recursal/Fanatic-Fandom huggingface dataset:
Ministry of Extermination

The Ministry of Administration is one of the six Ministries in charge of overseeing various items of critical importance throughout Ardeiria. Their main goal is the utter eradication of living problems within the former Kingdom, either by their own hand or developing ways of doing so with rigid effectiveness.

Like all of the Ministries, the Lord Strategist is considered part of a pseudo-nobility, which are used as a sort of auxiliary in the case of treason to replace troublesome nobles.

## History

During the Clan Wars, Emperor Aderyn the First kept a small retinue of veteran troll-slayers as strategists. While their names were lost to history, their purpose was remembered by his son, Emperor Aderyn the Second, and continued through the Ministry of Extermination. While genocide was not its only task, the enslavements that went on during his father's reign, his, and his son's, proving so, it was its main concern for ensuring Ardeiria's continued existence. It saw its most use during Queen-Regent Anneryn the First's reign, in which it first hunted down those with Geroth blood, and then culled nearly every Swen still in her Kingdom.

## Victims

Ardeirian Clansmen: 90% slain, 10% enslaved.

House of Geroth: 95% slain, 5% escaped, later finished during the Siege of Raen Tukar.

House of Swen: 99% slain, single heir survived.

The Vulture Brotherhood: 100% slain within a continued, thousand year campaign ending with Earl Arwel Ferith Vaught IV.

Drake Worshipers: 100%

## Purpose

As its name suggests, the Ministry of Extermination's main goal is the utter eradication of threats to Ardeiria. This does not, generally, include religions other than Dragon Worship, which proved harmful and, more importantly, impossible to inject the Ardeirian Dieties into. Since its creation as little more than a less prestigious Ministry of War, the Ministry of Extermination has risen to be one of this most feared and respected of the six, though its numbers only beat the Ministry of Intelligence, through multiple campaigns which have destroyed entire bloodlines and cultures. However, complete genocide has only been used twice out of its five main deployments, while the rest were either allowed to live for the sake of mercy, albeit with hesitation, or simple enslavement.

## Structure

Lord Strategist

Blood Strategist (Created during Anneryn the First's regenthood.)

High Subjugator

Chancellor

Major

Officer

Footman

Calculator
Blybur

The Heron's Roost is the main dungeon in the Heron. Despite most every township having some sort of holding, the Roost has become renowned and feared by many bandits and would-be traitors. Even though few who go in come out from the lower levels, there are whispers of what goes on there. Only Wardens and the Lords of House Vaught know for sure, though the area is seen as the largest prison in the realm.

## History

During the construction of Snowhaven, Emperor Aderyn I ordered the construction of the Heron's Roost ten miles away from Vaughriff. At first only five levels, the first being on the ground and the rest under, more were added by Emperor Aderyn II and the first converted to the fourth, and thereby harsher. Since then, the laws of breaking into and out of have become harsher by King-to-King, up until quartering. The Laws of Secrecy were made, in part, to keep what happens there a secret.

## The levels

1. Containment for Lords of minor crimes with direct blood to House Vaught, windows included and lightly guarded.
2. Containment for Lords of minor crimes with no blood to House Vaught, one window and somewhat heavier guarding.
3. Containment for Lords of average crimes with direct blood to House Vaught, no outer windows and standard guarding.
4. Containment for Lords of average crimes with no blood to House Vaught, no windows and standard guarding.
5. Containment for Knights of minor crimes, no outer windows and standard guarding. Cell open-faced with the exception of bars.
6. Containment for Knights of average crimes, no windows, above-average guarding. Underground. Usually associated with lighter forms of torture (Branding, minor mutilations, etc.).
7. Containment for civilians of major crimes, no windows, above-average guarding. Underground. Usually associated with torture, though less-so than the sixth.
8. Containment for traitor Knights and civilians, no windows, above-average guarding. Underground. Usually associated with harsh torture.
9. Containment for traitor Lords, no windows, heavy guarding. Underground. Associated with harsh torture.
10. Special containment, no windows, heavy guarding, prisoners unfed and confined together. Underground. Further details are usually unknown and only special Wardens are allowed past the ninth level.

## Appearance

Despite the brutality of the lower levels, the Roost its self is a mixture of light grey and grey stones, kept in fine conditions. House Vaught banners are on either side of the doorway, while the fifth level is also home to the semi-holding chambers, where the Head Warden's study resides. Without going down to the sixth and lower levels, it could easily be assumed to be a normal, almost merciful prison.
House of Graveshire

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Titles**
 **Loyalty**
 **Founder**
 **Vassals**

The **House of Graveshire** is a relatively new noble house founded by then landed knight Nicholas Graveshire, leader of the Grey Hand. Elevated to the status of baron following support from various nobles such as Adrian Gregor and Berenal Grayblade, Sir Graveshire was granted the status of Baron of Greymoon Isle and made a noble in his own right. Though the house is relatively new, they have already made great strides towards the reclamation of the Kingdom of Gilneas. They were later elevated to Viscount by way of a second petition due to their successful management of Greymoon Isle and the tactical advantage the island presented.

After a bloody dispute between House Graveshire and its vassal, House Auber and their region the Misty Hollow, House Graveshire absorbed the territory in order to compensate for the losses. This raised the status to Earl.

House Seabrook has sworn themselves to the Graveshires in recent events.
Raichfen Kresten

Raichfen is the Lord of House Kresten and Warden of the Bull.

## Appearance

Despite his ripened age of fifty-six, Raichfen stands as intimidating as any of his predecessors. If not more so. A long beard of black hair, sometimes held together by aurochs bone, goes down toward his knees while a mane of thick, straight, black hair extends down his back.

His face is old though not too wrinkled, riddled with scars. His hands are as leathery and rough as his face, covered with blisters. His left hand lacks a pointer finger, lost in a fight with a large bear.

## Childhood

Raichfen was the youngest of three, though his other two brothers died before reaching the age of ten. Traditions for Lordship are different in the Bull, and his training was more based around strength than anything. He was never taught an ounce of compassion or honor, only a lust for victory and dominance.

When he was fifteen, considered a man by his family, the Knightly House of Baltzer went into rebellion against Raichfen's father, Gaerenth. Gaerenth was seventy when the battle began, and although he crushed one of House Baltzer's commanders, he was slain early on. After seeing his father die on the battlefield to House Kresten's own master-at-arms, Raichfen commanded his men to make a full-on charge. Half of their charge died to pikemen, while vanguard of House Baltzer's troops were trampled under furious hooves or impaled on aurochs horns.

It seemed that Raichfen wanted the battle to be as bloody as possible, and he got his wish. House Kresten obliterated House Baltzer's forces, killed all their trueborn male heirs, and took two of their three daughters as servants. A bastard, his half-sister, and their mother remained. House Baltzer's keep was given to the new master-at-arms, and the Baltzer name forbidden in the Bull.

## Modern Day

Raichfen has no worries as far as male heirs go. He had a trueborn heir in the works the day after his wedding. Although the child was gifted with strength and early learning of his name, it turned to be that was all he could say. This only served to anger him, but Raichfen kept the child as his heir until the boy's death at the hands of Braith Vaught.

His secondary heir proved more promising, though lacking any sense of good Lordship, he's proven himself as able a Commander as his father. Both of them lead the ambush during the attack on Oakwood, crushing Oliver's reinforcements to the area. Roisforth lead the massacre of the remaining, drunken men during a cease-fire. Although a light reprimand was made, Raichfen rewarded his son with the family warhorn.

## Personality

A true man of House Kresten, Raichfen is a ruthless, paranoid, and unkind. Despite this, his sons and daughter love him, considering him a paragon of their family and the true way the Gods of the Mountain intended for them to live.
Tristan McCallan

**Race:**
 **Nationality**
Councilman of the Plains
Horse-Lord of the Grip
Conqueror of the Hershire Mountain
Morgana McCallan (Mother, Deceased)
Unknown Wife/Consort (Deceased)
Several McCallan Children (Deceased)
John McCallan (Descendant, Alive)

Tristan was born to Morgana and Jarran McCallan and was always overshadowed and demanded to rise above his father's accomplishments as was the McCallan way, but even into his thirties he could never some way to become worthy of his right to be Marcher. He studied and learned the ways of mounted combat from the experts across Gilneas as well as his own McCallan tutors.

After the rumored death of his father and thrust into the spotlight with no accomplishments, he begrudgingly had to take the post of Marcher Lord. The disrespect of his peers nearly had him at the throats of his father's greatest allies. It was from this very disrespect he founded an elite force of shock cavalry that shook the foundations of mounted combat in that era. His peers fell in line, either from fear or respect, he had finally attained the right of rule within his house.

Early in his rule he was faced with an incredible challenge given to him by the current King at the time, Aderic II. The March of Hershire had renounced their ties to the Kingdom of Gilneas and announced themselves as Kings of their own land. This was happening while the flames of Larelion had yet to be quenched and the situation needed to be handled swiftly. Tristan took this task and achieved it at great cost to the United Marches of the Plains infantry forces on the hike to the open fields of The Kingdom of Hershire, where his shock cavalry won him the surrender of King Alastan. In keeping to his own kings law, he beheaded the traitor and conquered the mountain, bringing it back to the fold. He was branded by the Hershire people as a King-slayer, and it gradually caught on within the Plains.

When Larelion re-emerged, he only saw it as a bigger opportunity to surpass his father as well as get some well deserved vengeance and security for the glorious kingdom of Gilneas.
Gawain Fenix

The Grand Alliance
The Kingdom of Gilneas
Father (Unknown)
Siblings (Unknown)

Gawain Fenix was born to a single mother, not knowing his true lineage and therefore adopting his mothers maiden name, her dying before she could relinquish the identity of his father had always been a burden on him, especially when the only things he knew, was that he was a bad man and a part of a bad lineage and Gawain was his spitting image.

The only comfort he found in this information, was that he could redeem his father with the Holy Light, even going as far as too adopt the traditions and practices as a Paladin. He prays to find out who his true father is and redeem the name.

He worked closely with Maribell Cobalstant and met the love of his life, Adriana McCallan. He has since left his former military organization and joined Maribell's in hope of doing good for the Holy Light and staying close to his fiancee.
Talton's Rest

Housing workers and controlling shipping lanes for The Foundry

Named after Lord John "Reaper" McCallan's childhood idol and the hero of the Ashen Coast, Garn Talton. This township resides just underneath The Foundry and houses a lot of it's workers.

Under ruling from the Lord by suggestion of the Duchess, people from all over the Duchy have begun to live in this township to operate the massive facility of the Foundry to full capacity for the benefit of the Duchy.

It is also home to some Ironforge Dwarves, after striking a deal with Nulric Ironcrag, Lord McCallan promised their safety and protection, they helped create the town to handle the shipping of anything from The Foundry as well as house themselves and operate the massive factory.

A massive statue of the man whose village is the namesake for; Garn Talton, was erected in the middle of the town square, reminding all of his heroism in the Second Range Rebellion.

It has recently created a prison that is manned by a handful of Equine Guard, the less hostile prisoners are allowed to leave, under guard to the various mines throughout Ashridge to work for a lower sentence.
Greymoon Isle

The Kingdom of Gilneas
The House of Graveshire
**Greymoon Isle** is an island off the coast of southeastern Gilneas. It is lorded over by Lord Nicholas Graveshire of the House of Graveshire, the viscount of the island. Until its settlement by the Grey Hand, Lord Graveshire's order, the island was completely uninhabited. Since their arrival, the region has flourished.

## History

The isle was gifted to Sir Nicholas Graveshire by Isabella LeFray. After petitioning for a rise to nobility after his service to the Kingdom, a petition supported by multiple nobles such as Berenal Grayblade, Sir Graveshire's friend and ally. Elevated to baron following the petition, the island under went heavy work, resulting in the foundation of Moonfall, a large fortified town in the mountain of Greymoon Isle. Within Moonfall lies The Bastion, the base of the Grey Hand.

Though the island has had relatively no history, having been recently populated. Despite this, a few towns have already sprouted up.

### Towns and Locations within the Isle

* Moonfall, the capitol of the island. The town is a castle town that sprouted up around The Bastion. It is walled off and guarded by the mountains that surround it.
	+ The Bastion of the Grey Hand, a large fortified keep within Moonfall. It is the seat of the House of Graveshire and the home of the lord.
* Ferric's Hide, a small lumber producing town within the woods of Greymoon. It is not connected to the Lupine Road, which runs through the island, though it does help with lumber production.
* Fairwind Port, a sizable port that handles most of the imports and small amount of ships the Grey Hand commands. The port sees a fair amount of traffic and is the only port on the island. It also hosts a small amount of farming on the outskirts.
* Lupine Road, a long dirt road that runs through the main parts of the island. It runs from the docks of Fairwind to the entrance of Moonfall and crosses over Archibald's Run by way of a wooden bridge.
* Archibald's Run, a river that originates in the mountains of Greymoon. It runs straight through the island and empties out into the ocean, providing a reliable source of fresh water for the isle.
* Kal'dorei Ruins: There are old kaldorei ruins that have latent ancient energy within.

### Resources

Greymoon Isle lacks most important resources because of it's small size, however, it does have:

* Salt production.
* A shipwright.
* Artisans and guilds in Moonfall.
* Major fishing operations.
Jarran McCallan

Marcher Lord of the Grip
Morgana McCallan (Wife, Deceased)
Tristan McCallan (Heir, Son, Deceased)
Various Sons and Daughters
John McCallan (Descendant, Alive)

Jarran McCallan is the bastard son of the legendary Aderic Callan and was the man who founded the March of the Grip and the United Council of the Fields, a council system that united the Marches of Eastharrow and The Fang without the need for a overriding noble figure such as a Duke.

Jarran was raised within the confines of Castle Callan and kept a secret from the rest of the world as Aderic believed the boy would be shunned for being born out of wedlock, but he was always busy. Trained to be a living weapon from the moment he could swing a sword, Jarran quickly got bored of his teachers and those who entertained him. During the War of Silverpine and the occupation of Southern Gilneas, it was Jarran who rallied his father's supporters and much of those he could grab in South Gilneas and lead a rebel front against the Lordaeronians and Kul Tirans. Even as the weight of his fathers demise on the battlefield ached his heart, he continued to fight and save those he could, finding refugee camps for those put out from the war and looking out for them at the expense of his households coffers.

After the war it took awhile before Jarran was asked to officially revive the House of Callan as his own, renaming it House McCallan and making great strides to rebuild and improve what was lost. He ensured that he allies would grow alongside with him, eventually earning him enough power to consolidate his land's rise to a March. It didn't take long for his allies to rise beside him, in which they all agreed to a Council system then constantly asking Jarran to take the position of Duke which he actively refused.

He aged well into his late old years from a magical pact he refused to reveal even to his closest friends and family.
House of Silverwood

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Titles**
 **Loyalty**

The House of Silverwood is a proud noble family of Gilneas currently led by the only living heir, William Silverwood. The noble House of Silverwood was believed to be all but eradicated by the Worgen Curse and the Forsaken Invasion but one son had resurfaced following the tragic events. Returning to his lands of Grymm's Vale, William Silverwood was welcomed with open arms by the citizens of Mournstead and claimed his right as Lord of the area. The House of Silverwood serves as a barony under the Kingdom of Gilneas.

With noble blood seated in the Silverwood manor in Mournstead, The House of Silverwood has been reignited with new found vigor as the young lord makes strives towards the restoration of his own lands and of Gilneas as a whole.
Mountain Barbarians

Mountain Barbarians are the former occupants of the Great Mountain, considered to be men who cared only for causing death and living through the winter. After the settling of the region, they were kept as a workforce.

## History

As time passed and the weaker Vrykul became shorter and weaker, the predecessors of the Mountain Clans moved westward, in search of larger planes. Clan Ironfist was the first of them, leading a slew of other, weaker vrykul across swamps, grasslands, and dense forests, until he came upon what would be known as the Great Mountain. Their way of life went on much the same as it did before; warlike, savage, with their only currency being meat and berries.

After centuries of warfare, Clan Bloodeye butchered Clan Ironfist and those loyal to them, uniting the other barbarians under their banner (A crushed, grey fist under a crimson eye), and guided his people to relative prosperity. Cannibalism was acted upon in harsher winters, and rarely, if never, spoken of thereafter. Minor wars were waged on remaining Ironfist loyalists, but most barbarians were willing to be lead by a conqueror, instead of the conquered.

This went on until House Vaught invaded, slaying what clansmen could stand against them. Despite being physically superior to the normal humans, the clansmen were vastly out-armed and outmanned, resulting in their captivity ten years after House Vaught, Kresten, and Caer's settling of the mountain lands. Due to the counterattacks mostly consisting of slaughtering women, children, and sleeping soldiers, most clansmen were considered outright savages and given little sympathy.

However the prospect of enslaving the clansmen appaled House Caer, demanding a trial be given for every captured mountain man. House Kresten was furious at the notion, having the most loses, and stated the suggestion was a jape. The fighting went on for a week before House Caer was allowed to begin trials for mountain men in their region, while the Heron and Bull kept them indiscriminately. Before the work on the strongholds began, the leader of Clan Bloodeye was beheaded in front of all the captured clansmen, signifying their defeat.

They continue to make up the brunt of the Great Mountain's working force, though some keep the stronger ones as gladiators, or use them to train their second sons. The morals that barbarians have are passed on from generation to generation, considered by even the Krestens to be utterly amoral scum.

## Appearance

They have been allowed to continue the practice of slaying stunted babes, so long as it's quick and done away from normal men. Due to this, the vast majority of their numbers dwawf most men in stature and strength. Their appearance is largely due to their ancestory; having left a haven for another, unforgiving landscape such as the Heron, Bull, and northern Stag. Though not as strong or large as their Northrend cousins, many appear closer to them than normal humans.
Valgrith Maine

**Nationality:**
 **Age**
 **Titles:**

Sir **Valgrith Maine** is the first son of Targarth Maine, Viscount of the Osprey, and second-in-command of the Heron's Watch.

## Appearance

Sir Valgrith is a comely man with long, brown hair and a hairless face. His eyes are the slate of House Maine, while his build is that of a typical tourney fighter. He normally uses a bastard sword, Hound's Bite, in battle, which has given him a reputation at tournaments and the battlefield. During the Defense of Oakwood, Valgrith was wounded through the shoulder by a javelin, afterwards both of his legs were broken. Though the latter was healed well enough, there remains a large patch of stitches and oddly coloured skin where the weapon once was.

## History

The sparring partner of the late Raetin Caer, Valgrith Maine's life revolved around continuing the family legacy; Swordsmanship. Whereas House Caer relied on the Light and House Payge their cunning, House Maine relied on finese, sheer elegance in battle with each strike driving through a meaning, rather than tiring their opponents. Because of this, Valgrith spent a decent amount of his time training with the heir of Caer, consistently besting him after a few years. At age twenty-four, he won his first melee tourney, though was bested at the lance. Giving up on horsemanship, he stuck solely to land-fighting. This won him two more rewards and a high rank in the Caer forces, and by proxy the Great Mountain's.

After the attack on Lady Anwen Vaught's person, Valgrith was the third man to be placed into the forces, though this was mostly because Celdar Payge was closer by and less injured. Both of them were given the two of the three officer positions, the first being occupied by Roswin as Commanding Officer. Celdar had his priorities set on strategy and chokepoints, whereas Valgrith was trusted with executing them. He did this with brutal excellency during the attack on Belvet's Landing, though his quest for glory had to be stopped by Celdar before he could command the Heron's Watch to hunt down fleeing rebel soldiers.

Months later, during the Second Range Rebellion, Valgrith served as one of the few Ardeirians outside of the Vaugate, making him Arwel's only consistent guard. Along with the Earl himself, Sir Maine lead the defensive forces against Oliver Gregor, the responsibility shared between the two; Arwel would make the strategy beforehand, Valgrith's duty was to command the troops once it was put into action. After the Expedition to Northrend, Valgrith was awarded Viscount of the Osprey -- his seated designated as Haegard -- for his previous efforts in both Range Rebellions and the men he recruited into the Expedition its self.
Amy McCallan

Seneschal of the Equine Guard
Jackson McCallan (Older Brother, Deceased)
Louise McCallan (Older Sister, Forsaken)
Alarick McCallan (Nephew, Alive)
Bellum McCallan (Nephew, Alive)
Victoria DeWitt (Neice, Alive)
Averill DeWitt (Nephew, Alive)
Alex McCallan (Cousin, Deceased)
 **Weapon of Choice:**

Amy McCallan was born to Johnathan and Ashley McCallan, sister to Jackson, Louise and John. She was trained from birth to be an incredible duelist and to handle the political side of the House when Jackson would ascend to become the head of House McCallan. Fate intervened and while away on business near Keel, the Cataclysm struck and she was on one of the first refugees to Darnassus. She later heard of House McCallan surviving and rejoined her brother.

## Personality

Amy is a very kind and caring person, often dotting on her family and those who she cares about. She is quick to befriend those around her, but she has a short temper when it comes to those who have insulted her family in any way. Very protective to John, his wife and their kids, she would lay her life on the line for them.

## Childhood

Amy didn't have much of a childhood, unlike her older brother who was cast aside in his childhood, she was thrust into her studies and swordplay at a young age, mastering the blade by the age of thirteen and having a complete understanding of politics by fifteen.

When John had mastered the sword and how to be a cavalry rider, she really wanted to join him in the military, but their overbearing father had always wanted her to be a political asset, not one to be squandered in service to Gilneas.

## Cataclysm

When the Cataclysm hit, Amy was at a meeting with Headland nobles in Keel Harbor, when the nation finally figured out what was happening, she was one of the first rushed to Darnassus in refugee boats. She later found her brother after he had re-established the House once more under his rule.

## Ashridge, New Home of the McCallans

Before leaving for Ashridge, she was the close friend of one of the Gregors of the Range, Ryan, and was his advisor as his brother Adrian Gregor focused on his studies with the Holy Light. She has stayed behind to help Ryan for reasons she has yet to reveal
Roisforth Kresten

Roisforth is the youngest child of Raichfen Kresten, his second son, and heir.

## History

Born strickly out of  need due to his brother's mental defency, Roisforth was pressed with both the duties of a second son, those being war and strategy, along with those of the first, treating with nobles and dealing with peasants. Although such usually go hand-and-hand with House Kresten, one's priority is placed over the other almost always. As such, he was placed under both the master-at-arms at the Vaugate, as well as the mentors that had been shipped along with him.

This has made Roisforth a cold man, unfriendly and stern, but never undutiful. The pressure of his situation has taken away much of his personal desires, having taken a backseat to his duties.

## Appearance

Much like Raichfen in his youth, Roisforth sports semi-curly, pitch black hair which extends to his shoulders. His beard is full, and his eyes icy blue. His form is that of a soldier's, muscled and scarred, while his skin remains only slightly darker than men of the Bull, due to his closeness to the Stag. Unlike his father, he keeps himself reasonably groomed and washed,  and has actual control over his tone. Although some men say he's part Caer for his self-care, few of them have continued breathing.

Although Roisforth prefers Aurochs in battle, his training required him to learn how to ride horses, however he returned to the normal practice after the Defense of Oakwood, in which his uncle died and his beast was given over. Similarly, Roisforth's horse died in the battle. As with most mounted riders, Roisforth uses a weapon suiting for his job; a fork-lance. Most of the steel has been taken into a shape of a bull, with the weapon's prongs coming from its horns. The weapon bares the aurochs of Kresten as an attached banner, just before the metal begins.

## Personality

A man of duty, Roisforth has always put his personal pleasures behind orders and tradition. Only when he's satisifed that his jobs as heir and second son are completed, and the Bull's borders are secure, does he endulge himself, mostly in hunting, jousts, and dueling. Rarely showing any sort of emotion outside of his endulgences, he's known for his constantly neutral expression. Although curtious (Mostly by staying silent) in court, he often gives off a sort of unease in men not of his father's region, well-deserved or not.
Sirin

## Some attributes

### First

With feathers on their arms, everyone can easily recognize a Sirin. The level of plumage depends on the individual.

### Second

Sirin are one of the only races capable of flight and tend to be very skilled at illusion if they so choose the branch.

### Third

Flight comes with it's downside; Sirin have a fairly low constitution in most cases. The bones are fragile.

## Other attributes

### Fourth

Most of the Sirin are firm believers in "Live and let live."

### Fifth

There is no particular government holding the Sirin together, but it's managed to be a peaceful anarchy.

### Sixth

Sirins have a life span of 50 all the way to 100 years for some!

## General Information

The Sirin species is a bird-like humanoid that live on the main island of Vortua in tree canopies. Sirins are heavily influenced by culture and their faith to the trees of Vortua. Their deity is a swan Sirin (Kalia) that formed the Mother Tree found on the main island of Vortua that watches them from the clouds (Serenogy). Sirins are very diverse in terms of the order of Sirin they are but are forever loyal in terms of location of nesting.

## Appearance

Sirins are a mix of what appears to be a Hume and a bird, or in Greek mythology a harpy. It’s said a flock of harpy eagles once flew to the islands of Vortua that slowly made their way to inhabiting the main island of Vortua and evolved into the modern Sirin. This claim is typically put down by most Sirins because of their faith in the first Sirin that formed the Mother Tree.

They are able to fly with the wing feathers that form wings on their arms/forearms. Some physical conditions can hinder a Sirin from flying (i.e. weight), but it is seldom for Sirins to be hindered by weight gain with strong arm/wing muscles.

Their legs otherwise are pretty lame and weak so it’s often you do not see a Sirin on their feet when traveling.

In terms of feather and scale color depends on the order of Sirin they are and from that order the species of Sirin they are.

## Pregnancy/Eggs

The Sirin vary here and there with how they reproduce, but most Sirin lay eggs.

After a successful union between a male and female Sirin, the female will experience a short term pregnancy of 2 months followed by nesting behaviors such as gathering twigs, patches of clothe, and even tinsel to fashion it into a nest.

The female Sirin will go into a labor and pass one to two eggs of which she will look after for the next season before they finally hatch.
Roswin Caer

**Roswin Caer** is the Lord of House Caer and Warden of the Stag.

## Appearance

Roswin could be considered comely, with few scars and short, blonde-brown hair, complimented further by emerald eyes. His physique is to be expected of a second son; a soldier's.

## Childhood

Though his militant training took up much of his time, he was quick to befriend House Vaught's heir, and soon had a rival in tournies. Although he'd been able to beat Arwel in duels, jousts usually meant broken lances.

Once Arwel died, Raetin went to slay Braith. Once the Bastard of Vaught accepted, he was told to meet him on the eastern grounds of Vaughriff. As soon as the fight began, his brother's flesh was torn apart by hooks, before his head was taken by Braith.

The news of his brother and his Liege's death at the hands of a bastard infuriated him, but his family was still oathbound to House Vaught, and so he was forced to endure.

## Modern Day

Roswin has been promoted to head of the Heron's Watch, who are oathsworn to protect the Lord of Vaught and his family -- especially when on hostile grounds. Although the two attention demanding jobs (Being both Lord of Caer and the Heron's Watch) would drive some men insane from stress, Roswin saw only a chance to put years of militant training to good use, while also fulfilling the duties his older brother left behind.
Half Breeds

## Introduction

Half breeds. Half breeds are the forbidden mixing of races within Vortua.

They are a rare breed that happens when two decide that their desire for a family, accident or not, outweighs their fear of punishment or even death.

Nearly all cultures, races, and towns of Vortua actively shun and even go to the extreme of putting crossbreeds to death. Like in medieval times, torture and punishment is done on a stage for entertainment for the public and is very popular. Some of this witch hunt is influenced by the money prize one receives when turning in half breeds to the authorities.

## Conception Rates

If a couple is attempting to get pregnant, it may not be as easy if they are of two difference races.

These rates are compared to the usual rate of a full blood child being 100%.

### Yui Conception Rates

**♂**Yui+ ♀Hume = 70%

♀Yui + **♂**Hume = 65%

♂Yui + ♀Eolo = 30%

♀Yui + ♂Eolo = 10%

♂Yui + ♀Frea = 40%

♀Yui + ♂Frea = 55%

♂Yui + ♀Sirin = 20%

♀Yui + ♂Sirin = 5%

♂Yui + ♀Ceth = 0%

♀Yui + ♂Ceth = 1%

### Hume Conception Rates

**♂**Hume + ♀Yui = 65%

♀Hume + **♂**Yui = 70%

♂Hume + ♀Eolo = 35%

♀Hume + ♂Eolo = 15%

♂Hume + ♀Frea = 45%

♀Hume + ♂Frea = 60%

♂Hume + ♀Sirin = 20%

♀Hume + ♂Sirin = 3%

♂Hume + ♀Ceth = 0%

♀Hume + ♂Ceth = 3%

### Eolo Conception Rates

**♂**Eolo + ♀Yui = 10%

♀Eolo + **♂**Yui = 30%

♂Eolo + ♀Hume = 15%

♀Eolo + ♂Hume = 35%

♂Eolo + ♀Frea = 15%

♀Eolo + ♂Frea = 25%

♂Eolo + ♀Sirin = 65%

♀Eolo + ♂Sirin = 70%

♂Eolo + ♀Ceth = 0%

♀Eolo + ♂Ceth = 0%

### Frea Conception Rate

**♂**Frea + ♀Yui = 40%

♀Frea + **♂**Yui = 55%

♂Frea + ♀Hume = 60%

♀Frea + ♂Hume = 45%

♂Frea + ♀Eolo = 25%

♀Frea + ♂Eolo = 15%

♂Frea + ♀Sirin = .5%

♀Frea + ♂Sirin = .12%

♂Frea + ♀Ceth = .5%

♀Frea + ♂Ceth = 0%

### Sirin Conception Rates

**♂**Sirin + ♀Yui = 5%

♀Sirin + **♂**Yui = 20%

♂Sirin + ♀Hume = 3%

♀Sirin + ♂Hume = 20%

♂Sirin + ♀Eolo = 70%

♀Sirin + ♂Eolo = 65%

♂Sirin+ ♀Frea = .12%

♀Sirin + ♂Frea = .5%

♂Sirin + ♀Ceth = 0%

♀Sirin + ♂Ceth = 2%

### Ceth Conception Rates

**♂**Ceth + ♀Yui = 1%

♀Ceth + **♂**Yui = 0%

♂Ceth + ♀Hume = 3%

♀Ceth + ♂Hume = 0%

♂Ceth + ♀Eolo = 0%

♀Ceth + ♂Eolo = 0%

♂Ceth + ♀Frea = 0%

♀Ceth + ♂Frea = .5%

♂Ceth + ♀Sirin= 2%

♀Ceth + ♂Sirin = 0%
House of Maine

The **House of Maine** is one of the noble families present in Ardeiria, known for their vigilance on the border to the Bull and their creation of the Vanquishers.

## History

A cousin line to the extinct House of Raeford, whom had control of Raeford's Fields and the Barony of the Iron at one point, the House of Maine have been dedicated to a vigilance against Bull-born aggressions since the Stag's conversion to the Light. While their cousins and Lords had rebelled against their rulers, House Maine refused to send troops and holed up the Iron Bastion. Nevertheless, the Raefords continued on despite their families' loyalty to their lieges, while the Maines gave open support to Ardeirian troops.

Once the rebellion was successfully quelled, most of the Barony of the Iron and all of Raeford's Fields were taken by the House of Caer to peacefully stop any more forms of dissent - which went directly against the King's orders to eliminate all remaining rebels. However, this was never truly reprimanded and, years later, the House of Maine created the Vanquishers to serve as a religious police and wardens against the Bull's forces. To reward them, the Caers returned the lands taken after their cousin's rebellion and promoted them to Barons of the Iron.

## Mentality

The Maines have no care for gold, nor executive power. Instead, their ambition lies in militant prowess, not unlike most soldiers of the Bull in some regards. While the House of Caer is known for its overabundance of honor, the Maines' experience in the darker, more true side of war have greatly eaten away at this. Theirs has become a sort of militant honor, which involved obeying Caer and - perhaps more importantly - Vaught orders. The people of the Barony of the Iron are also known for their militantism, and the implied requirement of two years of military duty having been deeply ingrained into their culture.

## The Barony of the Iron

The Barony is situated directly on the border to the Bull, while the Iron Bastion also serves as a border-check for crossing men of the Bull. Outside of deportees and Ministry, almost none of them are accepted in, as have been the requirements since the start. Named for its iron mines, it's directly split half between miners and soldiers, while only 2% have taken up farming. Due to this, they've been able to keep the status of the Stag's only true soldiers - outside of the Knights of Caer - and have one of the largest standing armies in Ardeiria. Characterized by its damp features, the Barony receives the same amount of rain as the Bull and all of the Stag's heat, causing its native hydra problem. However, these are commonly slain for sport by its soldiers.
Svislagna

House Vaught's arena, one of the largest in the Eastern Kingdoms.

## Appearance

After Snowhaven and the Heron's Roost, the Heron's Nest is one of the oldest locations in the Great Mountain, although it's been altered and expanded many times before. White pillars fill it with large, wooden, overarching boards directly above the arena's pit. All four sides of the lowest level have Vaught Banners, while the rafts all have them hanging on either side, twelve in all. Its actual seating has never been measured, but during the Vulture's Rebellion, the entire Vaught and Caer armies were able to find seating. Over the years, some of the pillars have begun to crack, weakening them and therefor crippling the chains attached to them's affect.

## Usage

The Heron's Nest has normally been used to give prisoners who are exceptionally physically fit a chance to either die in battle, or show off once more for themselves. In essence, it was a creation to make men deemed unworthy to live slow their demise purely for the amusement of the former Kings of the Mountain. However, after their subjugation, the full-out death-or-nothing style of combat has become rarer, forcing House Vaught to let even the most gruesome of traitors yield to one another. However, both combatants are killed in private afterwards, ranging from beheadings to feeding to the beastial gladiators.

During times of peace, it has been used as a place for tournaments, which has kept it from stiring controversy among the Realm's people.

## Combat

Although normally for criminals, Knights can volunteer to fight one another, or the gladiators themselves, as long as they're willing to face the same consequences publically. Of course, the executions afterwards aren't carried out for them. In fights between two soldiers, six guardians are put around them, so that when one yields they're pulled away from each other to prevent fatalities. Through-out history, there have been matches between rebel soldiers any bears, yetis, GIant's Sons, packs of wolves, and the monstrous Musk Oxen of the Heron during mating season. With animal duels, death is a constant possibility, though gladiators are forced to agree in front of the entire crowd before starting the match.
House of Avernus

The **House of Avernus**is a Gilnean Noblehouse based in the northern regions of the Ashen Coast. Their lands consist of the Earldom of the Veil, though destroyed following the Horde invasion.

The Avernus crest was changed by Lady Aya Avernus, the current lady of the House, following her interactions with the ancient Yim'nir. It now features a rising raven, where there was once a white gryphon.
Mistvale

The Kingdom of Gilneas
 **Status:**

**Mistvale** was a town situated in the northern regions of the Ashen Coast, though later subjugated by the Forsaken and laid to ruin by the invasion of the Orcish Horde. It had been centered around metals and metallurgy, owned along with a small portion of the land around it by the House of Avernus.

The town has since became the centre of an Earldom, bereft the ruin left behind by the undead.

## History

(After taking a little bit of time to catch up on current timelines, I've realized this is in major, major need of revision. Thus, while I re-draft and update what must be fixed, I would like to direct you to the page detailing the Veil as a whole; it details a more current history. Thanks.

- Aya.)
Salt Spires

The House of Graveshire
The Salte Spires is a group of small shield islands just south of the Ashen Coast and Greymoon Isle.

### Geography

While there are many islands, most of them are made up of the same features: rocky with only some greenery. The isles are perfect to build military forts, garrisons, and small docks at to provide a first line of military defense.

### The Islands

The Final Light's Gambit

Deserter's Relief

Seacliffe Island

## Resources

There are no resources notable on the isles except their importance to military action.

## Known Issues

Currently, the Salt Spires are held by not one individual, but by a mix. Currently, Lord Nicholas Graveshire has turned his eyes on capturing them, but one problem lies in the way: pirates. Privateteers and buccaneers commonly use the isles as hiding places and headquarters for their outlaws and activities.
House of Vauswen

The House of Vauswen are magically adept Barons of the Wedge and the successors of the House of Swen.

## History

Created by a bastard child of Haedric Vaught and Vaeryn Swen, the Vauswens were originally a knowledge-keeper branch of the House of Vaught. However, once the Swens showed signs of dissent after the House of Geroth were ousted from Vaughriff, Anneryn Vaught decided that the ever-loyal Vauswens would make an apt replacement. At the slightest excuse, she demanded an extermination of any Swen scum, with the exception of her brother, Haerith Vaught's, children. However, he was commanded to kill the Lady of Swen in front of her brothers as repayment. Directly after, the Vauswens, puppets of Anneryn, were placed there instead.

Due to their magical prowess, learned during Oisforth the Third's reign, they were able to repel bandits from their first day. Their methods foreign to every other family and man, including about a fourth of their populace, their magical knowledge was barely anything up until ten years before the War of Subjugation, wherein the kidnapping of mages and other wizards became much more common. This was much more potent than causing enough blizzards to eternally cause the Vaugate to be as cold as the Heron, or making the Vaught children comely and without deformities. After repelling the Warrior-Prince Ambrose Greymane 's forces, something that surprised even the House of Vaught, they were allowed to continue rebuilding the Heron's Flight as well as its walls.

In modern day, they've been mostly reclusive, due to the Heron having three protectorate regions (Bull, Vaugate, and Stag). They are normally used as diplomats, representatives, and other political roles wherein the Vaughts could not attend themselves. Although not officially sworn to House Vaught, they are loyal to Ardeiria its self, which is ruled by them, thereby making it essentially the same expectations.

## The Barony of the Wedge

Ancestral lands of House Vauswen, the Barony of the Wedge is characterized by a lack of farmland, made up entirely of small mining villages and the capitol, the Swan's Flight. An extreme contrast between the rich and poor, often times miners will die from the cold if ill-prepared for the winter. However, the rich - who make up the majority of the Heron's Flight - are known for living with extensive vanity and towers rather than long houses. Although the rubies were mined out long ago, the Vauswens kept a few for themselves, enough to make jewelry which is insisted upon being unisex, however perceived feminine by men of the Bull.

 File:Heron Flight.jpg
E.D.A.R.

Огонь (+50%).

Рубящие удары (+25%).

Дробящие удары (+25%).

Дробовики (+20%).

Штурмовые винтовки (+5%).

Пистолеты-пулемёты (+5%).

**E.D.A.R. (Elite Defense & Assault Robot — Элитный Защитный и Нападающий Робот (Э.З.Н.Р.)**) — враги в Killing Floor 2.

## Описание

Боевые роботы, разработанные Патриархом для поддержки мутантов в бою. Проект основан на D.A.R.

Существует 3 типа роботов:

* **Бомбардир** — вооружен двумя пятиствольными ракетными установками, установленными на предплечьях. Стреляет ракетами, которые наносят набольшой урон игроку и мутантам (последних также сбивает с ног или оглушает).
* **Истребитель** — вооружен двумя скорострельными бластерами, установленными на предплечьях. Попадания наносят урон как игрокам, так и мутантам.
* **Охотник** — вооружен электрошоковой пушкой, установленной на левой руке. Электричество не наносит урона, однако парализует на 2.5 секунды и не дает развернуться.

Если подойти к роботу в упор, начнет драться руками и ногами, подобно Сталкерам.

Роботы оборудованы реактивным ранцем, который позволяет быстро приблизиться к игрокам, если те слишком далеко.

В отличии от мутантов, робот не погибнет, если ему отстрелить голову маломощным оружием, хотя и получит повышенный урон. Если же убить робота выстрелом в грудь, он взорветься, аналогично ЭМИ гранате Берсеркера.

## Интересные факты

* В режиме «Без конца» роботы появляються в волнах, в которых идет только 1 тип мутантов.
* Рождественские роботы напоминают Трансформеров.
Ashridge

Dwarves

Ashridge is a Barony that is a part of The Duchy Territory, House of McCallan having claimed a portion of the territory generations ago, proven in Greymane records. At the moment they only answer to the King of Gilneas.

Upon discovery, the mineral rich territory was claimed by House McCallan, Tristan believing that the time to expand further into the Kingdom was nigh with a cadet branch of his house. His disappearance saw an end to the project, but Greymane Records still had the land's name under House McCallan, which proved to be a boon to the current generation who needed a home after the Cataclysm.

When John "Reaper" McCallan, the Head of House McCallan reclaimed the land, he was at the time young and naive, opting to leave the inhabitants to their own devices and a King's Agent to assist another Duchy and their issues. Having recently seceded from their authority, he has returned a war hero of Gilneas and is rebuilding and restructuring the region, with the immense resources he has accrued from years in service.

It was later when he was reviewing his lands that a ripped part of the regional map caught his eye, he searched out that part of the region and discovered The Foundry, an immense factory that he had no idea how to operate. Upon entering the structure he, along with some Dwarvish experts chalked the construction of such a monolithic object to the ancient humans, the Vrykrul. John ordered it's immediate retrofit with the assistance of Nulric Ironcrag's dwarves, offering them home in Talton's Rest and a decent pay to also work the structure and train the men and women John sent to learn under them.

## Currently

The Region itself is embroiled in a crime spree in the areas not covered by the Boars Watch or the Equine Guard, namely the Borderwoods from a criminal cell known only as the Five Rings. Bridges have been burned to the south-western island and the Crosslands have been subject to raids and rampant extortion.

The northern half of Ashridge has yet to be touched or reclaimed by House McCallan, John stating he doesn't want to push himself with more land, focusing to develop, rebuild and help what he has in his grasp.