recursal/Fanatic-Fandom huggingface dataset:
Daharan Ajihaz

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The Sultan of Kaladire is possibly the closest thing that Elygia has to a ruler. Elygia is not really a united country but Sariport and Kaladire make up over 80% of its entire population. Kaldire’s guilds are ancient in origin and great in prestige and it is the Sultan’s relationship with them that determines much of the direction and power of his reign. The Sultan is not an elected official he is an hereditary monarch. However the family of the Sultan has changed over the years due to internal strife.

The Sultan is considered so pure he is forbidden from cutting his hair requiring elaborate hair pieces to prevent his very long hair causing problems. This only applies to him and his direct heirs and it is not unusual for high officially to shave their heads regularly as a sign that they honour the Sultan above themselves. Overly long hair is discouraged to the point that some poorer people have been beaten for having hair so long it was apparently hinting that they found themselves as pure as a Sultan. Beating and forcibly cutting the hair of someone in the Sultan’s name (if not with his knowledge or authority) is unofficially known as ‘Sheering’.

The current Sultan is **Daharan Ajihaz**. He is incredibly wealthy, due to the previous Sultans of his family vastly increasing the Sultanate trading interests in the local guilds and with Sariport. His most significant personal contribution to Kaladire has been in his strange move to allow anyone to petition for guild membership and entry even into his own personal guard. This has made him incredibly popular and it is said that his guard is split into two sections a highly elite few who have come from the highest echelons of the fighters’ guild and a huge number of newly recruited only newly trained irregulars. These ‘alley rats’ as they are disparagingly known are bizarrely loyal to the Sultan seeing him as the only person who has ever assigned them any worth.

In foreign affairs the Sultan is extremely pro Auria at the moment and while some would argue that is the only stance an Elygian monarch can take it clearly isn’t as history proves. Many think the Sultan is too cozy with Aurian trade delegations and ambassadors and is not really protecting the best interests of Elygia by giving so much in his negotiations.
Grand Vizier

The Grand Vizier is a position chosen by each new Sultan of Kaladire. This person must be chosen from the leaders of one of the Great Houses, the guilds that run the city. He or she operates as a Prime Minister and head of the civil service such as it is. They will carry great political power and have the ear of the Sultan as his chief advisor.

Specifically the Vizier is to manage and control the Great Houses ensuring they support the Sultan and work together for the greater benefit of Kaladire, the Sultan and in theory all of Elygia. It is a position that brings not only fame and glory but a hefty pay packet and opportunities to make even more money in deals and bribery as well as official gifts from visiting dignitaries and of course the Vizier’s patron the Sultan himself.

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Grant Boldant

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The first Marshal of the Empire or High Marshal of the Empire. Grant was a personal friend of the Emperor Jomark and it was thought despite their differences in age that after his repeated military successes and rise to great public acclaim that he would marry Jomark's daughter.

6PE: He plans and conducts the Bold Offensive against Torash gaining him wild popularity and the title Marshal of the Empire. In later years, though as the war lengthens and the death tolls rises his popularity waned and he was released from command of the Toran front.

Grant recovered as his friendship with Jomark and undeniable military skill meant that he retained his rank and was given opportunity to lead warriors again. This left him in charge for many key battles in the Unification Wars.

The high point of Grant's career is considered by historians to be the victory at Wrennost and successfully ending the Northern Campaign and bringing the Oakreach Conglomerate into the Empire. It resulted in him being reassigned to lead the War of Thorns again.

These dreams came crashing down as the War of Thorns turned into a protracted, bloody struggle. Though Auria won the majority of the battles and at no point was a Toran offensive even close to getting onto Aurian soil, Grant lost a lot of his previous acclaim and he became the focus of a lot of domestic anger over defeats and a rising death toll.

31PE: The final reversal at the Inner Forts when they refused to fall despite overwhelming Aurian power, spelled doom for Grant. He was furious, but it was said the loss of his advantageous match and the potential to take all of Auria as his reward crushed his spirit. Some say he went mad. All that is known for sure is that he died in the bloody conflicts called ‘The Last’. It is unclear exactly how, but it is believed it was a prepared elite Toran strike.
Horus

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Reigning from 685-689PE Emperor Horus is mainly known for the partially successful Saracan Expedition.

In 687PE, he embarked on the campaign on the advice of his Commander in Chief at the time. The Yellow Protectoran had been much involved with different town along the Saracan border and it was thought that a show of force might well encourage all of Saracan to simply capitulate through a series of trade treaties to becoming military protectorates of the Aurian Empire.

However, after the initial successes, the attacks were halted by the combined forces of the Seven-Colour Army. However the ensuing peace treaty was favourable to Auria, allowing Horus to expand Auria's borders right up to Free Country, as the Saracanites had no single negotiator and very different ideas of what they wanted.
Elygian Desert

The Elygian Desert is what the country of Elygia is named after. It takes up well over 90% of the land mass of the country but for the most part in uninhabited.

Though some animals particularly snakes and lizards are able to thrive in the desert environment sentient races number only two. The Siaks and humans or rather the nomads.

The nomads who call themselves the Sabel-sec live off small herds of horses or the goat-like chevs. They are constantly moving from one place of water to another in order to survive and trade once yearly with the cities at Tamech.

The desert is a huge and trackless wilderness, without landmarks or breaks in the terrain. It is a death trap for any who do not know its secrets. Navigation is only possible through the sun and stars. So many are the thoughtless travelers who have begubn a journey through the desert and simply gotten lost to wander until the desert remorselessly killed them off.
Ghost

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An elf seemly perpetually in his prime. He wears dark clothing and has a reserved, smart and quietly dangerous air about him at all times. Ghost is a Praetor of Darkness and it is rumoured that he is even more than this. Some claim he is Darkness’ Champion, his very right hand on Tal.

Ghost wields the famous bow Shimmerstrike one of the most powerful weapons known. Apparently the bow is linked to him and someone else wielding it finds it to be nothing more than a well made longbow. yet in Ghost’s hands it is said to kill in a single shot from ranges that exceed any mortal weapon, through walls, around corners and even cutting through magical protections. Truly few things are as dangerous as Ghost wielding his bow… unless that is Ghost wielding his bow and astride Vorin his fabled black dragon that is.

**Ghost timeline**

 1896
 1898
 1898-1900
 1902
 1915
 1920
 1924
Fungal

Fungal are semi-sentient plants with an animalistc, instinctive intelligence found primarily in the Eternal Vistas.

They are often grouped by age/size and sometimes role.

* Fungal Spore
* Fungal Sprout
* Fungal Growth
* Fungal Bulb
* Fungal Spire

Bulbs are capable of sporing new spores and can do so remarkably rapidly.Spires are fully grown and do nothing but consume matter.
Enerest

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An Itali Viperlord, Enerest at the riverbank, more commonly called Ererest (and later The Viperlord) lived in the city-state of Leyroch.

4PE: He is an important figure in Leyroch society.

2-3PE: Tor Armakan and its wizards help Auria put pressure on Leyroch to surrender its independence. It is one of the remaining members of the Aurian Monetary Union who did not originally opt into the Empire at its founding. Enerest is violently opposed to this and promises he will defend the city if it is attacked.

4PE: Tor Armakan provides wizards and engineers to Auria's Tor Kalash trained armies and Tor Celer provides the Golden Force. With these additional 'legions', the new empire attacks various states including Leyroch. However its initial foray is defeated mauinly thanks to the Viperlord's interference. The wizards and clerics are crucial, however, in his eventual defeat and the fall of Leyroch.

4PE: Enerest neutralised and Leyroch becomes part of the Empire.
Jomark

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The first and most celebrated Emperor of Auria. Jomark was young and vibrant when he rose to preeminence through his understanding of politics and the role of the three Ms in ruling: money, military and might. He was known to say if you had the first two you might have the third. He successfully led Auria from a single nation state into the most powerful Empire on Karandia. In doing so he made himself, in relation to political power, money, military forces at his command and in reputation the most powerful man of his era.

The experience changed him however and in his older years after the bitter War of Thorns with Torash had ended he was an old jaded man who had missed a lot of the benefit he originally envisioned from all his hard years of service. On the other hand he had a large family and delighted in leaving the throne to his second son, his eldest having pre-deceased him (another of his great sorrows).

When he died he had already arranged a simple tomb with only one decoration his own single name ‘Jomark’ written in gold lettering. He was despite his success a pious and (considering all he became) relatively humble. Yet after his death his decendents completely ignored his wishes and his tomb is one of the wonders of the world!
Heralds

## Appearance

Heralds look like most angels of the light. Beautiful humanoids with clear skin and stunning eyes. Heralds tend to always carry a tool to symbolise their heraldry and these tend to be a source of light

## Role

The role of a herald is to bring the message of the Light. Heralds speak for the Avatar and search/scout too. Heralds are considered to be more radiant than Warding Angels however they are not as strong as Guardian Angels or the more advanced Star Walkers.

## Traits

Heralds have all angelic traits. They have the resistance to none evil damage, immunity to holy damage, resistance to magic, immunity to poison, disease and aging.

Their tool will have special powers to bring Light's special methods. Torch, trumpet or scroll it will reveal truth, power and routes.
High Judge

The High Judge is the sitting Judge of the Eternal Court. He has changed over the millennia. the High Judge is himself inviolate. He can be targeted but is invulnerable to all energy types and automatically makes all saves, all damage inflicted on him is reduced to zero and he is immune to magical effects.

The High Judge does not attack or cast spells but rather only does his one task. He judges those who are sent to the eternal court for judgement. These are usually the dead but not always.

The Eternal Court benefits from a zone of truth spell and a true sight spell by its very nature. The judge however has extremely high diplomacy, sense motive and knowledge skills. His wisdom, intelligence and Charisma are all considered to be 90 (+40 modifier).

Once he judges he can invoke a part of Justice's own divine power to bring about the sentence invoked by him. All the members of the Eternal Court must obey the commands of the High Judge and his orders are only superceded by that of Justice himself.
Kalasti Mountains

These mountains in eastern Rimic are named after the King and War Marshal Kalasti, who drove the humans back into their own realm, when they invaded Rimic centuries ago. The Kalasti mountains form yet another defence for southern Rimic. If the Military Border is circumvented by any means the elves would retreat to these mountains, as well as Lake Da'Kor]] and Venesti, of course, for protection.

In the heights of the mountains is a small plateau upon which a town Telesti has been built. Well defended for a town Telesti trades off minerals and gems down the Vispuli river for food and supplies..
Faithsblade Castle

The eastern city of the Helm's Gate Alliance. Faithsblade Castle is named after a human paladin called Faithsblade who befriended the great orcish leader Heartcleaver many centuries ago. It is still home to the Faithsblade Knights and they are constantly on crusade against Chaos and evil in any form.

They are a militaristic order of paladins led by a Patriarch who is both spiritual and war leader to them (Similar to the kenchillians’ Far Rider). The paladins follow the code of Justice. They see themselves as representing his justice, offering defense and stability, his shield against the evils of the world for those weaker than themselves.

The castle itself is a large and open lay out. Yet Faithsblade true to its human population has outgrown the castle proper. Now an outer wall has been built, covering several extra leagues of land, and making the ‘castle’ into a city. The symbol of the city is that of the old god Troy, a keep with a gate and within the gate a flaming white blade.

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Helm's Gate Alliance

East of the Barkarin Mountains in the north of Saracan is the Helm's Gate Alliance. Geographically, four cities joined by two well paved roads, one north/south (the Wind Way so named for the speed of travel it allowed) the other east/west (Named The Knight's Path, for the Knights of Faithsblade, and The Night's path, for the darkness loving orcs, of Heartcleaver Keep) . These roads go through a fort that has four gates one leading to each of the four cities. It is called Helm's Gate and commemorates the battle against Chaos fought by the four sides now united in the Helm's Gate Alliance.

The alliance was formed many years ago when both the Catlords and Kenchillians faced extinction. The last of their races were fleeing the upsurge of the Humans and Orcs and were confronted by a mobile demonic force of chaos and undead.

The heroes Faithsblade (called Whiteskin by the orcs) and his master Heartcleaver, the great orc, came with armies to their rescue. The defeat of this terrifying force and the survival of the two races forged a powerful alliance between the four far-seeing leaders. The commemorated the battle by founding Helm's Gate and forging the alliance. This alliance has yet to do more than waver despite the many challenges it has faced. They are bound by history, mutual survival, war and a complete hatred of Chaos and Death. This alliance forms the strongest military presence in Saracan save the Army of Barkarin itself.

The cities:

* Dragon's Dare
* Faithsblade Castle
* Greystone
* Heartcleaver Keep
* Helm's Gate
Elven Gods

The elves had various gods, these gods were manifestations or aspects of the avatars they may have been known to humans by other names but they were the same forces.

These were the best known:

* Senara goddess of life.
* Necara goddess of death.
* Sollus god of the sea the humans call him La’geon.
* Zena goddess of peace and friendship the humans call her Celest.
* Varic god of war and battle the humans call him Barak.
* Quintox King of the Forests, humans have not worshiped Quintox in a long time choosing instead to only honour Kariyan the god of animals, but this changed during the Second Dragonite Invasion.
Jace Thrawn

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A master mind and member of the Star Seekers. Jace Thrawn is known for carrying more magical items than any sane person ever should. He sees himself as a dashing and debonair cavalier rogue. Despite this he is a very well connected and powerful individual.
Karandia

Karandia is a populous continent on Tal.

## Countries

It is divided into various countries. These are:

* Alkan
* Aurian Empire
* Danaspree
* The Dead Plains
* Derioch
* Elygia
* Errantlund
* Karritan
* Rimic
* Saracan
* Torash
* Wargak

Though not part of the continent the island of Derioch is only 80 leagues north of **Karandia**.

## Races

The dominant race are humans though many others are present including:

* Catlords
* Centaurs
* Dragons
* Dwarves
* Elves
* Ents
* Goblins
* Gyar
* Halflings
* Kenchillians
* Skirge
* Ogres
* Orcs
* Ranats
* Shiku
* Vhentra
* Visks

and many sorts of half-breeds besides.
Greystone (Stone)

This is a grey stone which appears to be a large rough cut gemstone of some kind. It is a sacred stone and sits atop a pedestal in the centre of the council chamber of the ruling body of the catlords. This chamber is in the Greystone (Building), which is itself is in the centre of the catlords city also called Greystone.

Is has in inner glow to it and carries a powerful aura of magic. No one is allowed to touch it and it is guarded at all times by the eternal vigilance of the Guardians. The Guardians have one of the white-ranked Guardians in attendance on the stone at all times... this in fact seems to be the only duty of white-ranked Guardians.

Such individuals are literally of epic capabilities. All attempted thefts have resulted in death except two, where they were so inept they were safely imprisoned alive before becoming close enough to the stone to warrant instant killing.

The Greystone occasionally reacts and glows with intense power. There are many different theories on why this is and what exactly the Greystone can do. Clearly it is an artefact on immense power!
Forked Offensive

An aggressive two front war started by Auria as it attempted to build on the successes of the Second Commerce Wars by making advances into Alkan and Saracan. It took place between 50PE and 52PE.

**Background and Origin**

The origin of the Forked Offensive, is in the success of the Second Commerce Wars. Nicholas-Mark I was incredibly popular as was his key general Lorn Hunter. This had left the residents of the empire feeling invincible. There was also a political faction Horizonists who suggested that only continual physical growth could buoy up the economic explosion that was the Aurian Empire.

**Key Individuals**

**Major Events**

50PE: Protectorate forces are mustered at Middleholm for the Forked Offensive into Saracan and Alkan.

50PE:The first movement or the Defensive thrust into the plains purportedly to defend the settlements that had been built up in the south from raiding Alkar.

51PE: The full withdrawal of Aurian forces from Saracan

51PE: The full withdrawal of Aurian forces from Alkan.

**Legacy**
Jarvaise Stovebarrow

A very wealthy merchant and a rival of Amelie Gemille. He is collecting a coalition of other merchants to support him and is very influential.

Jarvaise is a tall man with dark slightly greying hair that suggests he is on his early fifties. He wears a neat, short beard trimmed to goatee like length just around his jaw. He has quick eyes and a confident tone and demeanor that suggest reliability and control. He is always well dressed but his choice of clothes varies every day. He is married to Carmen Stovebarrow his wife and lives in Stovehall, a manor house on Crown Street. He has his own family coat of arms which includes a fire and a crowned lion as legend has it that his wife’s family is descended from one of the old royal lines.
Great Convocation

The event which reorganised the Church of Celer into the modern church.

155PE: After a lot of preparation Cartazian and Whitefire formalised the Sarrifs into a single guild: the Sapphire Wizards' Guild. Having created the guild they also created a leader for the guild called the Saffier. Whitefire's position of prominance and the rise of the wizards provoked the Great Convocation of 160PE.

160PE: The Great Convocation was called. All clerics of Celer and even unaligned clerics of Knowledge are summoned to Tor Celer. For the first time the Church of Celer officially proposed that it represented the faith of the Avatar of Knowledge for all of Karandia and indeed the world. A huge debate was had on scripture, doctrine and dogma. At the end several questions were resolved by vote and one by declaration. A new position, that of Cardinal, was created and the previous favourite James Garrin was passed over (possibly due to his supposed failure to outclass Whitefire to become Vizier). Instead the Praetor of Knowledge once known as Pug declared that Simon Midaeus would lead the renewed church. Midaeus was ordained and annointed in the original cathedral at Tor Celer.
Illuminated Order

The Illuminated Order is the most prestigious order of holy warriors in the forces of the Avatar of Light.

This order is based in the Plane of Light and recruitment into is is very exclusive. Usually one is only recruited into the Illuminated Order after already being a paladin, cleric or hero of the Light in some other way.

Most of the membership are paladins and they seek to bring light into the dark places of Tal and to oppose evil wherever they find it. Unlike the Everbright, the order is quite regimented and has a recruitment process and ranks.

Many of the Order work in smaller groups in order to achieve specific objectives such as

* Bonestalkers - made of those who specifically hunt and destroy undead and the servants of Death. They specialise in using life energy.

* Misthunters - Who hunt down creatures of Darkness, especially shadows and shades. They specialise in using light energy to be able to strike things that are only present

* Paragons of the poor (Also called the Knights of Poverty)

* Radiant Blades - Who carry radiant weapons and armour and are sent to deal with more straight forward combat heavy matters.
Iron Rank

Iron Rank is the largest formation in the dwarvern army (1000 dwarves) usually led by an Ironguard. If multiple Iron Ranks are used together in an army a Helm Guard or a Thane Guard are usually assigned to lead them.

The Marshals of the Iron Rank are three specific dwarves with specific responsibilities under the Thane.

1. Operates as the day-to-day head of the Riven Axe and the Barkarin military and the main voice for internal security including the undercaverns.
2. Operates as the head of domestic Justice and is the unofficial master of information.
3. Operates as the leader of Farmount and the Thane’s main voice for foreign affairs.

The only people who are considered equal to these three dwarves are the Rune Lord, the High Priests and the Captain of the Hammerer Bodyguard in specific circumstances.
Faye

One of the primal races of Tal created by Wild's special animal life rather than Light's original creation.

## Subraces

* Dryads
* Fairies
* Grove Gynals
* Life Seers
* Nymphs
* Sylphs
* Vethser

## Physiology

Faye vary in height some being tiny and others small and others medium. None are as large as humans in height. They are typically slight of build. Faye grow almost no body hair and look most similar to elves of the more common races.

Faye bodies are full of Talia the magical essence of life and the planet Tal. This makes them resistant to magic and resilient to poison and disease. They specialise in enchantment and their minds in turn are harder to assault and break.

Many faye are mischievous and delight in games and trickery.

## History

The faye were born from the creation of talia by the Avatar of Wild. Among the faye the other Avatars have their allies and favourites, but Wild himself is their patron, he is one of them.

During the golden age of the elves the dwarvern and elven alliance had a lot of contact with the faye and the huge Karritan forest was really the Karandian forest. During that time faye were very common and so even in these dark times they maintain those old alliances especially with the elves.

Faye have receded with the destruction of the natural land and the spread of huge human cities and civilisation. The faye resent this, but not in the same way the elves do. The faye are far more removed from the reality of day to day living on Karandia.

To the casual observer the faye seem to have no defined culture or politics, but those who study them or risk going among them to their hidden courts discover this to be not only false but in fact the opposite of the truth.
Green Protectoran

One of the five arms of the Imperial Military Protectorans. The Green Protectoran are known as The Rangers. They are wood-wise scouts and specialise in archery and tracking. They tend to work in more lose skirmishing groups and have a reputation for being quiet loners compared to the other protectorans.

The Greens are involved in almost constant fighting due to elven guerilla fighters who consider the entire forest elven lands even now.

**Arms**

A typical Green soldier wears a forest coloured cloak and good boots. To wear metal armour is considered foolish at it gives away position and in too cumbersome for moving silently, climbing, jumping swimming and hiding. Almost universally a green will carry a bow of some kind and a sword. Some few prefer crossbows and these tend to be the war units used for more frontal engagements and to support other Protectorans, or Oakhome and Yewdon Guards, not those in the Oakland Forest itself.

**Area**

Oakland trading area, covering all of the Aurian part of the Oakland Forest and its capital Oakhome, the Yewdon ship building port and the northern section of the Oakland Trail.

**Individuality**

The Leader of the Green Protectoran holds the title of High Ranger. It is currently Wystran Hollowtone.

A Legion leader is called a Bowmark, not a Blademark.

A Mark leader is called a Haft rather than a Hilt.
Two famous Green Protectoran rangers are Snatch and Flick.
Regulars who show particular skill are given the appellation Arrowmaster and then Bowmaster to acknowledge their individual skill. Though they are not officers these titles do bestow seniority upon them and can lead them to bridging the gap to officer.

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Hidden Blade

The Hidden Blade thieves guild is based in the coastal town of Spree. How they exactly began has been lost over time as with other oraganisations of their like they do not keep records.

This group grew up secretly in the streets and underworld of Spree. In such a large city rife with so much corruption their rise was almost utterly unchecked. They became one of the biggest influences in Spree right up to the political level. The Merchant Shipping Guild who ran Spree was forced to do tacit, yet unfortunatly direct, buisness with them. Otherwise people, shippments, damning documents and vast sums of money just kept disappearing. It was almost to the extent that the Shipping Guild could no longer find anyone to do buisness with. This expedient drove them into ‘unofficially’, and yet with a tacit open acknowledgement, power sharing with the Hidden Blade. Everyone including foreign governments know that when they deal with the rulers of Danaspree they are dealing with theives in the most real terms.

The Hidden Blade have used this legitimacy granted by their shared rulership to complete their stranglehold. To break the guild now would involve the destruction of Spree at a minimum. They are involved in almost every deal and their spy network now ranges far beyond Spree itself.

The Guild numbers in the hundreds, but has thousands of sympathisers and contacts. Due to its dependence on the city of Spree, and virtual ownership of it, the Guild helps to ensure Spree’s survival and continued economic growth. Theives in the Hidden Blade have specific quotas they are not to overstep and more and more the guild makes its money from a ‘cut’ given them to ensure nothing IS stolen. Little by little the guild is becoming less a guild of theives and more a mafia-like protection racket. They know almost every secret of Spree, have dirt on anyone of importance, have spies and assassins in place ready to destroy any real opposition before it can get purchase. Yet they also keep Spree running and use their influence to do away with any of the more dangerous factions that have tried to set up shop of the Hidden Blade’s turf..
First Dragon Army Invasion

This was the first full scale invasion by the Dragonites of Vash'KarVash’Kar. it took place in 1512 PE and it almost resulted in the end of Torash as a nation. Landing on the east coast, the Dragon Armies ripped through inadequate Toran defenses (As Torash had built to defend against an attack from Auria in the West).

In a strange turn of events it was the might of Auria that finally defeated the invasion and forced the dragonites back. The impressive might of the Aurian legions was brought to bear under the 'so called' Princes of War, Spencer the son of Kavad who was the current Emperor, as well as his much younger brother, who was then Marshal of the Empire, Prince Jack. Between the two of them, the ‘Princes of War’ push back the tide of dragons and dragonites.

Some historians argue that while the Aurians focus only on the Toran front of the war that the battles fought in Rimic and Alkan also had a lot to do with the eventual abandonment of the scheme by the Vash'Kar host.

Many years later the armies came again in what became known as the Second Dragon Army Invasion.
Contest of Courts

The name given to the ongoing political struggle in the world of the Faye in the Eternal Vistas and the naturally invested areas of Tal. Their courts are in constant fluxand striving against and with each other for dominance in a contest, where non-Faye struggle to understand who is in the lead and what constitutes failure and victory. The faye so relaxed and unconcerned with most things take this contest more seriously than matters like life or death.

Usually the maia players are Nymphs, Dryads and Vethser.
Fathomless

The Fathomless Legion are Death’s army in force. Made of the unclaimed dead from countless battlefields. The Fathomless Legion is the resting place of warriors who have no right to stand in any other afterlife. Those who lacked the faith, desire, conscience or morality to be claimed by the Avatars of good or neutrality. Those who never espoused Darkness or even were proponents of Death.

They are unending and unstoppable. Their very wills are subject to the commands of Death.
Javo

Javo is a small bustling town found at the meeting of the river Laranon and its tributary the river Lena. Built across the very centre of the join the city of Javo actually floats in the water. It is alive with trade and full of professionals, like merchants, jewelers and bankers, as well as farmers and the like selling their wares.

Due to its perculiar position Javo is actually capable of moving as a whole or in part to allow traffic to ride the river north into the desert or south to the river mouth and Kaladire. This is something that is carefully controlled and brings in a lot of income for the city as the majority of Elygia’s towns are on the banks of the rivers.

It is known for its Fighting Pits where betting is taken on life and death struggles.
Gerard

Gerard reigned from 1193-1221PE. Gerard was married to the eldest daughter of Emperor Carlson and was made Emperor because the Emperor's son was killed during the Blue Protectoran Mutiny. His queen Elestira was therefore much more influential than many of the other Empresses of Auria.

1193-1199PE: **Gerard** was called the Waywalker. Following in the footsteps of his father in law Carlson, Emperor Gerard aggressively pursues the building schemes planned in previous decades.

He also travels extensively, visiting every major city in the Empire personally and going to nine other countries around Karandia and overseas.

1201PE: He is the first Emperor that historians can confirm visited Derioch which he did this year.

1202PE: Gerard sets up the beginnings of the Imperial Post, when he agreed to the founding of the Royal Messengers Service. Whereas in the previous decade the roads had been focused on a sparse east to west and north to south line, Gerard envisioned a network to assist with all major internal trade and campaign routes. It is only due to this that the Warmaker and the Bleeder were able to carry out their own aggressive reigns.
Falling Blades

Falling Blades are the manes of the Shift of Running Waters. They fight with specialist weapons in this case Streaked Blades and ride Water Runners. They are the most agilic and dexterous riders in all of Alkan.

**Game mechanics**
Falling Blades are a class open only to Alkar players and NPCs. You must have DM approval to play an Falling Blade as you will be noble born and start with benefits unavailable to most level one characters.
Exalted

These are followers of Light, now raised to the status of archons, who excelled in life in one of the ideals. Such ideals include, honesty, integrity, chastity, virtue, fidelity, faith, hope, inspiration, courage, generosity, selflessness, charity, kindness, gentleness or meekness.

After their deaths these individuals instead of taking up the eternal rest of the realm are called to serve as eternals. If they choose to take it up they become exalted and take upon themselves the traits of archons. The vast majority of Exalted were elves in life. Over 9 out of ten exalted are exalted elves.

All Exalted have power but they vary exceedingly some having only very narrow specific powers. Some exalted where extraordinarily powerful in life and transforming them into Exalted makes them even more powerful.

Typically it adds an entire power level to the original.

## Appearance

Exalted glow, their skin takes on a warm luminescence and their eyes a brilliant intense glow. They tend to have a visible aura of righteousness that can be felt as well as seen. To those who have the knowledge the colour and consistency of the aura can indicate the type of power that has exalted them.

The Exalted often had physical celestial markings placed upon them which typically glowed upon their skin. These marks had powers to enhance the wearer farther in one way or another and were considered holy blessings.

## Role

Being Exalted is a reward for the exceptionally righteous followers of Light but they are also used as messengers to Tal. Having once been mortal they are allowed greater latitude in the Crystal Accords.

## Abilities and Traits

Exalted are hard to hurt, their skin is unnaturally strong and their aura provides them with special protection. They are resistant to magic and can only be harmed by evil weapons. They are immune to diseases and poisons and no longer age.

They also typically have whatever skills they had in life unrestricted by the burdens of mortality.

Finally the exalted are always granted some abilities associated with whatever they did to become Exalted. Some examples are the 'Touch of Peace,' which forces mortals touched by it to cease from violent action. Another might be the 'Aura of Integrity' which exposes the essential core of any who enter its range.
Gemma

Gemma was an acolyte at the shrine of Light in Evenfall. She was long time friend of Silver a young orphan who came to live in the town in his youth. She has since taken the surname Kaylin.

Pretty if not beautiful, Gemma tends to wear the simple unadorned white robes of her order. She has pale white skin and blond hair usually kept quite short.

Gemma is someone who believes in doing practical good over spiritual idealism and likes to be out among the people. She has many friends and well wishers in her home town and was the special favourite of the Luminary of the shrine Seth before his sudden death.

Whilst assisting the heroes in their exploration of The Mine she was kidnapped and part of an exchange between the Glyph Brother and a masked man supposedly a rogue member of the Seekers called Dalinar. The exchange went badly with the masked man stabbing the brother with a Wraith Blade and then forcing the bound girl through a secret door. This was the last that was heard of her for some time.

Eventually, Gemma was hunted down by her friend Silver and his ally Bowlem. Together they rescued her from Dalinor (The masked individual) though as part of the exchange he escaped with his life. However Gemma's soul was damaged in some way. She was taken to the Temple of Light and after lengthy administration she seems to have been healed after a fashion.

It seems that Gemma is considered a 'Seer' by several people. This is the reason given by most for their interest in her and the probable reason for her abduction.

Gemma soul has now been healed thanks to the temple of light the Golden Cardinal and her friends Silver Arcaious and Bowlem Tefras. She is now traveling to take the power of the Star with Varkas Tefras.

Return to the Seven Fall Campaign
Erion'Dal Vale

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Erion'Dal is Aquatikol, an elven knight, a Thentheri (Otter Spirit), of the order of the Sons of Sollus. He saw the Avenger in a dream and decided to seek out the Moon Seer and ask him what it meant. He was told who the Avenger was and what he was capable of achieving for the elves and then he was told that if he helped him the Avenger would exalt the elves and crush those who had once betrayed them. After lots of thought and soul searching Erion'Dal became the first elven True-Believer and went to search for him.

He later became one of the Avenger's two ‘Hands’ or chief lieutenants. He was always one of the most trusted and powerful friends/bodyguards of the Avenger. He was considered the rival of Garth Taber
Feral

The Feral are perennials of the plane called the Eternal Vistas. They embody the Avatar of Wild first attempt to move beyond animal and plant life.

The Feral are anthropomorphic animals. Typically embodying the speed, stength and savagry typical to Fang himself. They also incorporate much of the instinctive and natural abilities of the animal types they have manifested but these are often warped in strange, unexpected ways.

In all the racial lore of the Kenchillians, the Catlords Feral are mentioned as the ancestors of their mortal race. The savage races of Visks, Cairen and Ranats have little to no recorded history, but their spoken mytha and legends refer to the start of their races in a way that echos the idea of the Feral. The druids and priests of Wild certainly are in almost universal agreement that the Feral are the origin of these species.

It is uncertain how believeable the myths told are and their is little explanation of why the Catlords and the Kenchillians have been able to form true breeding, civilised and evolved mortal races, whereas the Visks, Ranats and Cairen have never managed to move beyond animal-like tribal savagery and many other Feral types have never manifested as mortals on Tal.
Elves

**Subraces**

One of the earliest of *Life’s* mortal children, and of the ancient races of Tal elves come in many varieties.

* Aquatikol
* Ca'venkol
* Fallen Elves
* High Elves
* Karritkol
* Varikol

**Physiology**

Elves tend to be slighter than and a touch shorter in height. With almost universally fine features, elves radiate an aura of majesty and elegence that few humans can even pretend to, much less attain.

**History**

Elves in their origional nature were inseperably bonded to Light and so it was that Darkness created the dark elves as a deliberate parody; to make a mock, and ruin the beauty of Light’s creation.

Elves long dominated the surface of Karandia living in its great forests. They had the Undying Alliance with the other wide spread ancient race, the Dwarves. This alliance was so strong it survives to this day, millenia later.

The end of the elves was spelt in the rise of human kind. They pitied the humans, especially during the years of ogre and orc dominance and so taught them refinement. They introduced them to crafts, language and the arts. Most important of all the elves gifted the human race with the secrets of magic.

The humans then proceeded to out breed the elves. With their short life spans and huge families the humans needed increased space to live in and no patience to wait for nature’s will. They cut away at the forest forming plains and building cities. As kindly parents to misled children the elves tried to counsel their human apprentices from such action but to little avail. When stronger centures were leveled the humans began to threaten the elves themselves and only then did the elves realise their peril.

Wars, consisting of invasions followed by mass settlement, raged and little by little the elves and their allies the dwarves were forced back into their final retreats. The elves retreated to Karritan the last great forest and the Rimic peninsula. Those who went to Karitan have become known as the wood elves or Karitvol and those that went to Rimic the sea elves or Aquati.

In these final retreats the elves were able to consentrate enough of their population in one place to greviously punish any human attempt to invade. The humans now with most of the continent dominated relented and built up their own kingdoms and countries.

**Game Mechanics**

See individual elves. If in doubt use the 3.5 elf simply remember elves do need to sleep but are better at dealing with going without than humans.

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Dual-Wielder

Dual-Wielders have a combination of two of the mental forces or disciplines employed by xeren. They are often given very specialised training and many of them have risen to be among the most powerful and famous of xeren.

It should be noted that being a Dual-Wielder does not in and of itself make you powerful. You could for example be Tier 4 in both of your abilities. Also being strong in one discipline does not make you necessarily strong in the other. For example a TP/TD might be a Tier 1 TP but only a Tier 4 TD.

The combinations lend themselves to specific tasks such as:

TP/TD – torturer-interrogators. Secret Service support for military and political leaders.
TP/TE – scholars and healers, especially mental healers. Some have been known to become prophets.
TP/TK – often teachers or explorers. Extremely self-sufficient, they can and they do.
TP/TS – danger monitors sometimes used almost like radar they specialise in security. Can lead to sensory overload and even Refusal itself.

TD/TE – an interesting meld of two opposed forces. This can lead to the individual being driven to distraction and madness. Occasionally, if training is not applied quickly or well enough this results in Refusal. Two other results often occur: A sadistic tormentor who delights and revels in the mental anguish of others or the great defender who concentrates their efforts to protect from and heal psychic injuries.
TD/TK – Warriors, fighting men with the ability to attack and defend in both the psychical and mental realms simultaneously. They are considered excellent soldiers and bodyguards. many known heroes were this combination.
TD/TS – The binders – those who can shut off and shut down any target. Some have been used especially to invigilate the xeran prison of Shatterdome.

TE/TK – Usually these go into the avenue of physical healing their abilities as doctors are hugely enhanced by being able to feel the emotions of the patient whilst also being able to physically react on a psionic level. however there are some famous TE/TKs who were bodyguards of the highest order.
TE/TS – Sensory masters these are often used like the TP/TS danger monitors or like the TE/TK healers. They can also be used as Depressors, shutting off a targets ability to move, feel or even think.

TK/TS – The masters of the physical world. Typically these combinations lead to master artisans.

Very… very rarely one will have three of the powers. This is almost always because their parents were very strong Tier 1s and usually their family have a history of dual-wielders. Often when this has occurred the pregnancy, and the actions of the mother during pregnancy, was abnormal.

Only one has been born in the last two hundred years and so most Triempathic living are very old.
Goblins

Goblins are among the smallest greenskins. They are related to orcs and often are found in orc armies though they are inevitably used as fodder by their larger brutish cousins. However goblins can be quite cunning and their natural dexterity and sharp eye sight makes them better archers and scouts than orcs. Therefore they often fill these roles in a greenskin army.

**Game Mechanics**

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Dwarvern Gods

The dwarves have various gods many are gods known to humans by other names but are the same god.

These are the best known.

* Varkas the warrior also known by humans as Barak or Vardan.
* Harrun The healer called by the humans Abel.
* Sveth The thief.
* Talon The Master Smith forger of the world.
* Emms The craftress (Emms is a dwarven god who has become very popular in human lands and they have long since forgotten the human side to here worshiped of old.).
Jomark's Tomb

Jomark was buried in a simple tomb as per his wishes after his death. Though his funeral rites and days of national mourneing were likely more than he would have considered seemly. The only decoration he wanted of his tomb were the word Jomark in gold lettering.

However years after his interrment the tomb was greatly expanded and embellished. Later Emperors wanted to have their won more lavish tombs and to put oneself above the original Emperor was not a good political move. So Jomark's tomb became a wonder.

The tomb covered four field lots and was heavily adorned with Jomark's favourite colour and substance gold. The tomb had a red wing and a blue wing and they met at a semicircular section called the 'Gold Point' which housed the actual remains of the Emperor.

In each wing there were items of incredible value. The pillar of saphires and the pillar of rubies are the centre pieces of the two side wings. The gold lettering on the tomb itself formed the centre of the Gold Point.

The Tomb was guarded day and night by members of the Red 6th Legion (6 Being the holy number of Avatars). This duty was always reserved for the 6th legion and over time the 6th became a legion the elites retired into.
Foremast

Foremast is the dukedom on the northern coast of Errantlund. It is a port city and has a large halfling population. Many Spreeans have moved here and many others trade here. It has the reputation of an open and friendly city. Its dukes and nobles a reputation for ‘noblesse oblige’ and even handed fairness.

It has been engaged in many wars with the rebelious Dukedom of Burlliés and its own impeccable loyalty is reknowned. It has been called the ‘Bodyguard’ or ‘Guardian’ of the King. The nobles of the Dukedom are not only aware of this ‘title’ but are feircly determined to keep it. Therefore a more loyal Dukedom is not to be found in all of Errantlund. If the Lion calls Foremast will certainly answer.

Perhaps it is no surprise that Foremast has produced the most Royal lines with the sole exception of Illetia..
Gate

While transportation magic such as flight and teleportation exist they cannot allow transport between the realms called the planes. To get from the Material Plane of Tal to the realms of the Avatars, Gates are necessary.

Gates are physical objects in which a nexus of arcane or divine power is contained, usually via the application of Runecraft.

Walking through a gate without understanding gatecraft is similar to suicide. Gates are very complex magical constructs. However using them does not always require magical power or understanding. This can lead to disastrous and bizarre results.
Grim Feast

A group of Liches who commanded great Soulcraft. Together they used a number of Shades to turn the 19th Red Legion during the Waste of Wraiths into what became the Red Wraiths.

They were eventually destoryed along with many of their creations in the Dancing of Djinn at the end of the Wars of Broken Gold.