The most widespread Perennials of the Avatar of Knowledge. The Djinn are wise but also terrible when needed. They are bound by secret laws symbolised by the bindings around their wrists. THese bindings are also used to denote their rank and power.

### Binding Ranks

* Thread
* Leather
* Jade
* Brass
* Gold

## Types

### Subraces

The Djinn race also contains two subraces, marid and efreets. Where as the Djinn are associated with the air, earth and creation. Efreet are more asscociated with fire and destruction. Marid are the most powerful of the djinn races often huge in size they often have multiple limbs or even heads.

### Subclasses

The djinn have some specialisms that have led to them being categorised sometimes into specific named groups.

* Djinn Dervish - a combatative djinn who fights like the wind itself.
* Djinn Monks - The ultimate studiers of Tal-Kai djinn who delight in physical discipline and in helping mortals attain it.
* Djinn Tempests - Djinn who focus on druidic and magical might the giving of it and the trading of it. They are reknowned for being terrible when crossed.
* Djinn Tricksters - a bargaining djinn who delights in giveing mortals what theywant but in return taking far more.
Abyssal Beasts

Abyssal Beasts are the animals of the Abyss. They are very different and yet similar to the animals of Tal.

Some Abyssal Beasts are:

* Hell Hounds - The hunters and guard dogs of the Abyss.
* Nightmares - Black horses with miraculous powers.
* Shadow Panthers - Panther like creatures of huge proportions and shadow-like qualities.
Azure Library

The Azure Library is one of the three Great Libraries sponsored by Peter II in the 7th Century. It is located in the Blue Crystal Palace in Tor Armakan.

It has existed as a location prior to 600PE, but 600PE at the completion of the Palace is when it is officially dedicated. In 662PE, the Emperor Peter II certifies three libraries as the Great Libraries and the Azure is one of them. The entire building is redecorated and with a great infusion of money and new staff the contents are significantly added to, reorganised and enhanced.

The library is built into tiers. Some of the tiers are restricted and you need a Guild permission token to access them. Others can only be entered via dimensional travel or teleportation.
Cartazian

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Ruling from 147 to 159PE, Cartazian's reign was marked with many advancements in education and learning in the Empire. However in the history books and among most scholars the credit is given to his Vizier Thanolian or Whitefire as he was better known. Indeed, to have 'Cartazian's virtue' means that a person knows enough to chose someone better than he himself.

Whitefire set up the Sapphire Wizards' Guild in 155PE, which would stand after his death as a physical testament to his life's work.
Anaius Venthron

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Current Emperor of the Aurian Empire. Widower of many years.

He is the father of many children, of those only three are considered legitimate. One of those Janor died at 7 months of age. The other two are his son of 29 years Bar'nion Venthron and his daughter of 33 years Jessel Venthron. They are the next two people in line for the throne though it is doubtful that Jessel will ever ascend as most of Auria would rather have a civil war than allow a woman to ascend to the throne in her own right.

Many consider him a weak emperor, but this is by no means a universal view.
Alanda Silversong

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The daughter of Sarion Silversong, the Guardian of Karritan. She is known as a princess though technically her father is no king. The title is a recognition of his exalted status and hers, but really goes further back into the history of the elven when they were one nation and had a royal line. Princess could easily be replaced with the more cumbersome First of all Ladies or some such title.

Alanda is incredibly beautiful and willful. Despite, almost in order to spite, her father’s wishes she allowed it to become known that she favoured the half-elf Shadron Dan'r after he became renown as a dreeku hunter and gained popularity as a renegade hero among the younger more rebellious elven nobility.

It is possible that she has claim to being the most beautiful mortal (i.e. from a non-magical race) woman on Karandia.
Black Guard

The Black Guard are an all female legion of the Black Protectoran. By tradition, they are the 11th legion of the group and their Lancemark is called Jett regardless of her actual name.

The legion are very lightly armed and armoured and favour hit and run tactics. They often work as harrying forces and as a sweeping rearguard.
Dragonwatch

Dragonwatch the ancentral home of the Dragonsbane family is located in the Dukedom of Thanalaé.

A noble family with a proud heritage in the slaying of the fearsome dragons the Dragonsbanes have lived in Dragonwatch since its creation. Many of its fabled scions completed legendary quests some, in its renowned history, even managed to kill one dragon of each colour . There is a gallery at Dragonwatch which depicts the exploits of some of the more renowned members of the line.

Dragonwatch however is not just the proud keep it is also the name of the surrounding town which owes its allegiance to the Dragonsbane family. Dragonwatch is a bustling trading town set as it is on a river and placed right on the edge of both Karritan and Alkan.

The the Dragonsbanes have always been known for their bravery it is only of recent years under Vanguard Dragonsbane that they have become known as one of the best masters, landlords and leaders in all of Errantlund.

.
Cullstone

A large town in the Aurian Empire. It is in the foothills in what used to be the city state of High Grange. During the Mountain Campaign of the Unification Wars the Aurian military had Cullstone under siege but were struggling to take the well defended city. The wizard Infernal Blade was commanded to level the town with magic but he refused. The fact that he did that, caused a power struggle between the army and the wizards and eventually was ruled on by Emperor Jomark in the creation of the Cullstone Policy.
Dazric

An old man now retired from any major labour or prfession. Dazric is considered the storyteller of Evenfall. He asked the heroes as something of a set of outsiders living within the town to help him benefit from a ‘discovery’ he had made of a hidden mine to the north of the town. This they did.

Dazric seems oblivious to any ulterior motives or the moves of the various Factions. Yet Serenea Thornwood was supposedly trying to visit him and she carried a Bladefall marker. As discovered when Silver stole it from her.

Still Dazric appears harmless enough. Dazric has recently become very rich thanks to the founding of the Everdelve mining town.
Dragon Klaw

The Dragon Klaw ninja kabal is an organisation of ninja that control Sariport the second city of Elygia. It is a criminal organisation, but one that is able to benefit from great prestige, mystery and a long history.

Its organisation is very specific.

It is led by the Obsidian Dragon
Dragon is the rank of its masters
Tigers are its elites
Panthers are its fully qualified ninja
Lynxes are trainees.

Once a panther ninjas can specialise and some specific groups and their designations are below.

Leopards (roof specialists)
Foxes (Spy focused)
Phoenix (Magic)
Angels

Angels are denizens of the Celestial Haven. They tend to be more individualistic and powerful than archons. Some scholars would consider them a superior type of archon but most clerics define them as an entirely different planar race.

Some examples of angels are:

## Angels of Justice

* Avenging Angels
	+ Fiery Avengers
	+ Blind Maidens
	+ Wings of Wrath

* Patreons

## Angels of Light

* Arch Angels
* Golden Guides
* Guardian Angels
* Heralds
* Star Walkers or Astral Angels
* Seraphs
* Warding Angels
Cheezi and Chungu

**Cheezi and Chungu** are 2 of Janja's hyenas from The Total Drama Gang's Adventures of The Lion Guard: Return of the Roar, who appear with Janja a lot of the time.

When Janja sees that Bunga has wondered into The Outlands, he sends Cheezi and Chungu to bring him to him. Luckily, Kion is able to save his friend by using "The Roar of the Elders", which shocks the two hyenas, giving Bunga time to escape. Later, they learn from Mzingo that Kion is assembling a new Lion Guard to protect the Pride Lands to which Janja declares that the clan will attack The Pride Lands that night. With the help of Heather, Azula, Alejandro, Zach Varmitech, Donita Donata, Dabio and Gourmand they attack a herd of Thompson's gazelle and cause a stampede, which Kion's older sister Kiara gets trapped in. Luckily, Kion and The Lion Guard, along with The Total Drama Gang come to Kiara's rescue and gets the herd away from her. Kion then uses "The Roar" to drive the hyenas and villains back to The Outlands.

* Cheezi and Chungu returned along with Janja and Mzingo to get revenge on the Total Drama Gang in The Total Drama Gang Searches for the Black Cauldron where they worked for The Horned King.
Arkadius Secondsight

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### History

416BE: He founds Armakania we believe. This date is worked into the stonework on the floating Ark-Tower his reputed base. Some claim Arkadius originally placed the number 416BE becasue he had seen the founding of the Empire in visions of the future. Others claim this date was added later to correspond to the dates recorded in the city's annals and Arkadius had nothing to do with it. It is one of the few signs that could potentially indicate that Arkadius was a seer of sorts.

One thing is clear, which is that Arkadius is the ruler around this time and he aggressively wages his claim against the elven inhabitants of the area.

400BE: By this date the Arkadians under their leader Arkadius Secondsight have succeeded in driving the elves from the local area and have created a human city state around Tor Armakan. The elves have mostly withdrawn into Quintox or Oakland as it is now called. The state governed from Tor Armakan is called Armakania.

371BE: The death of Arkadius and the start of a disputed era where his apprentices and adherents fight for the right to take his place. This began the Clash of the Cabals.
Allseers

Allseers were celestial creatures from the Celestial Haven, who embodied the senses.

## Appearance

Many have multiple eyes or ears or such organs are illuminated with light and power. They often look like mortals otherwise.

## Abilities and Traits

They are little understood but some things are known:

They were not constructs.

They were essentially immortal.

They had the power of prophecy.
Crystal Scepter

A cabal of wizards that took part in the Clash of the Cabals.

## Origin

Crystal Scepter originated after the death of Arkadius Secondsight in Armakania. After his death his more powerful apprentices formed into factions to try and take control of Armakanaia. Crystal Scepter was one of these.

## History

371-370BE: The largest cabals Ebsix's Circle of Friends and Cold Comfort fought each other almost to extinction. Hollow Truth took advantage taking control of the city and left other cabals, including the Scepter, to flee the city. Scepter set up not far from the city state. They used their powers and abilities to make themselves indespensible to the populace.

368BE:Civil war rips apart the most powerful cabal Hollow Truth and many of Armakanaia's citizens flee to the disparate cabals such as Crystal Scepter.

368-366BE:As Volkalis and his cabal the Eye of the Tower would not leave the city and were extremely secure there the Scepter focused on solidifying their hold in exile. Forming a new power base. Other cabals did likewise.

365BE: The dream of a new Armakania outside of the city seemed to be a proven failure as many cabals found themselves in trouble. Also Crystal Scepter in particular felt that what Volkalis was doing with his cabal was morally wrong. Unity rather than might was proposed as a way to solve the problem and so the Crystal Scepter contacted other cabals and invited them to come to Golden Lake to form an accord against the Eye of the Tower. They came and agreed to unite against the Eye.

365-364BE: - The united cabals turn on Armakania and fight against the Eye of the Tower and Volkanis. The ritual used to control the magical eye brands, through which Volkanis controlled his slave wizards, was broken. This then allowed his own erstwhile allies and apprentices to turn on him. Throwing him out of the Ark-Tower and leaving him to face the wrath of the united cabals alone. Details were never clear but Volkalis was destoryed and his cabal shattered.

364BE: The Crystal Scepter was disolved at the founding of the Archmages' Council. This ended all the cabals and the position of Armakania as an expansionist battle power and instead formed them as a united elitist educational society. The council would be run by those of magical superiority (The idea was so ingrained they couldn't quite move beyond it) but they would do so with common consent and only allow policy changes to be done with majorities and as the council ran to the number eight it made it easy to deadlock it. No progress was seen as better than the fatal mistakes of the last 7 years.
Dana City

Dana the first human settlement on the island of the same name and has remained the largest settlement ever since. The island itself came to be known as Dana as well, in consequence.

The humans who first came to live here were actually trying to find a place where they could build up and live without cutting down the forests and lands of the elves. So fleeing the Wars of Betrayal they settled here and lived quite primitively for many years.

Dana grew and due to its island location suffered little from the wars and conflicts on the shores. Soon enough the Merchant Shipping Guild was founded in Spree and a lively trade sprang up beween the two.

Dana has its own monarchy for many years and the King decides to expand and allow other cities to be built around Dana. Specifically Anchorage is planned as a military base to ensure Dana’s security.

King Daric Erianor eventually officially signed a treaty of alliance between Dana and its subsidiary towns and Spree with its various costal adherents. It was the Merchant Shipping Guild who sat across the table, though it is all but certain that the Hidden Blade must have been involved behind the scenes.

King Daric was deposed and hung only eight years later but the treaty he signed has endured ever since. The greedy guilds of Spree and the crooks of Dana both see the mutual advantage in the country of Danaspree. It is a tax haven and together they make a more daunting prospect for any who would… acquire them. So Dana remains in control of its own shaky destiny. Dana has tried a Vale-like voting system. But its rulers seem to change with the regularity of the sea tide; in and out!

The only thing that has become constant is Ravenfast. This enigmatic wizard moved into Dana and took up residence about 150 years before the Second Dragon Army invasion. He is indisputably powerful and carries about him, it is constantly rumoured, a piece of the fabled Armlet of Sorcery. He has had much to do with Dana and consequently Danaspree’s continued independence. Many attribute to him that Danaspree as a nation has not split asunder or imploded in on itself. Yet as he has never striven to take direct control of the country, many wonder why he has wasted himself on such an inauspicious place as Danaspree. He is generally accepted to be if not the greatest human wizard alive, then to be amoung the top two. Only the Saffier himself could be considered a possible equal.
Anchor of Truth Campaign

Welcome to the Anchor of Truth campaign!

#### **Characters**

The Anchored

* Trip Hazard
* Fread Legion
* Bob

Characters From Javo

* Rhavin, the Redmist
* Killt and Arrish

Character from Harrowdell

* Jerrik a trouble maker
* Jez
* Karen the daughter of a local trader and baker
* Sifter The man holding the chains
* Thai a monk

#### **Places**

**In Elygia**

* Elygia
* El Zaki Ruins
* Javo
* Harrowdell

#### **Lore**

* The El Zaki
* Truthspeaker
Da'Kor

Lake Da’kor means, literally, Lake of Dragons. The Glace a large heritage of Blue Dragons live there finding the icy lake with its ever moving under currents to their liking. Year after year the dragons have stayed near the lake and nested in its surrounding cliffs. The elves learnt bit by bit how to communicate with the great serpents. Kalasti himself faced their great Matriarch and made a deal. Elves who wished to be knights could come and find a dragon and it could test them. The rules were as follows: The elf must answer the dragon’s questions and so satify his or her curisoity and the dragon must after introducing the test give the would-be knight the chance to withdraw with complete homour. Though no one has ever been known to admit to having backed away from a dragon’s test, many dragons claim to have had aspirants refuse their tests. Yet the dragons are bound to silence about the tests and their would be partner’s names. The dragon rider knights are called the Knights Glace. This is the most secretive of the three orders and though it has holdings in Venesti its true headquarters must be near Lake Da’kor. If so they are well hidden and not revealed to any who have as yet told of them..
Caster of Shadows

Mages, clerics and even some druids aligned with Darkness. They access the power of Darkness directly and use it to cast shadows accessing abilities normally reserved for use only in the Abyss itself. Shadow casters or more correctly a Casters of Shadow are incredibly potent in the plane of the Abyss.
Court of Arms

The Court is Kaladire's guild of fighters. Here you are trained as a soldier, assassin, bodyguard, mercenary, army officer, bouncer, law enforcer, bounty hunter or guardsman. All are welcome in the Court and it is the second largest of the houses in both number of members and size. The level of expertise available in the Court is high. Both veterans of the Court and foreigners who have made Kaladire their home share their varied experiences and training has been gotten down to an art form. All military and fighting based professions including professional gladiators must register and work for the guild.

The guild is the guard of the city and its police force. They are its hired muscle and its showmen. Some of the men at the court who rise high enough in the guild rankings are called 'Men at Arms'. These are the guild officers and carry a specific insignia. These the guild pays directly and they carry political clout as well as serving the guild by organising and training those under them. They have a rank and garner the respect on a par with a Knight in Errantlund or a Blademark in Auria.
Dracor II

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Dracor are two created dragonites one a mage and one a warrior. They were created to replace the failed Dracor experiment. They were both very powerful in their fields and carried strange magical items to assist them.

The wizard carried a staff carved with skulls and topped with dragon wings which sent jolts of electricity up anyone who touched it. He also wore an amulet which served as a direct communication device with The Matriarch herself. The warrior wore huge black spiked plate armour. This armour was covered in magical glyphs, which not only absorbed magical attacks but served as a spell book for one who knew how to read the draconic speech. He also wielded a curved black serrated sword which seemed to have a mind of its own and always hungered for battle and death. Often the sword would pull itself into a strange direction against the flow of its wielder's attacks making it very hard to predict or block.

These two attempted to destroy all the history, families and homes of the Stars of Destiny in an attempt to dissuade them from continuing their resistance. This naturally backfired horribly.
Deepness Campaign

Welcome to the Deepness Campaign

**The Deepest Mark**

* [[]] A halfling rogue
* [[]] A human warrior
* [[]] A half-elven ranger
* [[]] A human bard
* [[]] A human monk

**Key Locations**

Carrakton The provincial government centre a large walled town

Daring Dealve A dwarvern settlement in the foothills

Leatherbarrow A small trading town

Middleholm A huge city and capital of the Protectorates

Plumhaven A small market village
Cairen

A race of bipedal dog-like creatures. The Cairen live in packs and are incredibly savage. Their leadership appears to be based on strength in combat but they are known to employ shamans. How these fit into the pack power structure is unknown. it is unknown if the Cairen speak common, they certainly have a language of sorts but it appears to have a very limited written component.

They hate the Yagni and will fight with them whenever possible. Huge battles have been seen across this racial divide by daring scouts in Wargak.
Chapter House

The Chapter House is one of the Great Houses. A huge building with an impressive collonade and freize at the front dominates the main entry way into to Kaladire from teh landward or north side. It is the home of the guild of Paladins called the Chapter of Kaladire. It is unique as a guild of Paladins in that several different gods are represented by its adherants. To be a holy warrior and paladin within the walls of Kaladire however you must be a member or at least an acknowledged asscociate of the Chapter House.

Because of these differing theologies as might be expected there is resistance and competition within the guild. At different times different gods have had more sway than others. However never are you more likely to meet an open minded paladin than here. Due to their need to create voting blocks and work together against the dominance of the other guilds many paladins here have made alliances across faiths. This has forged strange bonds of friendship and battlelines not always determined by alignment.

Within the Chapter house is a collonaded quadrange open to the air which is where much of the drilling, physical training and combats of honour take place. The shrines reside with the walls and are fequented by all the Knights/Paladins of the Order. The Paladins take their responsibilities to safe guard not only the lives but the souls of those in their charge very seriously. It is compulsory for every member to visit the shrines and learn the doctrines of at least four deities other than his own patron to widen his understanding and to allow him to sit in disciplinary judgement if called on.

The Chapter House is often busy but at times of prayer it is as silent as the very centre of the desert. It is a place of great learning and many histories scorned by the magi and clerics are kept and honoured here..
Jim Hawkins

**Jim Hawkins** is the main protagonist of The Total Drama Gang Goes to Treasure Planet. He's an adventurous teenager

    from the planet Montressor who often gets in trouble with the police for solar-surfing in restricted areas and despite his intelligence he is failing in school. When an alien pirate named Billy Bones gives Jim a sphere, he discovers that inside it is a holographic map to Treasure Planet. Then he decides to go on a voyage to find it and use the treasure to help his mother rebuild the Benbow Inn. When he and Dr. Delbert Doppler board the R.L.S. Legacy, Jim is made the ship's cabin boy and they meet Captain Amelia and John Silver the cyborg cook. Jim doesn't trust Silver, but after awhile they form a father-son relationship Jim never had. Later after Jim eavesdrops on the crew he decides to get the treasure before Silver does. During the planet's destruction Jim nearly falls to his death but Silver saves him. Before Silver escapes he and Jim had a heartfelt goodbye in which he gave Jim some of the treasure and Morph, Silver's pet shapeshifting blob of pink goo. After Jim helps his mother rebuild the inn he goes to an academy and becomes a military cadet. He, Doppler and Amelia later join the Total Drama Gang as three of the team's newest members.
Corbet Wyntyrs

The great Toran general, who masterminded Torash‘s defence in the War of Thorns. He was nicknamed ’The Goat’ by his enemies the Aurians and the name took hold. he was known for his tenacity and his utter, cold hatred of the Aurians and their military commander Grant Boldant.

He was allies with the spymaster Sentinal Smythe and was likely complicit in the plot to assassinate the King of Torash resulting in the creation of the Council of Swords. He is one of the key reasons Torash was never subsumed into the Aurian Empire.

He survived the war but lost his prestige and power. Many believe he cut a deal to hide atrocities performed during the war, others argue that he never wanted war or power in the first place. In Toran history books he is called ‘the Survivor.’
Abel Thrawn

Abel is a young man with a fairly flat boring face. He seems to understand fashion as he dresses in the current nobility mode. He tends to greens and blues and his eyes are a steely blue in colour. He has brown hair usually well combed. Abel’s voice is nondescript, but he controls it well. He can sound authoritative or pleading and switch between such at will. Abel appears to have a light physique and is usually unarmed when people see him.

He is reportedly a member of the Star Seekers
Adjudicator

One of the three rulers of Rimic.

He is Count of Zenis.

He is elected and in control of finance, trade and negociations.

**Water-Wardens** Zenis and the Waterway are patrolled by a law enforcement group. Water-Wardens are fully equipped fighters though they fight more like rangers. Unlike the military proper they are not led by a general even in war but by the Count of Zenis, The Adjudicator..
Blue Crystal Palace

The Blue Crystal Palace is the centre of power for the Sapphire Wizards’ Guild. It is located in Tor Armakan one of the major cities of the Aurian Empire. It was designed by the first Vizier called Whitefire who founded the Sapphire Wizards' Guild.

However the building itself was not begun until 507PE and the building itself was not completed until 600PE.

570PE: The wizard known as the Silent Sleeper realises that the intersection of star arcs at the site of Tor Armakan and the inlaid runes of the previous elven settlement beneath the current construction make way for the building of the Spectral Prison.

584PE: The Spectral Prison was completed and at the final moment it trapped seven workers. These included several dwarvern rune smiths which caused local dwarves great anger against the Guild. There were claims that the Silent Sleeper planned for the accident.

600PE: The Blue Crystal Palace was completed. It is a moment of crowning awesomeness for Tor Armakan. The Palace forms the centre of the guild and is a place where only those who are members of, employed by or invited visitors of the guild may come.

760PE: The archmage and soulcrafter Lethe is confronted and defeated, but he cannot be killed so he is imprisoned beneath the Palace in the Spectral Prison.
Celestial Haven

The Celestial Haven is a specific location but where it is, would be hard to determine. It is the side of the Paromere where the light comes from. In this land are two main areas of existence that co-exist side by side in perfect order and harmony. These areas of presidence are sometimes called the Plane of Light and the Plane of Justice. (These pages contain the details of its denizens and locations).

Within these blessed lands reside the faithful, the hopeful, the charitable and the just. the natives in general are called archons. The planes belong to and are reflections of the Avatar of Light and the Avatar of Justice respectively.

Other eternal areas of a contrasting nature are the Abyss and the Eternal Vistas.
Burlliés

One of the Dukedoms of Errantlund. Burlliés is located on the north-eastern peninsula facing Far Isle. Between it and the rest of Errantlund is the Peninsula Forest home to a secret Wood elf outpost. The residents of Burlliés hate the wood elves and have tried to be rid of them many times but always in failure. The elves cause plenty of trouble harrassing caravans and traders that come through their forest. However when left alone the elves reward the traders by reducing their resistance. This has caused a sort of see-saw effect over the years as one side has provoked the other and then later a patch of dormancy. There is a feeling of constant civil war in Burlliés.

Burlliés is also known for being the most disloyal Dukedom to the crown. It has had the most rebellions and efforts to become independently governed. It is also the Dukedom that has produced the fewest Kings. Possibly the two things are linked.

Burlliés is rivaled by Foremast the Dukedom to the west. Not only is Foremast a port like Burlliés, but it is also renowned for its loyalty to the crown. Often it has been the forces of Foremast rather than Errantlund as a whole that have turned back or prevented a Burlliés rebellion.
Deepscant

The de facto language of the underdepths.

## Origin

Deepscant (Pronounced Deeps-Cant) is the war language first used by the Ca'venkol and the dwarves to communicate in their conflicts. Later the orcs and ranats used it for similar purpose.

## Variants and Traits

Though Pit Dwarves have kept dwarvern itself in the same form as their relations, they significantly added from Deepscant and non-word signals.

## Speakers

The denizens of the Deeps used Deepscant to communicate.

They included:

* Ca'venkol
* Pit Dwarves
* Orcs
* Ranats
Crafter's Forge

The Forge is one of the Great Houses of Kaladire. This is the crafters guild and it is by far the largest of the guilds both in membership and physical building size. Taking a large four story residence overlooking the sea front the forge never stops. It is so large that training classes, or crafting work must be going on at all hours in some part of the building just in order to cater to its massive membership. It reaps huge amounts of profit and its officers are men of high mathematical and economic understanding as well as being master craftsmen. It is common for dwarves to be seen here and they are honoured as the greatest in the trade. Indeed the Master of the Forge has been a dwarf eight times in the history of the House.

Yet despite the money and massive size of the House it is the house that carries the least prestige. It has only had two Grand Viziers in its centuries of history. This pains many of the higher or more long term members as many see their skills adn knowledge as higher and more valuble than those of the other houses. After all they build where as some only destroy. Still other members of the Forge have an inferiority complex about it, seeing their house as hardly one of the ‘Great Houses’ at all..
Anchorage

A ship building town occupying the north-eastern corner of the isle of Dana. Well known for its hodge-podge fleet, Archorage is a far cry from the military ports of Gan Tarak or Yewdon.

Many expect Danaspree a nation of sailors to have the best navy is thew world. Little could be further from the truth (Except maybe the next thing a Spreean merchant says). The fleet of Dana sailing out from Anchorage is disorganised and badly trained. It is an attempt to seal together several smaller fleets run by individuals into an effective larger fleet. But each officer cares only for his own ship and those under his direct command. There is constant bickering and infighting and insubordianation is far more commonplace than obedience and this in the recognised and official fleet. If Danaspree were in a naval war many other fleets, pirate fleets and merchant marines etc would join but their is no solid military infrastructure to make use of them. So Anchorage is a hollow claim..
Armlet of Senses

**Light's Armlet of Senses**

The armlet of Senses or light was given to the noble paladin Derek Errant. Light charged him to use it to see the good the good in those around him and to protect them from those the armlet would reveal to be of darkness. She (for Light appeared as a woman to Derek) cautioned him telling him of the Armlet of Darkness, which alone could hide someone from her power.

Derek was to become the Arm of Light or Champion of the Morning. He was made king of Errantlund forming the first great kingdom of humans on the face of Karandia. Errantland was plains at the edge of the huge forests that covered the continent at that time. The elves, guided by Light, their creator, guided and strengthened these humans. Derek and his people gave them great hope for the human nation and they did not see that it would prove their downfall more surely even than the dark elves, their loathed enemies.

Derek was one of the few holders of the Armlet of Senses to so well control it as to activate more powers than he had been originally aware it had. He realised it could heal the blind, deaf and dumb. That it could bring truth to those who floundered in darkness as well as detect the best hidden of foes. Its abilities were practically limitless and Derek could never discover them all. However he learned to manipulate light through the armlet and how to use it to call on the holy light of the Avatar to banish and destroy those that were abominations in Light's sight. His sight, hearing, taste, touch and hearing were legendary and he lived longer than any man is said to live. Indeed he had many offspring and he outlived his great-great-grandchild. It was at this time that the Bronze Age Gods came into being. The city-states were being set up and nomads had begun to roam the desert. The first evil invasion had been turned aside and the hordes of the unclean thrown back into Wargak. The elves were on the decline and the dwarves had already retreated to their halls of stone. Derek's time had passed for despite his goodness he was no elf and he wearied of his life. Light finally told him that he could leave this plane but to trust the armlet to none but the elves for humans it seemed had grown to fickle.

Derek her favoured one pleaded for his people and moved upon by the Light he prophesied that the armlet would be hidden and remain unused until the time came that a child of human decent could rise high enough to claim it and use it in Light's way.
Amos Kridane

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A senator who in his later life was able to affix himself to the Emperor Anaius Venthron. He rose to the illustrious position of 1st Senator until he was forced into retirement by the devastation of the Second Dragon Army Invasion and the rampant rise of Havel Marx.
Dax-al

Dax-al is a city in northern Derioch and the centre for the Tele\_Dominants (TDs). It is built in a perfect geometric hemisphere, so it is walled above as well as to all sides. It is home to the Tele-Dominant academy and is the centre of Tele-Dominant power. The Academy forms a perfect hemispherical dome at the geometric centre of the city. This dome is topped with the Enforcers’ Tower. New Enforcers are trained in the tower and kept apart from other TDs (Tele-Dominants). It is to Dax-al that TDs gather to elect their Savant.

At the northern edge of the city is the Xi-lock. This is a long, heavily armoured building that is mainly underground. It is a bunker made to be all but impervious to magical or physical assault. If Derioch is invaded it is thought the Xi-lock will operate as something of a secure final command post. Its contents, or other purposes are unknown to most Xeren.

Dax-al is based on the principle of ‘Master of the Middle’ and the city is built in concentric circles centering on the academy and moving out from there. The live or even enter various stages of the city one must be of a high enough tier. The TDs are the most driven by Tier rankings.
Blue Protectoran Mutiny

The Blue Protectoran Mutiny was a rebellion staged in the city of Tatrak on the western coast of the Aurian Empire. The city was the official centre of the Blue Protectoran were a series of battles and campaigns engaged in by the Aurian Empires military to expand its borders. They are called the Commerce Wars because they combined military pressure and economic pressure to bring more states under the influence, and eventually the control, of the expanding Aurian Empire.

## Background and Origin

The Third Commerce Wars or Tatrak Conquest were brought about because Tatrak wanted to stop Aurian financial and political expansion specifically towards Kolaran its weaker northern neighbour. This caused Auria to go to war against the Kingdom of Tatrak and take it by storm.

## Key Individuals

* Gerard
* Carlson
* Soran Doyle
Danaspree Cauldron

The area of water contained within the protective curve of mainland Danaspree. The Cauldron's waters are protected from the roughest waters and winds of the high seas due to its location, however the many islands make its waters and tides unpredictable and dangerous. It is notorious for being overrun with freebooters and pirates.

It is split into four major sections Outer rim to the north, Inner Rim to the east, Liquara sector centered around that island in the south and the Dana Sector centerd around that island is the west.
Chorghval

Reigning from 604-659PE: Emperor Chorghval, the Grindstone, is unfortunately mainly remembered for one event the Protectoran Mutiny.

The Protectoran Mutiny was an event which took place in the Aurian Empire in 650PE. It was an uprising from within the officer corps of the Aurian military or Protectorans.

Already 46 years into his reign and an old man by Imperial standards the Emperor is suddenly confronted with a mass mutiny from large sections of his military an unprecedented problem at this time.

Historians typically blame him for allowing the Tor Kalash too much autonomy in how it governed the Protectorans. Nevertheless, most historians (With Vendrel Regan being the obvious exception) agree that he handled the actual mutiny very well.
Aquariguard

One of the three Mighty Fortresses of Karandia, Aquariguard is the centre of the Military Border of Rimic.

It is a huge structure on raised ground with three imposing walls set in a triangle formation. At each join their is a tower. Within the main outer wall are another two walls. So three triangular shaped walls getting shorter but higher as they proceed inward. Each wall joined with three towers. Destroyable bridges link the walls at the tree tower points. Aquariguard is not a city, it is a fortress and has little population other than the thousand or so elven soldiers who run it. However in a time of war or siege it can hold up to ten times that number making use of the underground caverns.

Aquariguard also has access to groundwater in underground rivers that run beneath the citadel. This works as a perfect escape hatch for elves trapped there in a siege situation. Around Aquariguard are set three other castles. These are Kalak, Sailak and Torlak. These three form yet another triangle around the fortress though each is leagues distant. These three castles in a defensive triangle mirror the Triplets, in their productive straight line, on the safe western coast, facing the protected shallows.

Aquariguard is indeed a formidable barrier, but unlike the other Mighty Fortresses Redwatch and Horsegate in the north, it does not stand alone. Rather Aquariguard is the centre piece of the Military Border and it is that role that defines it for what it is. The centre of the signals system, the centre for communication, relief, supplies and leadership. Also Aquariguard cannot be underestimated as a symbol, for it has been built on the ground where 'The Reckoning' was fought.
Aquatikol

These are the sea elves and are known as the Aquati becasue it is short for Aquatikol (Water People). These elves led by Rimic, an ancient war leader from the Wars of Betrayal fled to the southern peninsual of Rimic. For their full history see Rimic.

After they came there they made a pact with the three gods and as a consequence were given what they needed to survive. They were given the ability to breathe water as easily as air.

**Appearance**

Aquati tend to much the same height and build as their northern cousins the Wood Elves. There are however a few key differences in appearence. The Aquati tend to skin with a bluish or grey tinge. Their hands and feet have slight membranes at the bottoms of the fingers and toes allowing for much improved movement underwater. Their clothing choices for cloves and footwear are often modified to allow for this.

**Location**

Aquati tend to stay in their easily defended peninsula. Some venture forth into the lands of men for trade, duty, learning, adventure and work. Usually you will find them in Rimic, where they make up over 97% of the population.

**Game Mechanics**

As 5th edition elves with the following adjustment

Athletics proficiency for all athletics checks done in water to represent theior natural affinity for water. They can also move double the speed a character would normally be able to move in water.

Though the Aquati still need to breathe oxygen their bodies are adapted to hold their breath for extended periods of time and store oxygen in their blood. Aquati do not need to make checks for suffocation until an hour has passed. Then they make checks as normal.

They do sleep and so forgo the trance ability.

All aquati are considered to be proficient with their trident varient weapons.
Beast

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AKA Tomah.

A part Gyar warrior and a friend of Ghost before his ascension. He was a member of the Green Protectoran and was part of the hand-to-hand combat specialists experiment called the 'Hardline'. He was part of the very successful units under Captain Klieg.
Battles of Weeping Leaves

The elven name for the battles, waged by the Aurian Empire, against the elves of Quintox, in order to lay claim to the Oakland Forest.

Some of these are the campaign to take the Oakreach Conglomerate in the Unification Wars, the main one is the Oakland Fortification under Emperor Garath, the Warrior, and another is the War of Ears Carried out by Elfslayer.
Cullstone Policy

In 20PE war was declared against High Grange by the Aurian Empire, using their refusal to pay Aurian taxes on their traders' exports as an excuse. The legions were mobilised quaickly and war was entered. The army struggled in some of the battles and particularly in the battle for the town of Cullstone.

The Archmage Infernal Blade arrives at the battlefront in 21PE. He proves incredibly potent as a weapon though this causes tensions with the officers attempting to run the war. Four months after his arrival, he is commanded to use his powers to level the town of Cullstone, but he simply refuses. Unfortunately for the officer in charge he was then threatened. His reply, "If you think I can destroy that town with a wave of my hand, what do you think I could do to your army?" The Tor Kalash military leadership didn't want to back down and it looked for a moment as if the whole campaign would be derailed.

Jomark, the Emperor, personally negotiated the incident and set down rules that wizards above the rank of Sarrif (the title now used to show a Tor Armakan qualified wizard) could not be ordered to do anything by his generals as the Sarrifs knew best how to use their magic. At the same time, he got the wizards to agree that they would not use magic in the field without informing the generals and seeking their agreement as they had to respect the generals' expertise in their own field. This agreement is called the Cullstone Policy. It is seen by some historians as the true starting point for the Kalash/Armakan rivalry.

Cullstone was taken but months later and at significant cost in lives and money. As expected it required significant magical involvement.

The policy reads in part:

'A Sarrif, will not use his arcane abilities in pursuit of battle, campaign or siege when a military representative is present without their agreement in principle and the knowledge of the commanding officer.'

'A military officer cannot by threat of force, repeated demand, deception or punishment attempt to coerce a Sarrif to use his arcane abilities in a way he has chosen to refuse. However he may appeal either directly or through his superiors to the guild itself if he believes the individual's decision is flawed or treasonous.'

'As a rule magic should not be used in military campaigns to bring about strategic level mass destruction. This has the potential to unleash a new level a magical warfare for which the Empire is currently unprepared.'