recursal/Fanatic-Fandom huggingface dataset:
Cort Betazol

-3

2

Frank

Nephew (Vital)
Towards Arc Donao

2

1

Honest

##### RELATIONSHIP REASONING

The only reason this relationship exists is that Cort is Arcs Nephew, he is in line of the throne if anything happens to Arc & his side of the family as Arcs Sister is the second born child. Cort Requires this relationship to keep the connections for the Docks.

##### LEGAL STATUS

Blood Relations

**Current Location**

Port Breigh Grave Yard

**Species**

Ri

**Ethnicity**

Caradara

**Parents**

Desi Donao

**Current Residence**

Port Breigh

**Biological Sex**

Male

**Aligned Organization**

House Donao
[[Category:House Donao Family]
Двухпалатный парламент

**Двухпалатный парламент** (**Бикамеризм**, **Бикамерализм** или **Двухпалатная система**) — структура парламента (а иногда и других представительных органов), при которой он состоит из двух палат. Палаты парламента различаются по составу, порядку формирования, кругу полномочий. Как правило, одна из палат является верхней, другая — нижней. Это означает, что законы сначала принимаются нижней палатой, а затем поступают на одобрение верхней. Верхняя палата обычно не имеет права вносить в закон изменения, её задача — принять либо отклонить его. На практике это приводит к тому, что политически более важной является нижняя палата, так как в ней происходит основное обсуждение каждого законопроекта. Кроме того, обычно именно перед нижней палатой отчитывается правительство страны. В то же время если у президента или главы правительства есть право распустить парламент, оно, как правило, распространяется лишь на нижнюю палату.
Episode 51

Just north of Travill lies the abandoned village of Tanis. Much mystery surrounds this ghost town and stories are spread throughout Vasten about the disappearance of the people of this town, and the mysterious cabin on the hill to the west.

Tanis was a small village of happy farming people. They tended the wheat fields of Travill and traded with many of the neighboring towns for food and supplies. Many years ago, a cabin simply appeared on the hill just outside of town. You see, one day the hill was Barron, and the next, there was a small cabin. No one built it, it just popped into existence.  The villagers left a small welcome basket of sorts at the front door, where it sat untouched for days until wild animals ripped it apart. It wasn’t until a few weeks later when the disappearances began.

A few boys broke into the cabin one night. They were just curious to who lives there and wanted to take a closer look. Only one boy returned. The stories he told were baffling and frightening for the townspeople. He talked of never ending hallways and hundreds of rooms in this tiny cabin. He talked of a void of unending darkness, where one boy fell and disappeared into the black. He talked of ice caves and fire pits. Although many people didn’t believe these tales, they made for good campfire stories and the legend of Tanis began.
Bilto Beiderbek

In his late 50's now, Bilto lives and operates the common person's storage hall, although he and his husband Tok seem to be the only people who use it, or refer to their hoarder's dream that way. Bilto carries himself well, although weighs in at least 350 pounds, he is looked at as an eccentric in Port Breigh.

### Bilto Beiderbek

In his late 50's now, Bilto lives and operates the common person's storage hall, although he and his husband Tok seem to be the only people who use it, or refer to their hoarder's dream that way. Bilto carries himself well, although weighs in at least 350 pounds, he is looked at as an eccentric in Port Breigh.

### Relationships

#### Bilto Beiderbek

spouse

Towards Tok Sield

#### Tok Sield

spouse

Towards Bilto Beiderbek

#### Bik Beiderbek

Father

Towards Bilto Beiderbek

-5

0

#### Bilto Beiderbek

Son

Towards Bik Beiderbek

**Current Location**

Common Person's Storage Hall

**Species**

Ri

**Ethnicity**

Caradara

**Year of Birth**

6620 3rd Age  50 Years old

Parents
Bik Beiderbek
Romma Beiderbek
Current Residence
Travill
Biological Sex Male
Weight 350 LBS Aligned Organization House Donao
Custom Recipes on Realm of Vasten and Vasten Dimensions

The Realm of Vasten emplores a series of custom recipes to increase efficiency with play time and extended building options without being game breaking. Such as an expensive crafting recipe for Barrier Blocks to allow for some interesting details and flourishes on builds, or cooking rotten flesh into leather so as not to have to grind through hundreds of cows.

The following list is an up-to-date comprehensive list of all custom recipes found in the Realm of Vasten and Vasten Dimensions:

## **Vanilla Textured Recipes: -**

### **New Recipes: -**

#### **Blocks: -**

Some new recipes have been added to add more possibilities to the game, typically creative only blocks have been given recipes so as to give player the possibility to incorporate them into building. The custom textures have also changed a few of the creative only blocks to make them look like other blocks in the game particularly petrified oak slabs are now dirt slabs.

**Barrier Block: -**

**Dirt Slabs: -**

**Smooth Quartz Blocks: -**

**Smooth Red Sandstone Blocks: -**

**Smooth Sandstone Blocks: -**

**Smooth Stone Blocks: -**

#### **Anvils: -**

The anvil textures have been edited in the Little Taste of Vasten Texture Pack to have the bricks and stone bricks textures. As you will see the chipped is bricks and the damaged is stone bricks.

**Chipped Anvil: -**

**Damaged Anvil: -**

#### **Mob Heads: -**

The mob heads have been added to allow players to implement them as decorations into builds.

**Skeleton Skull: -**

**Zombie Head: -**

#### **Miscellaneous Items: -**

Other miscellaneous items have been made able to craft either to make life easier when dying or give players an extra way of collecting typically time consuming resources, or adding other decorative options.

**Cobweb: -**

**Elytra: -**

**Shulker Shell: -**

### **Furnace Recipes: -**

Smelting recipes allow another way of gaining materials without going through the typical process. As of now leather is the only resource available to create through smelting.

#### **Items: -**

Certain items typically not able to smelt can be put into a furnace to turn them into another item.

**Leather: -**

### **Edited Recipes: -**

#### **Blocks: -**

Some blocks have crafting recipes have been edited to allow for more output on the craft. Typically 1 to 4 on the output.

**Brick Blocks: -**

**Quartz Blocks: -**

#### **Trapdoors: -**

The trap door recipes have been edited to produce more trapdoors upon crafting. Moved from 2 to 6. Jungle trapdoors however have been left at the original 2 as in the Vasten texture pack they have a special wheel texture and model, so they are a special exception thus more expensive.

**Acacia Trapdoors: -**

**Birch Trapdoors: -**

**Dark Oak Trapdoors: -**

**Jungle Trapdoors: -**

**Oak Trapdoors: -**

**Spruce Trapdoors: -**
End Temple

The End Temple is the capitol of the Church of the End. This Religion worships the Endermen and uses the Ender Pearl as it's symbol. It is the most neutral of the three religions, with the Church of Man and the Nether Religion (name?) in a constant state of war. The end temple is one of the ways to enter the End, and is a one way trip due to the Dragon devouring the sacrifices dropped into the End Portal.

For years, the followers of the Church of the End have dropped people in as a sacrifice to the Ender Dragon to keep him from attacking the Overworld.

**META:**

The End Temple is where a player is teleported after a Leap of Faith. Take the plunge down the center to repair tools in the Ender Ender.
Episode 45

Tinesia Umelee created the witches by accident while attempted to evolve men into High Humans. The process of her evolution drove these early experiments insane while also granting them some magic abilities. Yearning for Mother’s love, they began to practice alchemy, attempting to evolve themselves into the children Tinesia wanted.

After Mother was successful in creating the High Humans, these early cast-offs felt hatred brew as they blamed her loved one for using up all her life essence and thus, killing her. As each generation was born, they grew more and more insane, brewing potions and lashing out at humans. Viewing themselves as Mother Tinesia's children, they would chant their mantra as they brewed potions into the night, “we are children, we are children, we children, we children, we chil, we chi, witch witch witch.”

Eventually the witches, taking their name from their brewing chant, grew too insane and belligerent to live together in the stone huts at Helheim. They split off, wondering into nature, each with the singular focus of creating potions to kill humans.

In the hundreds of years that passed, the Church of Man formed, worshiping humans inherent ingenuity rather than a deity. Followers of this church moved into the abandoned Witch City built under Helheim and added on larger, witch inspired huts in the surrounding area. The Church of Man seeks wisdom and betterment through knowledge and alchemy. Although they don’t worship her as a God, they revere Tinesia as Creater of the High Humans and the Mother of the Church of Man.
Dark North Road

The Dark North road, halfway between Travill and Tanis leads off to much unexplored territory in the far north.

Because of so much destruction during the Nether War, the road is sparse used and full of rogue settlements.The post war port network also reduced the traffic.

## History

The road was built before the zombie war and was heavily travelled this is part of how Travill was named. It was a crucial last stop before the long journey.

Ever since the road was removed from House Donao maintenance it has become more run down. The little upkeep that happens is done by Nomad Nihmrod. He has proudly named the first house (north of Travill) Nomad's stable, this rolls of irony sine a nomad would not have a permanent stable. The irony continues with the house having barely room for a bed and a lone fence post for any horses.

The Dark North road, halfway between Travill and Tanis leads off to much-unexplored territory in the far north.

Because of so much destruction during the Nether War, the road is sparse used and full of rogue settlements. The post-war port network also reduced traffic.

History

The road was built before the zombie war and was heavily traveled this is part of how Travill was named. It was a crucial last stop before the long journey.

Ever since the road was removed from House Donao maintenance it has become more run down. The little upkeep that happens is done by Nomad Nihmrod. He has proudly named the first house (north of Travill) Nomad's stable, this rolls of irony sine a nomad would not have a permanent stable. The irony continues with the house having barely room for a bed and an alone fence post for any horses.

--Named By::@Fixxit--@Seiaeka

@Ginthian

--Made By::@Fixxit--
Episode 41

In the year 1976 of the Second Age, word spread quickly of an enormous nether portal opening near the Elven City of Talatol. Calling on the treaty signed by Dwarves, Elves and Men at Anthillia, the three leaders summoned their armies and set up a final defense of the Elven City.  The plan was to allow the Pigmen to attack the city head on, while the humans came around their rear from the Savana to the west.

The Red Elves and Brightstone Dwarves were holding off the full army of invading Pigmen, awaiting the Grand Army of Men to attack. This army was led by the coward Prince Castion. When the moment came to attack the Pigmen from the rear, he delayed.  The combined forces of Elves and Dwarves were overwhelmed.

The Elf Mage King Itylra Evioro, seeing his forces being defeated, and seeing no help from men, summoned an ancient forbidden spell. The sheer power of the forbidden spell, Cursed Blight destroyed not only the invading army, but the city of Talatol, the remaining Elves, Dwarves, and himself.

Destroying the Pigmen army set the Nether forces back years in rebuilding their forces. When word spread of the inaction of the coward Human Prince Castion, the Elves, Dwarves and Trents abandoned men to their fate. What happened to all these former allies is not known to men still to this day.

Forbidden magic, unlike normal spells, never goes away.  Once cast, the Cursed Blight still hovers over the crater of Talatol, and is contained by 3 End Pilons.  Were these to fail, the forbidden magic would begin its expansion again, devouring everything in its path.
Celaya

City Description

## History

Nearly 1,000 years ago the nether forces opened a Portal near Ajury the capital of The Arbor Druids although the combined armies of druids and Port Breigh Guardian's defeated the Zombie Pigmen and closed that Portal the damage was done the World Tree the source of The Arbor Druids power was burned down. Keeper Ming the leader of The Arbor Druids chose the path of rebuilding, regrowing the World Tree, and building on his new friendship with King Bard Donao now of Port Breigh a jury pulled out of isolationism and rejoined the world however not all The Arbor Druids was agreed with this direction Seeker Houst Ming's brother and most trusted aid, argued for years to go on the offensive and use The Arbor Druids magic to attack the Nether forces. Finally, the rift between them grew too large and house set out to find something more powerful that he and his followers could use to preserve the world instead of regrowing it. Houst journeyed far to the west travelling for many moons through the snow-covered hills and plains until finally he found what he sought an artifact from The First Age so powerful house should not wait to regrow the world after the fires of war nearly consumed it but instead he could save his world to protect it from death this is the story of the frost druids the people who follow them and their quest to preserve the world in ice.
Centennial

Centennials are extremely ancient giant beings who populated the Overworld during the First Age. Ruh is known to be the last Centennial ever seen in the world, and his departing signaled the end of the First Age, and the end of Giants.

It is said that Centennials referred both to the height of these huge beings and the years they would live.
Builders' Quests

Builders quests can be picked up in the Builders Guild buildings (Port Breigh or Dawnport)

## Instructions into Questing

For the Vasteneers if you have any questions regarding the quests and the questing system feel free to ask in the discord.

**Claiming your own lectern module.**

In the respective Builders' Guild buildings there are lectern modules claim one by putting your name on a sign on the lectern.
Feel free to customize your module a bit but keep the lectern in the same place.(and maybe include some space to store your finished quests books.)

**Acquiring a Quest**

In the guild you can pick yourself up 1 active quest (doesn't matter what kind). You get your quest by pressing the on the dispenser buttons.

You may draw up to 3 quests, select your preferred one as your active quest and put the other 2 back into the system.

**Active Quest**

Once you have picked a quest place it on your lectern to mark it as your active quest.

**Duration and reward**

Each quest should take up to 2-4 hours, use this as an benchmark for scale.
Upon completion you will get approximately 100 Build Points and a Quest banner.

**Spending Build Points and the rewards**

After acquiring a small fortune in build points you can spend them on more durable gear and uncommon blocks.

## Types of Quests

There are a few different groups and types of quest. First we have to make a distinction between the norm (solo quests and 2 player quests)
normal quests are meant for 1 player so can only be claimed by one payer, 2 player quests on the other hand are a bit bigger in scale and can be claimed by both participants (both of them will get the points and the banner).

**Single Player Quest**

The "normal" quest. Meant for a single person no catch.

Examples:

* Select 4 from a list of suggestions in the same there (Aquascaping, Outlaw, Justice ..).
* Build 4 houses with interiors in kingdom X.
* Build a massive tree in Andruirs Rest with Elven housing in the branches.
* Build 7 variations of a custom tree in Ajury.

**Repeatable Quest**

While holding this quest book you may overachieve. complete it multiple times. They are a bit more grindy and less interesting.

Examples:

* Build 2 Large cropfields in/or around an existing kingdom (a large field is easily 5+ shulkers of seeds)
* Mountain completion (place 5 shulkers on stone on mountainrange x)

**Two player Quests**

Quests meant for 2 players.

Examples:

* Make a custom forest/biome.
* Build a large scale market in an existing kingdom.
* Roadwork (between point A and B) overhaul the road add bridges and POI where needed.
Bogger Atrack

Bogger Atrack was head of Atrack and Sons mining company, the company that broke into the Travill Nether Portal and ignited it. Bogger was killed along with his sons Jay and Teek that day, leaving only his wife Mai and daughter S

#### Bogger Atrack

spouse
Towards Mai Atrack

#### Mai Atrack

spouse
Towards Bogger Atrack

**Current Location**

Travill Grave Yard

**Species**

Ri

**Year of Death**

6661 3rd Age

**Current Residence**

Travill

**Biological Sex**

Male

**Aligned Organization**

Atrack and Sons
Drunken Sheep Winery

The Drunken Sheep Winery is just a short walk from Kelael. It is one of the larger wine producing vineyards in all of Vasten and ships it's Pink Wool Wine all over the realm. Started many generations ago by the rather famous traveler Pote Joh'so, he perfected the process and used his earnings to build the cave near by into a huge wine cellar.

The DSW is now run by Tom Joh'so and is held in high regard by anyone tasting the goods.

**Type**

Brewery / Winery

**Parent Location**

Kelael

**Owner**

Tom Joh'so
Eloa

City Description

## History

Eloa seems to have existed during the first age, their cities appeared to have been located in a number of places. The texts show that they had wonderous cities some underwater, in the deepest of oceans. Others above the clouds located on the highest of peaks. Some seem to have been held within volcanoes, utilizing the lava and heat as a way to power machines that I, a learned scholar of our time, must see. Perhaps some of these ruins are just the tip of hidden, magnificent cities. There is mention of a Rite that was performed by their religious men. From what I can tell it transforms one of Pureness into a magical device that when combined with shells will protect those who work under the water. Providing them a magical means of breathing and seeing.
Darkwood

Named By
@Seiaeka

**Type**
Forest
**Included Locations**
Darkwood Pass
Darkwood is a heavily wooded area west of Castle Caraway, surrounded by nigh-impassible mountains. Many many generations ago, a branch of elves broke away from the main kingdoms and vanished into the wilderness, eventually cross-breeding with halflings. Due to the nature of Darkwood, these elves became more and more feral over time, resulting in a smaller, faster, and slightly more vicious breed of elf, called the Wilder Elf. They took to the low-light of Darkwood like fish to water and have remained there ever since.
Darkwood Pass

Many many generations ago, a branch of elves broke away from the main kingdoms and vanished into the wilderness, eventually cross-breeding with halflings. Due to the nature of Darkwood, these elves became more and more feral over time, resulting in a smaller, faster, and slightly more vicious breed of elf, called the Wilder Elf. They took to the low-light of Darkwood like fish to water and have remained there ever since. Eventually, Man found their way into Darkwood--merchants seeking a route south, looking for untold riches, to what would later become Anduir's Rest. However, but upon entering Darkwood they were beset by bands of monsters and... something else. The Wilder Elves didn't take kindly to having their home invaded, and drove out anyone who dared enter their wood. Now stranded in the plains between the mountains and the woods, the humans struggled to survive, but as is with most humans, determination and a will to live won out, and they established a small village. As the human kingdoms grew, more people were stranded in the plains, and eventually founded two more fortified villages. Working together, the bands of merchant villagers coaxed out a small path through the Darkwood and into the mountains. This path of villages, heavily fortified gates, and treacherous mountain passes came to be known as Darkwood Pass. From there, the merchants formed the Darkwood Pass Merchant Company, eventually trading their local goods and unique and luxurious brown wool with the rest of the kingdoms.

To this day, the Wilder Elves keep to themselves and answer to no one. The only path through Darkwood is the one they allow the merchants to use, but any further south, the mountains prevent passage.

## Geography

Darkwood is a heavily wooded area west of Castle Caraway, surrounded by nigh-impassible mountains.
Black Wool

**Type**

Textile

**Odor**

Does not have one unless wet, when wet it emits a Foul odor

**Taste**

Lanolin

**Color**

Black, Viod Look

**Density**

1.314 Kg

**Common State**

Soild

**Related Locations**

* Jo's Sheep Farm

## Properties

### Geology & Geography

Black Wool is does not have natural Geographical implications, the best area to grow it though is at Jo's Sheep Farm . It is Unknown why though.

### Origin & Source

Black Wool Comes Naturally From a Jo's Sheep, otherwise it is Dyed ether from a wither Rose or an Ink sake. The Best Wool comes from the Jo's Sheep.
Dagmar's End

**Built By::@Mearendipity----Built For**

5/1-5/8/20 Weekly Build, Build-Off

**Type**

Room, Tower, Wizard

An alchemist named Dagmar was researching Enderium. After hours and hours of research, he thought to have found a way to artificially make it! But he was wrong... When he tried to test his theory, the Enderium caused an explosion, killing the poor alchemist. Nowadays, his house still stands along the road to Celaya, getting closer and closer to ruin each day. Around the place of the explosion, the inscriptions of the experiment, together with some blood stains can still be found. There's also a mysterious purple fluid, close to Enderium still remaining. After the fatal incident, the place was referred to as Dagmar's End
Arukrush

Language for Darahall
language

## ALPHABET

Describe the structure and design of the alphabet.

## PHONETICS

Describe the sounds in the language (IPA is often used for this).

## COMMON PHRASES

A list of common phrases always adds flavour to the world. Swear words, greetings, farewells etc. Use the following syntax to create a phrasebook entries " --phrase::meaning-- "

## GEOGRAPHIC DISTRIBUTION

Geographical distribution and spread of the language.

Dictionary
Episode 62

Father Chotty is the head priest of the Port Breigh Church of the End. In his early 70's, the priest is a hard, but good man. He has followed the Church of the End for his whole life, since being abandoned as a young boy. The father oversee's a large congregation in Port Breigh, and preaches fire and brimstone each and every morning. The father is a hard-line believer and extremely anti-Netherism. He believes that the End Dragon will someday come into the Overworld and rule as has been prophicized.

It wasn't long ago that, one of his most loyal congregant, Shelly Catcack, wife of Captain Anton Catcack came to him with a disturbing rumor. Just outside the city of Travill, people were disappearing. Although Father Chotty was well aware of Shelly's propensity for rumor and hearsay, he dug in a bit deeper. Walking down to the Port Breigh Adventurer's Guild, he asked some of the Rangers if they had heard anything. Coy Mattol, a Ranger Freewalker was sitting near-by and confirmed he had heard the same thing. As Ranger Freewalkers are long-time, and trusted men in the Ranger Corps, they may go where they feel they are needed, and people disappearing from a town that flies the House Donao banner fits the bill. Ranger Mattol and Father Chotty left at once for Tanis.
Ajutch Minnow

**Current Location**

Minnow Wheat Farms and Housebarn

**Species**

Ri

**Life**

304 3rd Age  367 3rd Age  63 years old

**Circumstances of Death**

Killed by a zombie horde one night when he didn’t return from a trip before sunset.

**Biological Sex**

Male

**Eyes**

Blue

**Hair**

Short and grey

**Skin Tone**

Tanned from working the fields

**Height**

5’11

**Weight**

189
Conah

### Facial Features

wide face with a pointed chin, a large nose, ears that stick out and small lips. Her pale yellow eyes are small, and she has well groomed eyebrows

### Identifying Characteristics

disciplined feel about her, and she has a noticeable pockmark on her right leg

**Biological Sex**

Female

**Hair**

hip length, greasy, blonde hair which is braided

**Skin Tone**

Toffee

**Height**

5'6"
Episode 46

In the years immediately following Tinesia Umelee's death, the High Humans, living in the Helheim Keep and the Witches, living below held together a tense truce. Although the witches hated the high humans for being what they were meant to be, and the high humans were disgusted by the witches ever-growing insanity, they lived together because they both felt, that is what mother would have wanted. After more than a century of this peace, the first generation of High Humans felt it was time to move on. The sisters Albedo and Nigredo, and the brothers Tian and Demiurge moved away, founding their city in the mountains. Rubedo and Tinesia's butler, Sebas stayed in Helheim to protect the witches from the increasing fear spreading across the world.

Not long after the high human first family departed Helheim the attacks started. Word spread quickly among mortal humans that Helheim was no longer protected by the High Humans and the witches could be wiped out. The first attack came from a combined Port Breigh and Wild Haven militia. Not knowing there still remained one high human, the mortal forces attacked and were blindsided by the raw force Rubedo commanded. Using a combination of blazing fast sword play, potions from the witches and his centuries of experience, Rubedo was an unstoppable machine. He nearly singlehandedly wiped out the entire militia, sending them in full retreat back to the safety of Port Breigh. Although winning the day, the attack took more out of Rubedo than the invaders knew. In the attack, he drew on all of his remaining life essence and died just a few days later.

Fearing more attacks from humans, and knowing they didn't have a high defender any longer, the witches, who were not yet completely insane, built a wall surrounding the land paths to Helheim. Although, not the highest wall in Vasten, it would hold long enough for the witches to poison the land around Helheim with their magic, killing any invaders as they approached Helheim. Although this tactic worked to stop any future attacks, as a side effect, it mutated the nether wart, allowing it to grow to huge heights and size and wildly spread across the landscape. The people of Helheim today still work daily to cut back the mutant nether wart before it overtakes their home.
Castle of Sandrasku

The Castle of Sandrasku started as an enormous jail for the worst of the prisoners, hundreds of years ago the King of Sandrasku at that time, King Debonate built walls and a throne room above the jail cells. It is known as one of the greatest structures in the Realm.

**Alternative Names**

The Prison Of Sandrasku

**Type**

Castle

**Parent Location**

Sandrasku

**Owner**

Kroc

**Characters in Location**

* Kroc
Naya'il

## Physical Description

### Body Features

short arms and weak hands, a slender torso with modest breasts, round hips, spindly legs, and small feet

### Facial Features

lean face with a pointed chin, a large nose, and very thin lips

### Identifying Characteristics

Scar on her left ear

**Biological Sex**

Female

**Eyes**

brown eyes are small and she has smooth eyebrows

**Hair**

short, frizzy, dark brown hair which is un-styled

**Skin Tone**

Ruddy

**Height**

5'1"
Brindenford

Built By
@Morgoran
Personal Base
@Morgoran

## Demographics

Most of the City is Low Middle Class, rest of the city is Is Middle Class, They City has Five people in the Upper Class, Alexander Roan, the Nord Brothers, Two Merchants and Mayor Embryville's Family. Everyone is Human, and all residents are Dal'sung.

## Government

The City is ran by a Mayor, other than that the City has the Council that is ran with The Mayor as the head, Elections for Both are Held in December and Has the new Official Take Office at the Beginning of the New Year.

## Defences

The City has Three Entrances that are Heavily Guarded. The Least Guarded Entrance is the Entrance that Follows the Path to The Tower of The Brotherhood, The Main Entrance Which is heavily guarded Leads to the Brinden Forest and Castle Caraway. The Final entrance is an emergency Exit for the Inhabitants of the City to Escape into the deep of The Dal'sung Mountains and to the City of Caldessi. Other than that the City is surrounded By Dark Oak Log Palisades.

## Assets

The Town its self does not hold most of it's assets. They are Held at Castle Caraway, which holds all of House Belenos assets. The Assets that are held in Brindenford is Physical assets, Such as Sheep, Dark Oak, Food, And Land. The Other Assets that are held there are the Private Corporations money that is unusable by the town itself.

## Infrastructure

The City has Walls, Finished Roads, and Gates. The City has running water for the City Center and Buildings, this is for Bathrooms only and nothing else.

## Industry And Trade

Cornflower Wool from Dark Oak Springs Pastures and Dark Oak are there Main Trades out of This city.

## Guilds and Factions

Dark Oak Springs Pastures Nord Bros Logging Adventurers' Guild The Church Of The End House Belenos

## History

The Founding of Brindenford was that is it was a Nord Bros Logging town for harvesting The Brinden Forest. The Town of Brindenford is about 65 years old as it was founded November 15th of year 338 of the Third age. Since it's founding the Town Grew larger than what the Nord Brothers thought it would be and Moved to settle there for almost the full year to watch the operations.

## Architecture

Most of the Architecture is using the space as much as they can, due to the climent they have a lot of outdoor work places. All of the builds have Dark Oak and Cobblestone Trim, and High Slanted Roofs.

## Geography

Brindonferd is on a the west bank of The Brinden, it is across the river from The Brinden Forest and is on the base of The Dal'sung Mountains. It is on a floodplain which would be good for the Crops if they Grew any which they grow wheat in conjunction with the Hamlet of Juxington.

## Natural Resources

There are Three Major Natural Resources of this area, the Fish the Come from The Brinden that starts in The Dal'sung Mountains, the Sheep that they grow, and Brinden Forest which is a Dark Oak Forest.
Don Alde

(FArmer's of white sands)

Farmer Don Alde, his wife Edy and their son, Mac lived in Swann's Landing for many years, working the dark oak sawmills and tending the wheat fields for the Markils family, the owners of the mill.  Don worked hard to provide for his family, allowing Edy to raise their boy, Mac, and work on her painting.  It was 4 years ago, Edy left the house, paint, and canvass in tow, and never returned.

Over the years, Don and Edy had formed a relationship with Keeper Tal, of the Arbor Druids.  When word of Edy's disappearance reached Ajury, Keeper Tal traveled the short journey to Swann's Landing to help search, as no one knows forests as well as the Arbor Druids.  It only took Tal a few days to find Edy's remains, and only a few hours after that to track down the witch that ended her life.  Although he got his revenge on that witch, Don was a broken man.

After many months of mourning, the thought of going back to work at the Dark Oak Sawmill was unbearable.  Don decided to start fresh in White Sands.  Upon hearing his plan to leave Swann's Landing, Keeper Tal, bucking against Arbor Druid laws, took a large number of Druidic pumpkin seeds out of the Ajury Vault and gifted than to his old friend.  Don set up a farm just outside White Sands, along the raceway, and thanks to the druidic seeds, is known to have the largest and fastest growing pumpkins in Vasten!
Gibby

**Species**

Ri

**Year of Birth**

6245 3rd Age  425 Years old

**Biological Sex**

Male

**Appears in...**

* Kyth Enters the Nether
* Kyth Pasts the Dru Trails and Makes A Giant Life decision.
* Kyth Starts At the Zygon Society
* Kyth's Solo Attack, Kyth's Story Final Chapter
* Kyth's Squad attacks the Pigmen
* The death of Rydar
Episode 42

Episode 42 Script

The city of Ajury houses the Arbor Druids.  An ancient civilization of men, the Arbor Druids mission is to replant the world, and save samples of nature from destruction.  In the days of the First Age, the world was larger. Trees towered over men, and forests reached into the sky and around the world.  As time passed, things have not stayed the same.

After a long forgotten war during the early days of the Second Age, druids withdrew from the world, rebuilding their capital city of Ajury deep within the impenetrable Deer Glade Forest.  Ajury became a natural museum of sorts, housing prime examples of the majestic trees of another time. These trees were grown from the magic from the World Tree, which infused typical saplings, growing them to many times their normal size.  The Arbor Druids lived in isolation for centuries, until war, once again, found the them.

During the Nether War, zombie pigmen opened a portal near Ajury and advanced on the city, burning everything in their path.  Much of Deer Glade Forests was burned down, including the World Tree. Keeper Ming, the leader of the Arbor Druids sent an envoy to Port Breigh to plead for help.  King Bard Donao sent his entire army from Port Breigh to Ajury to fight off the attack, beating back the Zombie Pigmen and closing that portal. Although Ajury was mostly destroyed, Keeper Ming and King Donao formed a friendship that pulled the Arbor Druids out of isolationism and brought them back into the world.
Castle Darmond

Castle Darmond is an ancient castle on top of the Mountain of Port Breigh. In this age, House Donao has set up it's throne in the castle, although, in past ages many different houses have possessed it. House Donao is tolerant of all three religions and, in fact, has dedicated 3 towers in the castle to each faith.

The Fire Shrine is located on top of the Southern most tower and has a ring around it, where followers of Netherism can meditate at the fire. The End Tower is locates next to the Fire Shrine and has many of the End items brought back from the end City. Finally, the Order of Men has a tower that houses many of the most valuable books in the entire realm. Enchanting can also be done here.

Founded centuries ago, the House Donao is one of the largest in Vasten. Port Breigh has the distinction of never being conquered during the Nether War of the Second Age due in part to its huge city walls and natural mountains surrounding the city.

The walls of Port Breigh were built by the Dwarf Baern Hammerstriker, who founded the Builders’ Guild and, with the help of men in the Second Age, erected the walls in 2 weeks time. The walls may be protected by a spell cast by Baern, although no one knows how this could have been done.

It is known as the largest travel hub in the Realm due to its expansive port. Most towns and cities have regular ship routes coming and going through Port Breigh.

Castle Darmond is an ancient castle on top of the Mountain of Port Breigh. In this age, House Donao has set up its throne in the castle, although, in past ages, many different houses have possessed it. House Donao is tolerant of all three religions and, in fact, has dedicated 3 towers in the castle to each faith.

The Fire Shrine is located on top of the Southernmost tower and has a ring around it, where followers of Netherism can meditate at the fire. The End Tower is located next to the Fire Shrine and has many of the End items brought back from the end City. Finally, the Order of Men has a tower that houses many of the most valuable books in the entire realm. Enchanting can also be done here.

**Type**

Castle

**Parent Location**

Mountain of Port Breigh

**Owner**

Tre Donao

**Owning Organization**

House Donao

**Characters in Location**

* Bik Beiderbek
* Magrie Donao
* Tre Donao
Muik Tikoo

### Captain

The Captain of the Deceitful Blade, Captain Muik Tikoo is considered an oddity. He is, as much as anyone knows, a mute. By using complex hand signals, his first mate gathers his orders and communicates them to the crew. Tikoo's origins are a mystery as is how he gained ownership of the Deceitful Blade.
Kelael

The town of Kelael was built around an ancient ruined tower from another Age, known now as Howard's Tower after the merchant who found it and set up his shop in the cave underneath, Howard T'duck.

Growing into a town over the years, and holding many different shops and farms, Kelael's main export is oak and wine. The oak is from Tuck's Tree Lot, just outside of town, and the wine comes from the large Drunken Sheep Winery southeast of the Church of the End.

Some of the shops and businesses in Kelael are Dale's Cactus Farm,

The town of Kelael was built around an ancient ruined tower from another Age, known now as Howard's Tower after the merchant who found it and set up his shop in the cave underneath, Howard T'duck.

Growing into a town over the years, and holding many different shops and farms, Kelael's main export is oak and wine. The oak is from Tuck's Tree Lot, just outside of town, and the wine comes from the large Drunken Sheep Winery southeast of the Church of the End.

Some of the shops and businesses in Kelael are Dale's Cactus Farm.
Gwernwood

Brown tree made by llorrdnight

## Basic Information

### Anatomy

Gwernwoods have a very plain bark with a orangish hue, their leaves are  a dark brown and are relatively dry leaves compared to most trees. Gwernwood is a strong wood but not very flexibel, it will break before it bents.

Typically on bigger Gwernwoods you can see the ends of the roots, connecting to the trunk and poking above the surface, while a larger network of roots can be found underground.

### Ecology and Habitats

Gwernwood is a tree which can be found in ho climates, they can very easily thrive in savanna and even desert locations (although the later works best when they have a little bit of shelter from the forces of nature like when being in a valley) but it is not unheard of of finding a Gwernwood even in "normal" climates like plains and regular forests.
Kit Cherif

Doctor Kit Cherif

The founder of the Order of Man, Doctor Cherif saw what a High Human could do against a well trained army, when Rubedo tore through the Army of Port Breigh so easily. He dedicated the rest of his life to finding out how to enhance humans like Tinesia Umelee did in her experiments in Helheim. While traveling the world, he gained followers, who also thought man was the answer to all life's questions.

Although a pacifist, Doctor Cherif was a xenophobe and outright hated the Zombie Pigmen. While the order supports knowledge first and foremost, they are known to be Human Nationalist and extremely anti-Church of the End and anti-Netherism.

**pecies**

Ri

**Ethnicity**

Caradara

**Current Residence**

Port Breigh

**Biological Sex**

Male

**Aligned Organization**

Order Of Man
All Towns, Cities and POI's in Vasten

[ul]

[li]Brienne’s Gate[/li]

[li]World Tree[/li]

[li]New World Tree[/li]

[li]Whirling Fey[/li]

[li]The End Temple[/li]

[li]Tanis[/li]

[li]Ruins of Ald'ga'borba[/li]

[li]Ralp Calderon's Old Quarry[/li]

[li]Minnow Wheat Farms and Housebarn[/li]

[li]Howard's Tower[/li]

[li]Harrison's Garrison[/li]

[li]Hall of Kinship[/li]

[li]Grey Towers Castle[/li]

[li]Grady's Granite Trade[/li]

[li]Dwarven Consolate of Talatol[/li]

[li]Daze Family Farm[/li]

[li]Catacombs of Sandrasku[/li]

[li]Castle of Sandrasku[/li]

[li]Athenaeum of Knowledge[/li]

[li]Castle Harcoln[/li]

[li]Eastern Coral Reef[/li]

[li]The Great Fir Forest[/li]

[li]Mushroom Cave[/li]

[li]The Clawed Clifs[/li]

[li]Ruh State[/li]

[li]Ajury[/li]

[li]Anduir's Rest[/li]

[li]Artif[/li]

[li]Banking Clan[/li]

[li]Blanford's Bayou[/li]

[li]Bone Bluffs[/li]

[li]Brindenford[/li]

[li]Cánh Hoa Town[/li]

[li]Castle Caraway[/li]

[li]Castle Zealot[/li]

[li]Celaya[/li]

[li]Chateau De Caluss[/li]

[li]Cheekyfoxglove[/li]

[li]Cordaria[/li]

[li]Dairy[/li]

[li]Darkwood Pass[/li]

[li]Elmyra's Covert[/li]

[li]Emory's Hollow[/li]

[li]Gravenwall[/li]

[li]Gritway[/li]

[li]Helheim[/li]

[li]Hig Riggens[/li]

[li]Jo's Sheep Farm[/li]

[li]Kelael[/li]

[li]Lacris[/li]

[li]Monument to the Fallen[/li]

[li]Ruins of Kal-Mazarthuul[/li]

[li]Ruins of Agmarth[/li]

[li]Rouge Encampment[/li]

[li]Rakanian Keep[/li]

[li]Princeton[/li]

[li]New Talatol[/li]

[li]Oak Grove[/li]

[li]Ovid's Crossing[/li]

[li]Port Breigh[/li]

[li]Ruins of Old Piori G'har[/li]

[li]Sandrasku[/li]

[li]Shulthein[/li]

[li]South Sea Ocean Research Institute[/li]

[li]Stillpoint[/li]

[li]Swann's Landing[/li]

[li]Takirom[/li]

[li]Talatol[/li]

[li]Temple Of Dorion, Kataphos[/li]

[li]The Minning Guild[/li]

[li]Travill[/li]

[li]Underground Celya[/li]

[li]White Sands[/li]

[li]Bandit Camp Between CC and Southern Sea Research Institute[/li]

[li]House Between CC And Bandit Camp[/li]

[li]Dig site[/li]

[li]Crazy Jo's Shack[/li]

[li]Town East of the first farm North of the dig site[/li]

[li]Dom's Phantom Tower[/li]

[li]Small Farm west of the Northwest road of Ajury[/li]

[li]Other Farm Further west of that[/li]

[li]Dargon Stone start - Rasks personal base[/li]

[li]Poison Potato Farm[/li]

[li]The Manor built by Warlock[/li]

[li]Man Grove Forest[/li]

[li]Cronos[/li]

[li]Old Fixes Ruins, along the road from White Sands And MoTF[/li]

[li]Dis'Chen's Manor[/li]

[li]Stone Head ruins further along the road from the Fix ruins[/li]

[li]Other ruins further down the road[/li]

[li]The Belltower[/li]

[li]The Libary Celaya[/li]

[li]The Cyrpt[/li]

[li]Dragon Cave[/li]

[li]Myldar's Hold[/li]

[li]Butt Butt the Dog Monument (751 63 3373)[/li]

[/ul]
Kytholique Comely

Towards Jommey Comely

Towards Kytholique Comely

Towards Kytholique Comely

5

0

Friend

Towards Thom Thawkins

5

0

NPC Created By
@Fixxit

**Species** Ri
**Conditions**
* Brute
* Chargers
* Chikors
* Con
* Dancer
* Forbidden
* Rocks
* Second Site **Year of Birth** 6245 3rd Age  425 Years old **Birthplace** Grexley **Biological Sex** Male **Aligned Organization** Zygon Dynasty

**Other Affiliations**
* Dru
* House Comely **Appears in...**
* Kyth Enters the Nether
* Kyth Pasts the Dru Trails and Makes A Giant Life decision.
* Kyth Starts At the Zygon Society
* Kyth Takes out of the Last Nether Portal
* Kyth's Solo Attack, Kyth's Story Final Chapter
* Kyth's Squad attacks the Pigmen
* The Beginning of Kyth's Story
* The death of Rydar
Pote Joh'so

The great great grandfather of Tom Joh'so, Pote traveled the realm as a traveling salesman of sorts, when, after spending some time with some elves (so he claims), he put down roots in Kelael and invented Pink Sheep Wine, probably the most known and highest priced wine in the region. After earning more money than he could spend in his lifetime, he transformed the Drunken Sheep Winery's naturally occurring cave nearby into an underground wine cellar.

After many years running the Drunken Sheep Winery, Pote disappeared again, saying he was off to find his elf friends.
Naaririel

## Physical Description

### Body Features

wide shoulders, long arms, a stocky torso, a narrow waist, and long legs

### Facial Features

angular face, a bulbous nose, and very thin lips

### Identifying Characteristics

the large blemish on his left hand, thuggish feel

**Biological Sex**

Male

**Eyes**

brown eyes are slanted and he has thick eyebrows

**Hair**

shoulder-length, greasy, mousey brown hair which is pulled into a ponytail

**Skin Tone**

White

**Height**

5'10"
Journal Entry 631 Prince Castion, Son of Kaladon

Another day of treaties and debates with those elves and dwarves. Father says that the Trents are returning to the bargaining table now that we have promised to stop colonizing so close to their forests.

I wish he would not force me to take part in these meets. I am no good with politics and those elves will not stop staring down their crooked noses at me. If they are so smug, let them fight the war on their own. They wave around their magic as if it was the answer to everything, but for some reason, they still need our help? Ha! Filthy hypocrites!

The dwarves are not much better. We can hardly go five sentences without one of them bringing up Aldonn's Treaty as if it were some sort of "I win" card. Being at peace with each other does not mean that we have to cater to them at every corner.

One would have thought that building the Hall of Kinship would have meant something to everyone involved, but it seems that it was just another big show to put on and convince the common folk that we are cooperating. None of the other races were even willing to let go of any of their relics until after half our royal treasury had been moved into it. It is an insult that our people cannot enjoy their own heritage.

Father wants me to go and oversee things at Talatol. Just what I want -- to be even closer to the dwarves and elves. I suppose the only consolation will be that the Trents are not there. On the other hand, that elf mage, the one they call a king, will be there too. I heard some of the elf scribes talking about it in the corridor outside their guest rooms. I will be leaving at the end of the next month with a full battalion. It will take us a while to reach Talatol with so many. At least that will give me time away from all this nonsense. We will follow the coastline up and then cut across the mainland until we reach Talatol near the other coast. I hope the elf mage does not expect to travel with us. I might just lose it if I have to endure his company.

**Type**

Journal, Personal

**Authoring Date**

Year 6054

**Authors**

* Castion Donao
Piglins

Little is known of the First Age, except that the land was full of mythical races such as dwarves, elves, Trents, Eolans and more. One of the only historical events to be recorded is the discovery of the Nether Portal. Once the first one was created by the Elven King Jak'lyc, the Nether War was an inevitability. The Zombie Pigmen have no motivation except the absolute destruction of the over the world. Their motives behind this are unclear, as they can't or won't communicate to other races, except their Blaze Overlords. At first, people and Elves, working together, tried to exploit the Nether and harvested an enormous amount of glowstone to light up the world, but the skirmishes led to battles, which in turn, led to total war. The Second Age was one dominated with the war between the Zombie Pigmen and the races of the overworld. This war eventually culminated in all races except humans leaving the Realm of Vasten and the portals being closed down.