recursal/Fanatic-Fandom huggingface dataset:
Oni

An Oni Woman.

The Oni are a race of massive demon-like beings, characterized by their supernatural strength and endurance as well as their exotic appearance.

## Physiology

Physically, Oni are imposing. Massive, ranging from 8 feet (243.84 cm) to 14 feet (426.72 cm) in height, and naturally muscular. They all bear either a single horn or a pair of horns which jut from either the forehead or the sides of the head, and said horns tend to vary in size and appearance. Their eyes are black, with the iris either being of the color red or yellow (though white sometimes makes an appearance, and there are rare cases where the iris matches the rest of the eye.)

The skin color of the Oni also varies. Common colors are Red, Blue, and Grey, but they also come in a number of other colors. Some even share the same skin tone as Men, Orcs, or Elves. Most Oni tend to have either white or black hair, though red sometimes appears.

Traditionally, tattoos are fairly common in Oni culture. Some tell tales of past victories/losses, while some are meant to strike fear into opponents or strengthen resolve amongst allies. They are worn with pride, just like battle scars. Most, if not all, Oni warriors have their share of scars. And all are treated like badges of honor.

Oni typically live a little longer than that of Men, usually to around 130 years.

### Oni Casters

There are a rare few in the Oni race that are gifted with the ability to use Magi. The problem is, they seem to be only able to use just one type of Magi. The two most common forms of Magi in use by the Oni are the ability to manipulate fire and lightning. Oni gifted with Magi are noted to usually be much more slim than the usual Oni, and tend to have miscolored limbs due to extensive magi use.

### Half-Oni

Half-Oni, the product of a Oni woman and one of another race, are slightly different than that of regular Oni. They are around 6 feet tall (182.88 cm), bear much smaller horns (if any at all) than the pure-blooded Oni, are not as naturally muscular as Oni, and have eyes similar to the Oni. Their strength and endurance still matches that of the pure-blooded Oni.

An Oni male and a female of another race may also conceive a Half-Oni child, though the sexual act is considered rather dangerous due to the general size of the Oni.

## History

Much of the Oni race's history is shrouded in mystery. Some say that the Oni came from another plane of existance, crossing over into the mortal realm. How and why remains a mystery that only the Gods themselves have the answer to. For the Oni themselves, the reasons have faded from memory after hundreds of years. The earliest memory recorded was the establishment of the first Shogunate in Anvaris. Since then, the Oni have lived in almost a tribal manner, establishing five major clans that serve the shogunate (along with several minor clans). ***WIP***

## Media

* *Example of the two most common Oni eye colors.*
* *An Oni Caster.*
* *A Half-Oni (This subject is a hybrid of an Oni and a Sylvanian man.)*
* *Another Half-Oni hybrid, this time a blend of Oni and Drow.*
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Ashwood

Ashwood is a province in the Kingdom of Varos that cover large swathes of land, stretching from the border of the Dwarven Kingdom along the border to the Northern wastes.

It is a densely forested region, dotted in marshlands, lakes and swamps. Due to it's remote location and sparse population it is not uncommon to run across all sorts of unsavory individuals, ranging from witches and vampires to mercenaries and brigands.

During the Lightwar, Kodan's forces occupied the region for some time and then withdrew. A former Varosian general named Erich Woolfe stepped in and filled the vacuum left behind the retreating army. Instructed by the King to restore law and order, Woolfe recruited local brigands to bolster his ranks. Woolfe then established himself as the local authority and with the region being of little importance to the kingdom itself it was not dealt with.

The Ashwood Militia and its current leader, Markus Hygg, now effectively rule the region as a semi-autonomous state. And all though the Militia has a bad reputation for harassing both locals and traveling merchants they do also uphold a frontier rule of law, slay monsters and keep the roads open.
Western Realms

In comparison with the Eastern Realms the Western Realms appear to be a riddle created by the gods. Currently only one person, a Sylvanian sailor, have ever returned from venturing there.

Not much information was given by the sailor who appeared to have become insane. During his final days he spoke in riddles and nonsense, sometimes in an unknown language.

While scholars still don't know the details they have been able to piece together some information of value. The Eastern Realms are presumably several larger islands closely connected, they are surrounded by dangerous waters filled with nightmarish creatures and the lands themselves seem to be cold and harsh.

So far several expeditions have been formed in an attempt to return to the realms however none have ever returned.
Jaqim of Inviz

Jaqim is a member of the Lightkeepers and a former diplomat. Despite his many contacts throughout Anvaris few people seem to recall his name.

## History

The only child of a Varosian diplomat and a Sylvanian trader, Jaqim grew up in the city of Inviz where he was groomed into becoming a diplomat like his father. At the same time his mother taught him how to trade and interact with people from the various nations in a friendly manner.

At the age of twenty Jaqim was not only an aspiring diplomat but he could also trade with people from all realms, he knew how to fight (both mounted and on foot) as well as advanced archery.

Eventually he was sent to the Elven Realm to represent the Sylvanian Empire.

Stationed in their capital of Navaris, Jaqim fell in love both with the people itself and one elf in particular; Evína. Though their love was forbidden it did not prevent the couple from seeing eachother secretly.

After being stationed in Navaris for nearly three years he received an urgent message from Sylvania which claimed that his parents had died during a raging fire.

Forced to leave not only his post but also the woman he loved, Jaqim raced back to his hometown only to find the burnt-out husk which had been his childhood home.

He was later contacted by Kazuki Yukimura, a Oni warrior working for the Lightkeepers.

After meeting Kazuki Jaqim learned that his parents had been active supporters of the order which guarded the Orb of Light, one of many God Orbs.

Agreeing to become a member himself, Jaqim swore his loyalty to the order and vowed to keep the Orb of Light safe. When Kodan the Dark later stole the orb (after killing several members of the order) Jaqim, Kazuki and several others raced to recover it.

However they were far too late and before they knew it the Lightwar had started.

During the Lightwar Jaqim and a small unit of Lightkeepers worked in secrecy behind the lines to disrupt the enemy forces while the free realms of Anvaris rallied to put an end to Kodan and his forces.

Eventually the war was won and Jaqim, alongside the remaining Lightkeepers, recovered the orb and returned it safely to its home. After the war the Lightkeepers realized that, should a conflict of the same scale happen again, the very balance of the world could be broken beyond repair.

As such Jaqim and many other set out to recruit agents for the Lightkeepers, agents which would be on the lookout for signs of corruption.

## Equipment

### Jaqim's Sword

Blade of Varosian design, forged by Kazuki Yukimura.

### Jaqim's Bow

Carved using wood from the great forests of Navaris this bow is both sturdy and accurate, not to mention lethal.

### Jaqim's Dagger

Sylvanian curved dagger, carried by Imperial officials for self-defense. A memory of his past life.

## Media

Jaqim in his ranger gear.Jaqim's house outside of Navaris.Jaqim in his armor.
Tera Dinal

Tera Dinal is one of the Lesser Kingdoms's councilors.

## History

Throughout most her life Tera Dinal believed she was once destined to rule the Lesser Kingdoms as the High Councilor.

A strong political figure advocating more conservative views she has always represented a large majority. However, it has never been enough.

Because of her stagnating career she has grown bitter and petty. Recently there dangerous rumors have emerged, rumors that she will do anything in her power to eliminate her greatest rival.
Magi

Magi is the primary name and term which represents the manipulation and usage of magic. Magi allows its user to manipulate materials as well as beings in a multitude of ways through spells (although experienced users may "freehand" it).

When a person uses magi they utilize the energy within their very life essence to connect to a higher plane of existance where they "borrow" the neccessary energy to complete their spell(s).

If a user isn't capable of carrying out more advanced spells he/she will become extremely fatigued for a brief moment, should they try to complete the spell.

Magi is divided into three main 'paths'.

The School of Arcane Arts are responsible for enforcing the universal rules put into place to prevent disastrous events and other general misuse of magi.

## Main Paths

### Lower Path

The lower path represents the majority of magi users. These people are often varosians, sylvanians, dwarves or other beings incapable of using more advanced spells.

### Higher Path

The higher path represents advanced magi users. In comparison to the users of the lower path they're a minority, although they still outrank and outskill those of both the lower and darker paths.

Higher path users are commonly kingdomers and elves.

### Dark Path

The dark path represents the forbidden and unknown parts of magi, as well as the dark sorcerers, witches and necromancers who use the related spells.

Dark path spells rely primarily on stealing life energy and using it to conjure or destroy.

## Other Paths

### Fading Path

The fading path represents a man-made way to obtain the ability to become a user of the lower path. Dwarves are generally born without the ability to harness magi and as such they once tried to create a device which mimics the way magi users connect to a higher realm in order to gain the energy for spells.

While partially successfull the effect of the device was merely temporarily and the results of completing a spell were often... off.

Today these devices are bannded and the School of Arcane Arts actively pursue any remaining devices in order to destroy them.
Lesser Kingdoms

The Lesser Kingdoms is an alliance of hundreds of smaller kingdoms. They are situated to the south-east, sharing borders the Sylvanian Empire to the west and the Kingdom of Varos to the north-west.

## History

Although it is referred to as the Lesser Kingdoms, the term is actually a gross oversimplification as the region consists of 5 small kingdoms which all have their own internal intrigues and cultures.

As such, here will be a brief introduction to the varying kingdoms.

#### The Kingdom of Meerland

The Kingdom of Meerland is located in the North West in the Lesser Kingdoms. The people living in Meerland are very strict and conservative when it comes to their own culture and customs. They are usually described as reserved and polite, but also possess a remarkably strong will when things concern their passions.

The current monarch of the is Wilhelm Oberst IV. High councilor Edmund Fhrond also hails from Meerland. The noble house of Hemwick under it's Lord of the Manor, Iosef Hemwick, rule over a sizable region surrounding Unity lake.

Meerland fielded the largest army during the Light War. Although not as impressive as Angeroud knights or Terrivére crossbowmen and warmages, the Meerland Peasent Militia helped secure many important battles with it's vast legions of pikemen and foot soldiers.

The Kingdom is named after the region, Meerland. In the old tongue it means "the land sea", referring to the forested hills that cover much of the region, since viewing it from a high point one might say it looks like the calm waves of a green ocean.

Meerlanders usually live in modest villages. An entire village usually specialize on one thing and then congregate in the bigger cities to barter amongst themselves. Common trades are logging, mining, farming and animal husbandry.

From other Kingdoms, Meerlander nobility are most interested in Terriviére wines and fabrics, since they display a symbol of wealth and power. The peasantry are more interested in Angeroud tools and weapons due to their quality, but Meerland craftsmen and blacksmiths are slowly approaching the same standard for quality. Another coveted item is the Oni spirits, brewed in the mountains in the [filler]
Will Mason

Lieutenant, junior grade **William “Will” Mason**, USN (KIA, 2016) — Sonar Officer, *U.S.S. Nathan James*(DDG-151) (June 12, 2016–June 19, 2016, KIA) — Chris Sheffield: *The Last Ship*

## Awards and decorations

### Personal decorations

* Purple Heart
* Navy & Marine Corps Commendation Medal

### Campaign and service awards

* National Defense Service Medal
* Global War on Terrorism Service Medal

### Marksmanship awards

* Navy Expert Rifleman Medal
* Navy Expert Pistol Shot Medal
Jirin

Jirin is the son of Fyana, the goddess of nature, and is often depicted in the form of a monkey clad in regal attire along with his mythical staff, the Juri-Basha. He represents mischief, fun, trickery, and joy/happiness.

While a lesser divine being, the adventures of the Monkey King are known throughout as legends and fables and are often inspiring and funny. Often children and thieves look toward the Monkey King for influence and guidance as well as being a popular figure in festivals and fairs.

Jirin has appeared on the mortal plane many times throughout the cycles, seeking fun and adventure as well as occasionally spreading mischief in various ways. He also sometimes visits peasant villages in the form of a old man with a carriage pulled by elk to deliver enchanted toys to children in the cold winter months.
Kingdomers

Unlike their Varosian and Sylvanian counterparts, the term 'Kingdomers' refer to the many people (including mixes) native to the Lesser Kingdoms.

## Physiology

Kingdomers come in many shapes and colors and rarely look like one another. They can however be identified by their rare skintones which stand out from the dark colors of the Sylvanians and the bright colors of the Varosians.

## History

A mix of hundreds if not thousands of different smaller populations of Men. Eventually they united under a single banner and formed the Lesser Kingdoms.

Today the term Kingdomers also apply to non-Men citizens as well.
Kriguerre

Kriguerre is the god of strategy, discipline and tactics. He is a minor god, as opposed to his older brother Raqin. Kriguerre is primarily worshipped by military officers who make offerings to him in the hopes that he will make them cunning and bold in the battle to come.

It is said that Kriguerre is jealous of his older brother, often scheming against him or influencing his followers without his knowledge.
Estaman Mercenaries

## The Estaman Mercenary Band

The Veikar Knot. Regional Flag for the Veikar region as well as the mercenary band.

### Status

Active

Originaly Jynker rebels who sought to reclaim their region of Veikar which had been incorporated into the kingdom of Varos. The king worked to appease the rebels and granted the region limited autonomy and peace prevailed after a 3 year period of brigandry and skirmishes.

When their goals were met, most of the rebels stayed in the region to work as a regional watchmen while a part of them split off to form the Estaman Band.

They are known for having excellent halberdiers and crossbowmen. Easily recognized from their deep gray greatcoats, tall leather boots, pants striped with grey, red and white and their Veikar fur hats adorned with a red feather.
Lower Westmarch

Lower Westmarch is an unoffical province of Westmarch situated south of the Westmarch Mountian range. Although all of Westmarch, including lower westmarch, is nominally underthe control of Marshal Starhemburg of Alma, Lower Westmarch contains few Imperial Commonwealth settlements and is rarely patrolled by the Cavella. It is seen as a lawless frontier Wasteland by much of the population, and those meaning to escape the reaches of the law often flee to Lower Westmarch, giving rise to several semi-autonomous bandit communities. These bandits sometimes attempt raids on Imperial commonwealth towns and trade, both within westmarch and in neighboring provinces, but is too large and difficult to paintain consistant patrols. Hence, towns have local militia garrisons and trade missions have escorts, with most of the Westmarch Cavella stationed in Northern Westmarch where the population is far denser, and bandits still abundant.

Lowesr Westmarch is also home to a large population of Steppe Centaur who, in exchange for peaceful co-existence with the imperial commonwealth are allowed to live with sovereign autonomy. The Steppe Centaur Chieftains and the Imperial Authority take a 'don't bother us, and we will not bother you' approach to diplomacy, such that the Steppe Centaurs have free reign over the stepps of southern westmarch and are given to enjoy their own legal autonomy. The Steppe Centaurs generally avoid the few imperial settlements in Southern Westmarch, but have been known to cautiously approach when in need of trade, especially for medical assistance where Traditional Steppe Medicine has failed. These meetings are usually brief, mutually distrustful, but rarely if ever actually hostile.

The Steppe Centaurs have a wide variety of relationships with the fugitives that flee into southern Westmarch: Few have been accepted into the tribes as members, but many have been captured and put into slivery by the centaurs, while many more enjoy the same diplomatic relationship of the commonwealth. Occassionally, vagabond communnities of Lower Westmarch have angered the Centaurs by stealing food or other valuables, and have been punished accodung to local tribal law while imperial authority turns a 'blind eye.'

In general, the Steppe Centaurs Relationship with outsiders is one of guarded suspicion, but tempered by strong traditional values of fair justice. A common saying among vagabonds of Lower Westmarch is, 'A centaur will not start a fight, but he will finish one.'

The Steppe Centaurs occasionally approach trade ships travelling the RIver Alma for trade.
Tales of an Arcane Steppe Wiki

## Welcome to the Tales of an Arcane Steppe Wiki

This is a Wiki for the world of the game 'Tales of an Arcane Steppe'

Place index

Timeline

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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

File:Placeholder
The Pantheon

The Pantheon refer to the Gods that created the world, including

Huskar, The God of War and Tyranny, 'The Burning Spear,"

Loki, The God of Chaos

Pelor, God of the Sun, Light, Strength, and Healing. The 'Shining one, the Father'

Elsarh, Godess of Winter.

Huzar, God of the Cavalry "The Charge"

Necrosis, God of Death, Decay, and Disease. "The Blight,"

Valkyria, Godess of War, Honour, Protection, and Healing. Revered by the Sisterhood of Mercy.

Euclid, God of Space

Corellon Larethian, Lord-protector of the Elves

Elohonna, Godess of the Forests

There are several lesser Dietys who did not contribute to the creation of the world, and whose worship is considered Heresy

Centorea, Godess of Centaurs
Mastery Magics and Mischiefs

Mastery of Magics and Mischiefs is a Magic Shop run by the Wizard Merlin against the wishes of the Mechants Guild.

Mastery of Magics and Mischiefs specialises in magical items, scrolls, potions, and enchantments for adventurers. The wizard Merlin has created a Spell that allows him to replace the space in far parts of the world with that of the Shop, allowing his store to appear conveniently wherever adventurer's call. This spell does not \*move\* the shop nor does it create a copy, but replaces the spatial coordinates of the world with that of the store temporarily, allowing adventurers anywhere come in for shopping. As this spell is an expensive enterprise, items in the Master of Magics and Mischiefs store are markedly highly priced.

Price list - Potions

 Potion of Greater Healing
 Potion of Superior Healing
 Potion of Supreme Healing

Price list - Enchanted Arrows
Zpix

Zpix is the capital city of the Sylvanian Empire.

## History

One of the oldest cities built by Men, Zpix has endured both time and history itself. Built on a large plateau the city now serves as the capital for the ever-growing Sylvanian Empire.

Most people describe Zpix as the '*market of Anvaris'* because of its role as a tradehub (despite its de-centralized location).

## Notable Locations

### Imperial Palace

A massive structure itself the Imperial Palace is home to the Emperor, his generals, his advisors and all the servants. Over the years the palace has been modernized or slightly modified however most of the structure remains true to the original palace built by the first Emperor.

### The Grand Market

Filled to the brim with streetshops, traders, convoy depots and warehouses the Grand Market is as impressive as it is big. Visitors can expect to find all kinds of merchandise from all people of Anvaris.

### Zpix Catacombs

Ancient catacombs underneath the city. Because it is too difficult to bury deceased citizens in the desert anyone who dies is cremated and have their ashes put inside a blessed urn which is then placed here.

Special chambers exist for militaries and imperial officials.
Spells

### New Spells

Cobweb - creates a cobweb no larger than 5\*5 ft (DC 25 Spot check to see). The caster is alarmed when the web is broken \*if\* the caster remains within 50ft of the web. Any creature that breaks the web is affected by a mind-altering illusion (DC 10+Caster Level to avoid) of spiders crawling over them, rendering them panicked for one turn. Illusion/charge.

### Modified Spells

Mending - Add your Caster level and magic modifier (Int, Wis, or Cha) to your next craft roll to repair a broken object. If being guided by another's expertise, add their ranks in the craft skill. Purity/energy.
Sentient Species

**Humans**

Terrain Preference: Any

 Masters of Domestication
 Right of Conquest

Dwarves

Terrain Preference: Mountians

Elves

Terrain Preference: Forested

 Arboreal

Orcen

Terrain Preference: Savannah

Fell

Terrain Preference: Forested

Grippli

Terrain Preference: Marsh

Arvini

Treeling

Terrain Preference: Forested

Pridelanders

Terrain Preference: Savannah

 Bursting Speed

Centaur

Merfolk

Terrain Preference: Aquatic
The Engelbrecht Estate

Engelbrecht Manor, just before the Lightwar.

The Engelbrecht Estate was the home of the Engelbrecht family before and during the Lightwar. Having been built shortly after the unification of the Lesser Kingdoms, it was granted to the Engelbrecht family as a gift and thank you for their assistance in the unification. The head of the Englebrecht family was also given the title of Duke in their home kingdom, due to their role in the unification, and the title was carried down through the years through each generation until it eventually reached Sir Caspar von Engelbrecht.

It was here that officially the title of Duke would stop in the Englebrecht line, as Caspar would kill himself after going mad in response to the supposed deaths of his children during the Lightwar. Unofficially, the title now falls on Verena von Engelbrecht, thus becoming the head of the family upon her father's death, and new Duchess.

Verena did not return to the estate for many years, allowing it to fall into disrepair. When she did return, she did not stay long as the mere sight of it bestowed too many emotions upon her.

Now the estate simply sits there, empty. The servants, gone. The horse stables, vacant. The manor, silent. Its former glory now faded into memory.

*The Engelbrecht Crest.*
Dwarven Confederation

The Dwarven Confederation is a coalition of six, formerly seven, sovereign politically interdependent city-states along the Mountains between the Imperial Commonwealth and Firisia. The Fortress of Eisenmaur was formally a Dwarven city state, but was leased to Imperial Commonwealth in X, not the least reason because the Dwarves felt six cities was more appropriate. The cities that make up the Confederation are

1. - Dûrandur (Seat of the Council )
2. - Reikshold (Seat of the Military)
3. - Wûrttermbaur (Seat of Treasury)
4. - Bûrstadt (Seat of the Industrial Board)
5. - Greifsheim (Seat of the Naval Board)
6. - Mittenlortt (Seat of the Agricultural board)

Formerly;

1. - Eisenmaur (Leased to the Commonwealth)

### Political government

Each Dwarven city has a slightly different political ethos and government system, but there are similarities in overarching form. Each city state has an independently elected Governor and five elected borough-governors, for a total of Six Governors in each city. Although nominally each Governor represents one the Six Districts of the city, in reality the Governors generally take upon a specialised role for the entire city: ie, Treasurer, minister of agriculture, Defence, and such.

The Governor's of each city, together, form the Council of the Six, that rule the confederacy as a whole. Of which, one is elected by vote in the council to act as Head.

### Hexagonal Motiff

For reasons unknown, dwarves are obsessed with hexagons and it influences everything about their character - from the design of their arms and armour (Hexagonal axe blades, bucklers, and chainmaille), through architecture (Hexagonal shaped buildings and the conversion of all right-angled wall corners into half-hexagonal shape) to their

### Religion

The Dwarven Pantheon follows the same Imperial gods, but elevates Six so Primary worship. Dwarves worshpping others are rarer.

1. Huskar, God of War.
2. pelor, God of the Sun
3. Vlkuria, Goddess of War.
4. Euclid, God of Space
5. Necrosis, God of Death
6. Loki, God of Chaos.

### Military Organisation

Most dwarven military companies consist of 110 dwarves, enough to form a hexagon 3-dwarves deep with an additional Lieutenant, the commanding officer, and Lieutenant of Instruments, usually a bard who was tasked with signalling orders as well providing support via bardic songs.

Reiksguard

The Reikdsguard are the supreme elite units of the Dwarven confederation, based in Reikshold but drawn from all cities of the union. Unlike most of the dwarven military, the Reiksguard accept exclusively dwarves, and is very competetive and selective.
Blight Marshland

The Blight Marshlands are an extensive area of Marshlands in the Barbarian Frontier west of Lower Westmarch, south of the Westmarch Ranges. Relatively little is known about the Blight Marshlands, except that is dense and hostile, and there has been little attempt to claim and tame the area for the Imperial Commonwealth. As the Blight Marshlands are generally avoided by Barbarians, it is seen as a natural defence and the frontiers flanked by the Blight marshland are not well guarded, with Cavella outposts primarily opposed to the Vandal Steppelands, from which Vandal incursions originate.

The Blight Marshlands are known to contain the Vandal settlement of Narsis, which is Holy Site and allegedly marks the final resting point of Ulrask Kahn.

###

### Grippli

The Grippli are a species of Frog-men said to be native to various Swamplands throughout the world, that have been driven to exteinction within the swamps of the Commonwealth. Their existance in the Swamplands outside the Commonwealth is disputed.

### Fauna

- Crocodiles

- Dire Crocodiles

- Sabre-tooh Panther

- Poison Dart Frogs

- Rot Grubs

- Ghost Leech

- Swamp HIppopotamus

- Vine Vipers

- Swamp Dragonflies

* Dracoanax Imperator

Flora

- Assassin Vines

- Deathweed
Timeline

Date Legend -

ID: Imperial Date

AC: After Calamity

IC: Imperial Commonwealth Date

- 3000 ID - The world is Forged by the gods.

- 40 ID- Loki Casts a lust Spell on Esmerelda leading to the destruction of the Pantheon.

- 32 ID-Esmerelda seeks the Aid of Huskar, God of War.

- 30 ID - The Birth of Eriladaer, Arcdraec, Piersym and Wilmin.

- 29 ID - Defeat of Huskar, The God of War. (See The Tale of Esmerelda)

1 ID- Founding of the Aquitanian Empire

1452 ID/ 1 AC - The great Calamity

92 - 157 - Firisian Wars of Unification

158 AC - Founding of Firisia

118 - Rift-Hunnic Invasion of the Steppelands

342 AC / 1 IC - Founding of the Imperial Commonwealth (See the Tale of the First King)

802 IC - Present Day
Frostbitten

A party of Frostbitten in a snowstorm.

The Frostbitten, alternatively Tribe of the Frostbitten or Mragy Krup, are a hostile tribe of wasters who reside deep in the far Northern Wastes.

## History

Waster tribes are not known for being friendly, but are evasive at best and prefer their solitude. Despite this isolation, when some tribes fought for the side of light in the Lightwar it opened up a new understanding of the savage world of the waste.

However, the Frostbitten are one of the tribes that the are mostly unknown to outsiders and even other waster tribes.

Believed to be the northernmost human settlers of the wastes, the Frostbitten have met others with weapons drawn and will not hesitate to kill anyone who they do not recognize or who intrude on their territory. They are also known for abducting other wasters, usually those who are strong and capable of fighting.

Where their capital is located remains uncertain, but groups of Frostbitten and their camps have been encountered beyond Wolftooth Ridge and Razor Crag.

According to tribal lore, the Frostbitten are wasters that have been exiled from other tribes and driven north. Shamans say that they are lost, exiled or abducted wasters who have been enslaved by a powerful warlock. This theory is also supported by scholars from the Collegia Arcana, since captured frostbitten can not recognized individuals previously known to them and speak a strange waster dialect not found anywhere else. Further more their eyes are fogged and lack irises, a recorded symptom of mind control by the way of dark magi.

It is not believed they were ever allied with Kodan and his dark army, since wasters and a handful of dwarves have reportedly seen the Frostbitten fight both light and dark forces during the Lightwar.
Feats

Multi-deadlock - You can fight an additional enemy before suffering penalties (+1) (Requires 13 dex)

Improved multi-deadlock - You can fight an additional enemy before suffering penalties (+1) (Requires Multi-deadlock, 15 Dex.)

Heroic Multi-deadlock - You can fight two additional enemies before suffering penalties (T+2) (Requires Improved multi-deadlock, 20 dex.)
Don Garcia

### Legend

Don Garcia "the first sword of Baleartos" was an Balearonian Soldier of Fortune ( X - Y). Originally a Harquebusier Captian from Baleartos, Don Garcia fought in the Aquitanian-Baleartonian war until the vassallisation of Baleartos following their defeat at the Battle of Vaccaei. Don Garcia elected to form a Mercenary Regiment entitled the 'Grizzly Balears' rather than integrate into the Aquitanian Military as the treaty stipulated and was branded an outlaw by both the Aquitanian government and the vassal government installed in Baleartos. He spent the better part of his next four decades fighting as a Soldier of Fortune against the Aquitanian empire. Several contemporary Sources claim Don Garcia was a fierce Balearton separatist who dreamed his city would one day regain it's independence, but if he held these thoughts in private he made no public account for them.

Don Garcia was a fine officer and Harquebusier, but renown across the civilised world as the finest Swordsman ever walk the earth. During his time as an Officer in the Baleartossi Military, he faced many challenges from other officers both within the Baleartossi Military and from visiting regiments, all of which he is supposed to have won. Indeed, the Knowledge that they wrere facing Don Garcia's regiment was enough to dissuade Cavalry and Infantry commanders from engaging the unit of Harquebusier's in a charge - the most effective method line infantry - preferring instead to pummel the regiment with infantry, artillery, or arcane counter-fire.

During his time as a Mercenary these challenges continued, and among the Aquitaine soldier's who fought him on the battlefield it was widely believed that whoever could bring Don Garcia's head to the Emperor would be elevated to ducal status and granted 100 acres of land, although there is no official evidence for this claim.

#### Legendary Hero Stats

Don Garcia's stats are equivalent to a fighter of equal level to the summoning Bard's effective character Level.
Vyrna

Vyrna is the capital city of the Kingdom of Varos. It his home to hundreds of thousands of Varosians.

## History

Built on the steppes of Varos the capital city of Vyrna is a monument to both the Varosians and the willpower of Men.

Throughout the cycles it has been the home of millions of Varosians (as well as other citizens of Anvaris) and the fortress of hundreds of kings and queens.

## Notable Locations

### Great Castle of Vyrna

The Great Castle of Vyrna is situated at the center of Vyrna and stands tall in comparison to the rest of the city.

Should the need ever arise this massive castle is capable of harboring the entire city population for a long duration of time in the event of an attack.

### Temple Circle

A location in close proximity to the castle Temple Circle is a crossroad junction lined with temples of the Anvaris gods.
Damage Reduction

* - Physical damage from a critical hit
* - Sneak Attacks
* -  Arcane or Pure damage from a divine source
* -  Environmental damage that is considered ‘overwhelming’\* Ie – cold damage from a blizzard ignores ‘arcane’ resistance, as does  heat damage from standing in an inferno or being literally on fire.
* Swarm Damage

As well as several opportunities to reduce the effects of armour

* - Bodkin Arrows: Halve enemy armour
* - Special Piercing Blades: Halve enemy armour

\*Enchantments to add resistance to specific elements (Ie, an enchantment to resist frost) are applied even to overwhelming environmental damage, but base arcane resistance is not.
Dominic Krantz

The Landgrave of the Engelbrecht Province.

Landgraf (Engelbrecht Province of Lostristein, Lesser Kingdoms)

Dominic Krantz is the current ruler of the Engelbrecht Province (which had been left without a Duke following the events of the Lightwar) in the Kingdom of Lostristein in the Lesser Kingdoms, having been named to the position by the current king of Lostristein till another Duke could be selected for a more permanent role. Krantz is also a former advisor to the king, as well as a former knight.
Westmarch Mountain Range

The Westmarch Mountain range is a range of Mountains running east-west in the southern portion of the province of West-march. While not as large as the Firisian Ranges that border the east of the Imperial Commonwealth, the Westmarch Mountains are still difficult to cross and represent an unofficial border between Greater Westmarch, and Lower Westmarch, which is only nominally under the control of the Grand Marshal of Westmarch.

The only way through the West march Mountain Range is via the River Aquila and Rourak's Point, an Outpost held by the Westmarch Cavella to facilitate the moment of ships and down the River Aquila. Rourak's Point contains a series of canal lockes cut into the mountainside to enable the movement of ships past several waterfalls within the valleys of the Range.
Kanna Chapter 7

**Time For The Doll Festival** is the seventh chapter of *Kobayashi-san Chi no Maid Dragon: Kanna no Nichijou*.

## Plot

Kanna visits Saikawa to figure out what her issue is with the Japanese tradition of the Doll Festival.

## Characters

* Kanna Kamui
* Riko Saikawa
* Toyama
* Tohru
* Kobayashi
* Mr. Saikawa
* Quetzalcoatl
* Georgie Saikawa
Edmund Fhrond

High Councilor of the Lesser Kingdoms

Edmund Fhrond is the High Councilor of the Lesser Kingdoms.

## History

Working originally as a advisor for one of the membership states within the Lesser Kingdoms Edmund Fhrond later found out that his ability to organize and manage would be put to better use during his time as quartermaster during the Lightwar.

Following the war he returned to the role as advisor but was eventually elected to become a councilor. As he held the majority of votes he assumed the role of High Councilor.
Jannika Forsmark

A grizzled Jynker with a checkered past, Jannika has gone through life's many challenges by first being determined and then ruthless. As a lesser known, although skillful, mercenary she has earned her living and scars by being a simple sword for hire or even coordinator.

## History

Jannika was born on a foggy morning in a loggers cabin on the outskirts of Paulsmoor. Her mother died shortly after her birth due to health complications. This devastated her father, who took to the bottle. Jannika was often blamed for her mothers death and called a cursed child by him.

Jannika's childhood was far from ideal. Her father was poor so she learned to work from a young age, mostly because her now alcoholic father would beat her if she didn't. She went to school in the local chapel, but due to her pent up anger towards her own situation she would lash out at others. Eventually she was expelled from the school, having only learned how to read, write and count.

Being poor she at least avoided being frisked by the Ashwood Militia whilst out foresting. Having sometimes witnessed how they with threats and swords could extort merchants, she figured it was a easier way to earn a living than felling trees and stacking lumber.

Working in the woods she had built herself up notably well, considering her diet was not the most optimal due to her monetary situation. On her 18th birthday she bought herself a sword. When she returned home that evening her father confronted her about it. After a heated debate, Jannika's father said that her mother would be ashamed of her. And that would be the last thing he would say. After years of abuse, being blamed for her mothers death and her fathers misfortunes, Jannika drove her blade through his chest. While still gasping for his last breath's Jannika collected her possessions, set the cabin ablaze and headed for the main road.

During the next year she hitchhiked, robbed and stole, all the while making her way to Eastkeep where she knew of a relative. She has remained there since, doing odd mercenary jobs, more often than not for the local gang of the Golden Court.

## Abilities

### *Hard Target*

Due to Jannika's small form as a Jynker but also due to her stamina and agility she can usually avoid attacks with ease.

### *Cutthroat*

Molded by a cruel childhood and hardened by a violent life, Jannika has come to know when to strike for best results. When foes become weak she shows no mercy, but instead uses their waning strength to inflict killing blows.
Orcs

The Orcs are a tall and strong species related to both the much taller Trolls and the much smaller Men.

## Physiology

Orcs are heavy and muscular. They have pointy ears and tusks of varying sizes.

Their skins range between shades of green, brown and even red.

## History

Orcs are believed to have evolved from a unknown subspecies of Trolls originally hailing from beyond the Southern Waste.

While this is yet to be proven, what is known is that the Orcs settled in the rocky areas of southern Sylvania.
Evína

Queen of Elves

Evína is the current queen (and thus ruler) of the Elven Realm. She is known to be as kind, wise and loving as Izana herself and she will do anything to keep her people safe.

## History

Elven families often have one or two children and because newborn Elves are so uncommon they are guarded by their family and friends as if they were golden treasures.

Evína was no different and as she grew up in Navaris, the capital of the Elven Realm, she was protected by two Elven soldiers at all times.

Her parents were none other than the queen and king of her people, further emphasizing the importance of keeping Evína safe.

Despite her strict lifestyle it did not stop Evína from living a wild life during her early years when she spent most of her times practicing Magi, composing songs, training with her bow or communicating with the local wildlife.

When she became thirty years of age Evína was sent off to the School of Arcane Arts to practice her skills as a user of higher path Magi. However studies bored the princess and she left the school only to return home.

Going against the wishes of her parents Evína enlisted with the Elven military and soon became an archer (one of the best in fact). After completing her training she spent years travelling across the Elven Realm as a border guard.

Eventually she returned home to Navaris and that is when she met Jaqim, a Sylvanian diplomat whom she later fell in love with.

While not normally frowned upon, Evína's status as princess made the rest of her people expect more than a inter-species relationship together with someone less mortal.

Just like before Evína disobeyed her parents and continued to meet Jaqim in secrecy while Elven royals continued to court her in the hopes that they could attract her.

When Jaqim left Evína was heartbroken at first. She didn't understand why he had left and when she read the letters he sent afterwards she dismissed them as mere excuses. From that point on she decided that she needed no man in her life.

However it later turned out that the gods had other plans and nine months later Evína gave birth to a beautiful daughter. This child would be her heir however because the child had been conceived outside of a marriage it was doomed to be an outcast, something Evína could not tolerate.

With help from her parents she began to raise her daughter in secrecy in a near-identical way to which she had been raised herself.

When the Lightwar came Evína volunteered to serve as an archer within the Alliance of Light. She served faitfully throughout the war but was recalled home during its later stages after the dark powers corrupting Anvaris had made her parents so weak that they were no longer fit to rule.

As Anvaris celebrated their victory against Ixuz a stern Evína left the bow behind and assumed her new role as queen of the Elves.
Royland

Royland is a Paladin of Dekanas. A warrior, dedicated to serving his god's bidding.

## History

### Early life

Royland is a result of an affair between a lord and one of the handmaidens in the castle. Due to him being a bastard, he could not inherit anything from his father and was treated like an outcast by everyone from his family exept his mother. He later joined the Hedge knights. An order of knights who's ranks were filled with bastards, from the knight commander to the squires.

After years of service, Royland would become a full knight himself and would travel with the Hedge Knights, befriending the knight commander, Ser Duncan.

### Battle of Grayford

In one of the preludes of the Lightwar, The Hedge knights were called to fight an undead incursion near the Varos border at Grayford. The local lords were expecting a minor force of zombies and skeletons, but were surprised by the necromancer that was leading them. Summoning forth a great army of undead, he lay siege to the fort and decimated the defenders. Royland was among the last few survivors who made their last stand. They were sure of their impending doom untill the defaning sounds of horns could be heard in the distance. They had been saved by the Paladins of Dekanas. After pushing the undead back, the paladins helped the survivors and made them an offer to join their ranks. Royland and every one of his surviving comrades agreed.

### Life as a paladin

The events of Grayford were over a century ago and since then Royland has been a loyal servant of Dekanas. He travels the world to fight the undead and necromancers that inhabit it and to act as judge when apropriate.

## Titles

During his travels, Royland had earned a number of titles to his name. Some of them, more unfortunate than others:

* The Varosian Lion
* The Last Hedge knight
* The Bastard Lord from Whoreson Keep
* Catrider
* Paladin Dense
Episode 22

*Please be advised that this page may contain spoilers for either the manga or the anime, consider yourself warned*

## The World's One and Only (Continue With Your Favorite Word Please)

### Airdate

August 25, 2021 (JP)
October 13, 2021 (US)

### Writer

Mariko Takahashi (高橋真梨子), Miku Kadowaki (門脇未来)

### Director

Shinpei Sawa (澤真平), Yasuhiro Takemoto (武本康弘)

**The World's One and Only (Continue With Your Favorite Word Please)** (世界に一つだけの（好きな言葉を続けてください）) *Sekai ni Hitotsu Dake no (Suki na Kotoba o Tsuzukete Kudasai)* is the eighth episode of the second season of the Kobayashi-san Chi no Maid Dragon anime.

## Characters

* Tohru
* Kobayashi
* Ilulu
* Taketo Aida
* Shouta Magatsuchi
* Mr. Magatsuchi
* Quetzalcoatl
* Makoto Takiya
* Fafnir
* Elma
* Kanna Kamui

## Adapted Chapters

* Chapter 42
* Chapter 63

## Trivia

### Anime and Manga Differences

* The segment involving Shouta, his father and Lucoa is anime-original.
Isali

Isali is not a god but the daughter of one. She represents the dawn, new beginnings, hope and the warrior spirit.

Even though she is the daughter of the All-God Andvarus and the goddess Lyn Isali has the ability to exist in the Mortal Realm whenever she pleases.

Often described as a beautiful woman by those lucky enough to have met her Isali often disguise herself to blend in with other mortals.

Over the cycles she has appeared several times, often revealing herself to soldiers and generals doubting themselves in order to encourage them to fight on.

During the Lightwar there were multiple recorded sightings of her, most notably before the Varosians and Elves departed from Wynkar for the final push against Kodan the Dark.