recursal/Fanatic-Fandom huggingface dataset:
Tol d'Gadfreuy

The Tol d'Gadfreuy is a collection of stories and myths put together by the bard Gadfreuy of Maritoise. It documents mainly Lacrivian tales, though several popular foreign tales have wormed their way into its pages.

## List of works in the Tol d'Gadfreuy

* Tale of the Guerr-en-Exile - the main work of the Tol d'Gadfreuy, this tale tells of a band of knights travelling from Dalfore to the Eastforest to reclaim the Shrouded Peak.
* Tale of Sir Verrec - a poor peasant boy Verrec finds safety in the court of King Elerick, and eventually exacts his revenge on the evil King Henry the Brown. In some cases Sir Verrec is said to have joined the Guerr-en-Exile after his revenge was complete, but this is thoroughly inconsistent with the timelines - the real Verrec lived some time during the 2nd Century CE, while the Guerr-en-Exile were four hundred years later.
* Tale of the Halarack - a prose version of the Faramondian Song of the Halarack, focusing on the eponymous beast and its victory over several bands of inherently flawed knights.
* Tale of Sir Chang - a highly-bastardised version of the Huon legend of Chang Il-Hung, this tale has him invading a dragons' nest instead of the generally-accepted tale in which he is forced to fight his zombified wife and children.
* Tale of Sir Renault and the Dragon - Sir Renault Torimbeau tricks a dragon out of its castle by 'cheating' at a game of chess, then fighting the dragon after he wins.
Travaenia

Travaenia is part of the Southern Wing of the Sacred Coalition. It stretches from the western Flentia River to the southern border of the Coalition. It is surrounded by Iobia, Patronya, Cuchium and Ulthuena. Over the Flentia river it faces Sarvalneiv and Grioja.

Travaenia is split in two by a range of hills; the north is dominated by the capital, Ars Mons, and its satellite towns of Ratiaria, Lisus, Pautalia, Sintiki, Stobia and Beroea. The south is governed from Ramula, and consists of the towns of Potaissa, Apluvius, Napoca and Dierna.

The foundations of Travaenia were laid by Antolijus Sannas, the commander of an Agrimentan auxiliary unit during the chaotic Vardano-Reman Religious Wars. He conquered Ars Mons in 665 and continued south to take Ramula. Once these two cities were firmly under his control the smaller farming towns in the area coalesced into Antolijus' realm as well, forming the shape of Travaenia as we know it today.
Vardanids

The Vardanid Empire was a large nation centred around the Solitary Peak. It was the first to unite the disparate tribes of Suren's Desert, and one of the most long-lived empires on the continent.

The Vardanid Empire met its end after the Vardano-Reman Religious Wars, when rogue Reman legions crossed the border by the dozen.

The Vardanid Empire had an advanced hierarchical structure, with civilian and military ranks being separate from each other.

 Valandar
 Farmandar
 Bel

## History

The Vardanid state rose out of the ashes of the Fifty Year War - the trading republic of Sardan had been torn apart and Parham Vardanid, warlord of the city of Soran, conquered the rubble.

The Vardanids quickly conquered and consolidated the region Sardan had inhabited, before striking southwest. By the turn of the 3rd Century, the Vardanid border had been solidified at the Dale Hills, and the warlords turned their gaze north, into the Lastrian Hills. Rather than fight, many lords of the independent Parsanian holds in the east instead swore fealty to the Shahanshah.

After the Great Gap, the Vardanid Empire had consolidated its gains but was at a stalemate with Reme in the east and Tianguo to the west. It was hemmed in by the Mountainfolk to the north and the Plainspeople in the south as well, giving it no room to expand.

Over time, the Vardanids plotted ways to break this stalemate, and found their answer in religious turmoil. The Vardano-Reman Religious Wars were an attempt to conquer Reme and push east, but this plan was thwarted by the selfish actions of many rogue Reman legates, who sent their armies into the Vardanid Empire and weakened it to the point of collapse, and then beyond.
Warwys

Warwys is a country in the Northern Wing of the Sacred Coalition. It lies on the Flentia River, and is bordered by Fleadan, Tuflia and Llaran.

Warwys rose out of the ashes of Creirhiel, along with Llaran and Ryfel, following the disastrous Creirich-Astranian War. It controls a small stretch of the Flentia's west bank, as well as the fortress of Caer Gelyn-af-Afon on the east bank.
Mercenary Companies of Tairghol

Tairghol is a war-torn continent, and as such has no shortage of soldiers of fortune. These men generally join mercenary bands such as those listed below.

## Knightly Orders

Knightly orders in Tairghol generally charge those under their protection - as such, they are essentially mercenaries with a higher purpose. They usually exist on the fringes of human civilisation, protecting humanity from the People.

## Garrison Bands

Garrison Bands are mercenaries which have taken up posts defending certain settlements. They may be permanent or temporary residents, and overlap heavily with true mercenaries.

## True Mercenaries

True Mercenaries do not protect, only serve. These are bands which only take part in battle, and scorn those who sit and get rich and fat defending merchant towns.
Pat Downy

Pat Downy is a character in Telltale's Batman.

## Batman

#### "Realm of Shadows"

As a security for the Mayor's Office, Pat Downy is alerted once mercs enter the Mayor's Office. He is about to question what the mercs are doing, but before he can do so -- he is shot in the head.

## Trivia

* Pat Downy is the first character to be killed in Telltale's Batman.
Techniques

Techniques augument the effects of magic.

There are five major types of techniques.

R: Increases magic power.

Q: Increases the number of times magic occurs.

T: Increases the duration of magic.

G: Increases the scope of magic.

P: Reduces the MP required.

Techniques can be invoked by one's head, body, arms, or feet, but humans can also use their spirits to invoke a technique, which gives them much power, but the they will no longer be able to exist as a human. The techniques invoked by the spirit of humans are known as forbidden techniques.
Mamelkert

Mamelkert is a Halarbic country lying on the forested border between Suren's Desert and Qiutianshan. Despite this, it maintains the desert culture of its eastern neighbours.

Mamelkert borders Tianguo, Guang, Lacrive, Dunfleasel, Falsil, Kuojya and Tadmor. It is especially friendly with Guang due to their shared fear of Lacrive.
Mont-Sarmans

Mont-Sarmans is a castle town and Barony in the region of Lesser Lericonnia. Governed currently by House Richeleu, it guards the border between Lacrive and Dunfleasel - along with the other fortresses of Chateau-Rouge, Chateau Pulimar, and Aurilucon.

## History

Before the Great Gap, Mont-Sarmans was settled by pioneers directed to the site by Bertrand du Guesclin. Perched on the top of a hill after which the settlement was named, the original town consisted of a motte-and-bailey castle with the castle town extending down the shallow western slope. It was governed from 133 by House de Caringois, and after them by House de Remerre.

After the Gap, Mont-Sarmans' eastern and southern walls were stone, as was the central keep. The castle town had extended down the west and north slopes, with a high wooden outer wall built to protect it. It was governed, at this point, by House Roualt.

The Roualts kept control of the town until 515, constantly upgrading and expanding the town's fortifications to defend against raiders from Faramond and Mamelkert. In 448 the Roualts defended the town against the neighbouring House le Menn in the Siege of Sarmans. When the army of Hector Serre arrived in the area in 481, House Roualt did the intelligent thing and submitted peacefully.

Mont-Sarmans changed hands in 515 with the rise of House Richeleu, the Duc d'Argenin. Though the Roualts put up fierce resistance alongside their former rivals House le Menn, the forces of both were defeated at the Battle of Mont-Sarmans.

House Richeleu took good care of the fortress, adding a new curtain wall in 524 after repairing the crumbling northern wall. While House Roualt had neglected maintenance due to a lack of funds, the Richeleus held a sprawling fiefdom and had the ear of the King of Lacrive. As such, money was no object and the fortress became one of the most advanced in eastern Lacrive between the new curtain wall in 524, and the erection of a series of small forts between Mont-Sarmans and its neighbour castles Chateau-Rouge and Chateau Pulimar.

Since the erection of these forts in 641, Mont-Sarmans has mostly faded into irrelevance on the world stage. The border between Lacrive and Dunfleasel stabilised as relations improved, and territorial changes during the War of Aqzar in the 670's put the castle well out of Mamelquar reach.

Mont-Sarmans has become the site of several skirmishes during the ongoing War of the South Lake. A force under the Dunn Count John Havocke attempted to lay siege to the town in late 762, but he was called back to join the main Dunn army in January the next year, having made no significant dent in the town's defences.
Ursha

Ursha is a tiny settlement in the northwest corner of Harä, lying in the same region. it lies in a mountain pass, a southern offshoot of the Huon Range.

Ursha lies approximately one league east of the Hurva River, the Harnese border with Dalfore. The river here is mostly snow-melt, running fast and high in summer and freezing over in winter. Ursha is charged with maintaining the bridge over the Hurva, the only major bridge for twenty leagues.
Prensie

Prensie is a village in Dalfore. It is part of the administrative region of Abrunn. Mainly a fishing village, Prensie is connected to the outside world by a single road running along the coast, from Jalobras in the south to Galusar in the north.

The people of Prensie have a historical rivalry with those of Galusar, and both seek to outdo one another in every endeavour - this includes sending participants to the tri-annual tournaments at Wealton, and ships to the Fiscwicke Meet, despite a lack of local skill in either challenge. Prensie's contestants in these events are called the Browns, and have a large following in Talor.

Prensie is home to the Aladornic houses Carmaros and Hertander.
Ualaird

House Ualaird is one of six Aladornic houses in the city of Delfar. Originally located in the southern suburb of Yuniel, the family relocated to the north bank during the Siege of Delfar.

The most notable member of the house is Lernas Ualaird, who commanded the defence of the city during the aforementioned siege.

The arms of Ualaird are 'Or, two bars Azure'.
Ricfriding

House Ricfriding is one of the twelve royal Talorian houses, having provided two Cyngs. The house used to be much more powerful than it now is, having been taken by surprise at the explosive growth of Houses Fylning and Hardwalden.

The arms of House Ricfriding are 'Quarterly, 1st and 4th Argent, a castle Or, 2nd and 3rd Sable'. These arms are interesting in that castles like those on the Ricfriding arms are completely unheard of in Talor. The nearest are in Lacrive, leading scholars to believe House Ricfriding migrated from there before or during the Great Gap.

## Notable Members of House Ricfriding

* Eomer Bonespear - 4th Cyng of Talor
* Seaxwulf of the Waves - 5th Cyng of Talor
* Talahas Ricfriding - Founder of House Ricfriding
* Keornas Ricfriding - Former heir of Ricfriding and notable mercenary
* Bertulf Ricfriding - Current head of House Ricfriding

## List of Heads of House Ricfriding

A Ricfriding is Head of the House if he is the most senior male in the main family line. Once head, he remains in power until his death. If a Ricfriding becomes Cyng, he skips the line of succession and automatically assumes the title, as was the case with Cyng Seaxwulf of the Waves. Heads under the age of 15 are assisted by regents, usually older relatives.

The current heir to the Ricfriding line is Alchred Ricfriding, the one-year-old son of Bertulf.
Mountainfolk

The Mountainfolk are a race of humanoid creatures residing in the unnamed mountain range in Tairghol's north. There is no definitive description of the Mountainfolk's physicality beyond that they stand around nine feet tall and appear to be built of stone.

Eyewitness accounts state that the Mountainfolk are highly aggressive, wickedly intelligent and fast enough to catch the fastest runner. These eyewitness accounts stem mainly from Savanor, whose armies have subdued the Mountainfolk on their southern border and built mines in the mountain range.

The mountain range they inhabit is called different names by different cultures, and opinions on the range differ via region. The Mountainfolk in the Huon Range are more territorial, and will attack if provoked. However, they prefer to mind their own business.

In the mountain range proper, the countries in the Vasterlands are more wary of the mountains; the peaks fall away slowly to leagues of slowly-levelling foothills, meaning the Mountainfolks' realm of control is fuzzy and thus the Mountainfolk often issue forth and raid nearby settlements which they may perceive to be within their territory.

In the Trade Lake basin, countries are still wary of the mountains, but not so much scared as those in the Vasterlands. The mountains end rather abruptly in the south and give way to thick forests, marking a very clear border which the Mountainfolk rarely cross. This does not mean southern countries settle closer to the mountains, though; the thick northern forests of the basin also hold supernatural significance for Trade Lake citizens.

## Appearance

The Mountainfolk are humanoid creatures standing around nine to eleven feet tall. They appear to be built of stone, but in reality this is a thick carapace overlaying a body of flesh. The type of stone varies depending on the origin of the particular individual.
Sacred Coalition

The Sacred Coalition is the spiritual successor to the Reman Republic, a collection of countries on the Flentia River and its eastern tributary, the Tauric River.

The leader of the Coalition is the Great Rex; he is elected by the leaders of several of the smaller countries, each known as an Arsus. The Coalition is further split into several Wings by geography.

## Member States

Currently the Sacred Coalition consists of the following countries:

* Patronya (Great Rex) (Southern Wing)
* Fal Buscua (Arsus) (Western/Southern Wing)
* Ulthuena (Arsus) (Southern Wing)
* Esheburg (Arsus) (Northern Wing)
* Anstura (Arsus) (Southern Wing)
* Trelinth (Arsus) (Eastern Wing)

### Northern Wing

* Pharom
* Ravlen
* Tra Stor
* Prai Stresh
* Vas
* Fliusia
* Yuswalria
* Radruus
* Alvornia
* Fleadan
* Tuflia
* Warwys

### Eastern Wing

* Druqua
* Astrana
* Fluminus
* Llaran
* Grygia
* Orllewin
* Glanrafon
* Hetharia
* Slivaria
* Efrium
* Renelia
* Ryfel
* Trelinth

### Western Wing

* Arvam
* Corrinum
* Sarvalneiv
* Uclos
* Snidur
* Grioja

### Southern Wing

* Falminarum
* Sparnium
* Ochelea
* Hogh Anstura
* Iobia
* Travaenia
* Mamzua
* Praeterium Remia
* Brengaria
* Kakinia
* Arapos
* Ekros
* Laloudia
* Gelados
* Voun Ippos
Marven

House Marven is the sole Aladornic House of the Dalforean village of Salmor. It is a vestige of a time long past; though Marven has deep roots and friends in high places, this has not stopped the ravages of time. The Marven manor lies in ruin and the townspeople take pity on the house members, who are forced to middle-class work to make a living.

The Marven arms are 'Barry Or and Sable, counterchanged per saltire'.
Ulf dur Botar

Ulf dur Botar (c.200BCE - c.135BCE) was a Varlish warlord and the first king of the aptly-named Botaland.

Ulf first rose out of the depths of history in around 175BCE as a prominent local nobleman in the town of Ulfsjoll. He suppressed the other nobility by force and became the first ruler of the town, turning his new territory into a springboard for conquest. Over the next decade Ulf consolidated his holdings, conquering the towns of Borgardalr and Reykjaholt. He tried several times to take the Spurnese city of Spurtown, but was unsuccessful.

Ulf passed Botaland's throne to his son Einar dur Botar in 142BCE following a local dispute. For all his hard work he was exiled and sent to wander the wilds of Nurovia. He is generally believed to have died around 135BCE.
Wihtgil

House Wihtgil is one of the twelve royal houses of Talor and the only one never to have produced a Cyng. The family seat is in Mearhus, in the lavish Palace of White. This house makes a fortune by taxing traders on the sea road, and is one of the main backers of a project to pave the entire Talorian stretch of the sea road.

The arms of house Wihtgil are 'Argent, a pentagram of roses Gules and Or'.
Savanor

Savanor is a country lying in the east Vasterlands. It is an insular nation, having high stone walls on all borders. It maintains cordial relations with its western neighbour of Efulia, though Savanor is less than friendly to those on its east border - Olke and Eichaon.

Savanor is the only country to have entered the realm of the Mountainfolk and beaten back the natives, and as such has a local monopoly in raw metals of all kinds.

## Geography

### **Administrative Regions**

Savanor is marginally controlled by Safaburus in the northern plains, surrounded by the aristocratic towns of Bursanius, Vodicua, Scradinia, Privalace and Korenacia.

Closer to the mountains, Savanor becomes more industrial and highly-populated. The cities of Horum and Domvarius are highly fortified to guard against Mountainfolk attacks, as are the border towns of Suanus, Bagresta, Nisus and Lua Fintum.

In between are the towns of Remilia, Ranctorum, Nelvia, Ulpus and Alforius. These deal mainly with the processing of the ores mined from the mountains, though Remilia is more renowned for a local marble quarry.

## Politics

### **Government**

Savanor is a marcher kingdom; that is, a kingdom geared towards military defence more than a normal kingdom would be.

## Demographics

### **Class Division**

The aristocrats of Savanor mostly reside in the north, near the capital and in almost total safety. They are resented by the working classes who risk their lives in the dangerous mines of the Mountainfolk realm to line the aristocrats' pockets with riches.

## Military

### **Strength**

The Savanese army is small and highly-trained, optimised to fight against the Mountainfolk. Estimates guess around two thousand regulars, along with several hundred irregulars to protect miners in the safer mines.

### **Equipment**

Given their main priority is to drive off near-invincible giants made of stone, the Savanese army prioritises teamwork and issues light armour to its troops. They are armed with shields of Nisean steel, a light and tough local material, and triple-pronged spears to hold the Mountainfolk at bay. Failing this, they are also issued a variety of swords, axes and maces, though these are more for use in anti-human warfare and would make little difference in the mines.

## Culture

### **Folktales**

Savanese folktales generally talk of dwarves living in the mountains - local mythology purports that dwarves living in the mountain kingdom of Gernerin split in two, with one branch evolving into the Mountainfolk and the others becoming mankind. Folktales hark back to this golden age before the schism, demonising the Mountainfolk who are blamed for the split. The tale of the schism is laid down in the Gernerian Epic, an oral folktale.

### **Technology**

Currently Savanor is at the pinnacle of mining technology - they have discovered the secrets of early explosives, though have not yet made the leap to gunpowder.

### **Flag**

The Savanese flag is a pair of swords crossed in saltire imposed on a pickaxe - symbolising how the Savanese army guards the country's main industry.
The Snake's Nest

The Snake's Nest is a fortress lying in the centre of the Kathriq town of Ilahr. It was built in the 3rd Century BCE by the Vardanid Shahanshah Pakoras II.

The fortress derives its name from a local tale. It is said that when Pakoras II came to visit the completed fortress he stayed overnight in the central keep - this was Parsanian tradition. He woke the next morning to find a nest of vipers under his bed.

The Snake's Nest has been besieged twice - the first time, from 646 to 650, it was defended by the Vardanids and attacked by the Reman Legio de Nemus. The latter won the siege and kept control of the town until 651, when a short siege put it under control of the Farmandrate of Kath, under whose control it has since remained.

## Layout

The Snake's Nest is a relatively old and obsolete fortress. It comprises two walls - the outer is six metres high and two thick. It has side lengths of half a mile, with towers at the corners and gates on all four walls. The inner wall is set back ten metres from the outer and separated by a deep moat - it is one metre thicker and three higher, giving the inner wall a square cross-section.

Inside these thick curtain walls is a courtyard, and in the centre the keep rises three storeys. The courtyard houses the fortress's infrastructure, including a barracks, well, stables and storehouses.
Oethen

Oethen is a country on the east shore of the Trade Lake, bounded by Senheim, Kajasthan, Flenburgh and Varland.

The north of Oethen is governed from the capital, Laageward, and consists of the towns Landningen, Zouternisse, Gehoven and Arnburg. The south, the region of Zaltersee, is governed from Zaltmeer and contains Middelvoord, Hengedoorn, Oostergein and Hoffloopen.

## History

Oethen was founded several years after the demise of Varhold. It was created as a marcher duchy of the Kingdom of Flennlandr, which until recently had been a marcher state itself.

Oethen had a mostly uneventful history. It suffered an invasion at the hands of Varland in 583, but managed to hold off the invaders with the help of Flennlandr, and settled for a white peace.

In 635 Oethen's political situation became difficult. Flennlandr was divided between the sons of the now-deceased King Lukas, which made Oethen independent. Almost immediately Oethen was again invaded by Varland; this time it was forced to concede Landningen and Zouternisse.

In 651, Duke Jan van Scharnbeck invaded the southern duchy of Vastergein and partitioned it between himself and the Duke of Senheim, who had invaded from the south at the same time. This victory gave Oethen new fervour and only six years later, with assistance from Senheim and Flenburgh, Duke Jan conquered back the lands taken by Varland in the Third Zouterkrige.

Oethen has been geopolitically stable since 657, with only minor changes due to small conflicts between barons. Recently, though, the Dukes of Oethen have been remembering the glory won by their great-grandfathers. Oethen is considering directly backing Scanbrough and Lacrive in the War of the South Lake if the battle at Rolimar goes in the Allies' favour.

## Flag

Like most of the surrounding countries, the flag of Oethen is the coat of arms of the ruling House - in this case the flag is the arms of House van Woltheboer.
Tannell Aladorn

Tannell Aladorn was Minister of Dalfore between 310 - 315. He is most famous for issuing Aladorn's Law, by which each town of more than one thousand inhabitants must have at least one noble house residing within. This measure had two main aims: to entrench feudalism as Tannell believed republicanism was dying in Dalfore, and to defend the towns from marauders.
Pertwill

House Pertwill is one of the major Faramondian houses, seated in the town of Goldenleaf.

## History

House Pertwill has always resided in Goldenleaf - it is rumoured they were among the town's founders in the late Migration Age. They were established as the noble House Parthwille, a cadet family of House Wallefreid, the first Counts of Goldenleaf, in the 1st Century BCE.

When Faramond rose to power in the 2nd Century CE it conquered Goldenleaf and House Wallefreid was put to death for their resistance. Pertwill was put in place as a puppet house, and served as a minor vassal of the snowballing Faramondian Kings.

For the next five hundred years House Pertwill somehow managed to miraculously stay in power, making them the oldest house on the southern shore of the Trade Lake. They next stepped up into the limelight during the Scanbroughan Secession - House Pertwill produced several commanders, including the Count of Goldenleaf Ricwulf Pertwill and his successor Oswald.

Since the Secession and the subsequent loss of the Dunn and Gabrain lands, the County of Goldenleaf has risen in power. A smaller country means less lords, and House Pertwill is now at the top of the pile.

The current War of the South Lake has thrown a metaphorical spanner in the works. The traditional Pertwill territory is occupied by Scanbrough and its troops are scattered - the levies of House Pertwill are split between the shattered forces of King Aostin Hercourét - recovering in Armel at the moment - and the royal Faramondian army, which lies in Faramond Keep ready to pounce on the Allies' rear. The house itself is in Faramond Keep as well, where the incumbent head of the house Count Arcenbras and his two eldest sons Arlen and Edward will join the army on its campaign.

## Coat of Arms

The arms of House Pertwill are 'Party per pale Ermines and Vert, upon the dexter side which two acorns slipped and leaved palewise Or'. This reflects the nature of House Pertwill: the left shows their love of hunting, especially foxes and other small game, while the right is derived from the arms of their former masters in House Wallefreid, and represents the sacred grove in the forest outside Goldenleaf.

## Notable Members of House Pertwill

* Count Ricwulf Pertwill (580 - 645) - Commander during the Scanbroughan Secession.
* Count Oswald Pertwill (617 - 680) - Minor commander during the Scanbroughan Secession, especially the Siege of Pertwill Hall. Son and heir of Ricwulf, became a military advisor to King Olla II upon his succession.
* Count Arcenbras Pertwill (728 - Present) - Incumbent head of House Pertwill and a minor commander during the War of the South Lake.
Gold

Gold is the main currency in Seven Quests. The number of Gold you can have it determined by the level of your Gold Vault. The higher level you Gold Vault is, the more Gold you can store and the more you can use then.

https://en.wikipedia.org/wiki/Persian\_daric

**Getting Gold**

Gold can be obtained through several methods:

1- Taxing people (you can levy your city people 12 times/day, with a cooldown time between them)

2- Occupying a Gold Mine (option unlocked at Palace Lv.XX)

3- Daily salary(option unlocked when 100+ Glory points gained, available at the Palace)

4- Selling Crops, available with Market.

5- Doing Gold Mine Wrestle, by world Map (Only in the Summer)

6- Degrading & selling equipment

**Using Gold**

Gold is used to:

1- Build & upgrade buildings

2- Buy & upgrade armor, weapon, mount, outfit,artifact and magic tools

3- Train Heroes

4- Buy Crops
Houses

You start with X House. More Houses are added when the Palace reaches certain levels.

The more Houses you have, the more Gold you get from taxing.

The higher level the Houses are, the more Gold you get from taxing as well.

That's all that houses are good for, as they don't actually do anything themselves.

**Palace level required**

1st House: Palace Level 1

2nd House: Palace Level 2

3rd House: Palace Level 4

4th House: Palace Level 8

5th House: Palace Level 14

6th House: Palace Level 18

7th House: Palace Level 24

8th House: Palace Level 31

9th House: Palace Level 39

10th House: Palace Level X
Oca Basin

The Oca Basin is a natural depression near the east shore of the Trade Lake. It lies southwest of the Spurnian River, east of Hengel's Humps, and west of the Lamdrich Range. The shape of the Oca Basin - as well as that of the positioning of the basin at Laageward - lead scholars to believe this was once the path of the Spurnian.

The origin of the name 'Oca' is unclear, but the basin has given its name to the local Kingdom of Ocary, a minor power during the 1st to 4th Centuries situated around the basin.
Talrycg

Talrycg is a religion in Talor, Satï and some parts of Ulgard and Kafetra. It is a form of spirit worship whose believers hold that every object, animate or otherwise, has a soul and should be treated as such.

Originally, Talrycg was the theory that every stone, every bush and stream, had its own resident spirit. These spirits could influence what was done to the objects they inhabited, so for example, if a precarious hillside collapsed into a river, the earth spirit wanted to be closer to the river spirit.

Over time, this theory changed as individual objects came to hold power. The sword Talorian Fang, currently hanging in the throne room in Talor, was forged when Cyng Thursteinn the Anvil took a particular liking to a wooden training sword. With his bare hands, he 'forged a pact with the sword's spirit' and it transformed into an ornate bronze-hilted steel blade. Thanks to this event, the spirit in the sword is alleged to owe the Cyng of Talor a favour for enhancing its worldly status; it is said that in a time of danger, Talorian Fang will leap off its bearings of its own accord and slay the enemy to repay its debt. Talorian Fang is, unofficially, the patron deity of the Talorian Cyngs.

Nowadays, many spirits are revered in this way. Though the religion's core beliefs have not changed, certain spirits are perceived to have more power than others, leading to makeshift deities springing up all over Talrycg territory.
Parsanian (culture)

The Parsanian culture is found in the northern parts of the Central Desert. It forms the majority of the populations of Qar Parsana, Oq Parsana and Kath. It also used to be the primary culture of the Vardanid Empire.

## History

The Parsanians are descended from a plethora of pre-Islamic Persian cultures - Achaemenids, Parthians, and Sassanids being the largest contingents. Overall these were led by the Suren, a Parthian general and nobleman from the 1st Century AD. They were held together primarily by a common language and culture.

The ancestors of the Parsanians were part of the original Halcyonian Flotilla, and after that the Flentia Fleet. They followed the Flentia River to its termination, settling in the flat steppes beyond it. Over time the culture spread to the source of the East Spurnian River, with the majority of the Parsanians settling by the dawn of the 7th Century BCE.

The first Parsanian nation-states began to emerge in the 2nd Century BCE - the modern town of Sanaj was the capital of Kazemlah, and Kanat was the capital of Maharin. From here the culture fragmented, with the next several hundred years being characterised by petty warlords fighting for control of the region.

The situation changed in the 1st Century CE - the powerful Vardanids were rising in the south, and many Parsanian lords chose to offer the Shahanshah their swords. Those who resisted were deposed, and their lands gifted to the loyal.

Parsanian culture flourished under Vardanid rule - many moved south to seek their fortune in the rich riverlands surrounding the capital, to the extent that Soran's population became majority Parsanian.

Due to the chaos of the Vardano-Reman Religious Wars, the Parsanian homelands of Parsana, Kathafji, and Jahria have been ravaged by the passage of many indifferent or cruel armies. By the time the first Parsanian nobleman stood up for himself, the damage had already been done. Even now, almost a hundred years later, the region has hardly recovered. Towns lie in ruin, fields are overgrown, and fortifications abandoned.

## Folklore

One of the most famous Parsanian folktales is that of Qunka - a fierce warrior queen who lived during the Fifty Year War. Her exploits have been inflated over the seven hundred years since, and now represent the epitome of Parsanian spirit.
Mead War

### Outcome

Folkart of Haselgard becomes ruler of Haselgard and is recognised as a lord by the warlord Kurt of Varhold

The Mead War was a minor conflict during the late 5th Century. It took place exclusively in the town of Haselgard in Varhold, and pitted around a dozen rival Mead Halls in an all-out battle for dominance over a three-year period.

## Background

Haselgard had been a lawless settlement since the local noblemen acquired land in the northeast of Varhold and moved away in 475. Over the years it gained a reputation as a gathering place for brigands, vagrants and bandits, and was avoided by authorities at all costs.

Then Folkart arrived. The disinherited second son of a prince in eastern Varhold, he came to Haselgard at age nineteen in 480 and began work as bar staff at one of the Mead Halls.

Haselgard had over a dozen Mead Halls, each attracting a gang of regulars who lived up to Haselgard's reputation. Through this situation, Folkart rose until he was the proprietor of his Mead Hall in 487.

Folkart was a pacifist at heart, and believed that peace could only be achieved through force. Following a vicious brawl between patrons of his Mead Hall and a neighbouring establishment in early 489, he saw what was to be done.

## The Mead War

Folkart was a charismatic man, and combined his rousing speeches with offers of discount mead to rally his men to battle. Clutching whatever came to hand, he and his men surprised the other Mead Hall and, subduing the patrons, managed to force the rival Mead Hall out of business.

He repeated this with two other Halls before the others caught on and, by August 489, Haselgard was the site of an all-out war. The town had divided into a dozen territories, each ruled by a Mead Hall and its patrons. Throughout the following years, the Mead Halls attacked and counterattacked, and one by one they fell. Rival Mead Halls were burned to the ground and their patrons exiled or absorbed into the victor's contingent.

In November of 491 the last Hall fell and Folkart was victorious. He had the total support of the patrons of his Mead Hall and, over time, he gained the trust and support of the rest of the population as an administrator as well as a military leader.

## Aftermath

Haselgard came out of the Mead War a united settlement. Folkart was formally recognised as Yarl of Haselgard by the warlord Kurt of Varhold, ruler of all Varhold. He built walls to keep brigands out, and made a point of finding honourable professions for those patrons of his who had been outlaws, brigands and vagrants.
Lleuwen Orsingheim

Lleuwen Orsingheim, also known as Lleuwen the Raucous, was a 6th Century Flennish footknight and a member of the Guerr-en-Exile. He is famous for figuring out how to cross the hostile Westforest.

All that is known of Lleuwen's early life is that he was a footknight hailing from the city of Landningen. He joined the Guerr-en-Exile sometime during their travels through Cyclos. When they came to the borders of the Westforest the Guerr-en-Exile decided to make for the Clouded Peak, a vast mountain in the centre of the Eastforest - the problem was travelling through the Westforest, inhabited by creatures as mysterious as they were feared.

Lleuwen was the first to discover that the creatures of the Westforest, and later of the Eastforest as well, were deathly afraid of horses. The Guerr-en-Exile were footknights, not using horses at all, and thus he formulated the plan to use hollowed coconuts from the Jurnevian Islands. They would clack the coconuts together to imitate horses' hooves and trick the creatures of the Eastforest and Westforest into thinking they had horses. The plan worked and gained Lleuwen the epithet of 'the Raucous', being a popular synonym for 'loud' at the time.

Lleuwen the Raucous stayed with the Guerr-en-Exile right up until their alleged final stand at the Clouded Peak - the Tol d'Gadfreuy states he was run through by the same Eastforester spear that also killed Hardulf the Pure.
Thistle

The Thistle was a Scottish birlinn ship captained by Cailean Mor, crewed by around sixty men. It was part of the Scottish Group of the Eastern Fleet, and settled in what would become the town of Corran in the Fen Boroughs.

The Thistle followed the main fleet up the Flentia River for a while before peeling off with the Lamb of Leith, Reid Lyon, and other ships to the east of the Flentia. They followed the Clydis River, splitting off again with the Lamb of Leith to follow the Bonbairn River. Once this reached its source, the Lamb of Leith settled and the Thistle continued north, heading towards the coast again. Eventually the crew settled where they found a settlement of the People. Cailean Mor was trusting of the People, and decided that he would place his hope in their aid.

The Thistle itself was abandoned where the Lamb of Leith settled in the town of Camusrory, as it could not travel any further upstream.
Shima Maru

The Shima Maru was a sekibune of the Japanese Group of the Vasterlands Fleet. Carrying 85 Japanese hailing mostly from Shikoku and Kyushu, it was the genesis of the town of Shakoshima on the eponymous island.

## History

The Shima Maru followed the Halcyonian Flotilla until it reached Tairghol, at which point it split and followed the rest of the Vasterlands Fleet, heading west along the coast of the Vasterlands. Along with the rest of the Japanese Group, it sailed south around the edge of the continent. The captain was a proponent of sailing up the Blue River past the Chinese contingent and settling upstream, but was bullied into following the rest of the Japanese Group further south.

Along with the Mori Maru, Iyo Maru, Wakasa Maru, and Tanba Maru - other proponents of the Blue River plan, the Shima Maru split off from the rest of the Japanese Group shortly afterwards, island-hopping to the southwest instead of hugging the coast of the mainland.

The Mori Maru and Iyo Maru settled on Daishima, with the other three ships heading further south. The Shima Maru settled on Shakoshima when its captain was taken by illness, with the Wakasa Maru founding the town of Aridakami on the neighbouring island of Aridashima. The Tanba Maru carried on even further, founding Kumashihoro on what they believed to be an island. This turned out to be part of the mainland, however.

The Shima Maru settled on the northwestern coast of Shakoshima, naming the island after the Japanese characters 舎故島, translating roughly to 'Island of the House of the Dead'. This is in reference to the story of the settlement of the island. When the captain of the Shima Maru died, the crew went ashore and housed his body in a mausoleum, on a hill overlooking the natural harbour that would later become the town of Shakoshima. While constructing this 'house of the dead', they saw what a rich land this was, and settled on the coast below the hill.

The Shima Maru itself was used to trade with Aridakami and the settlements on Daishima for nearly sixty years after the settlement was founded, at which point it was retired and cannibalised as newer ships took over its duties.
Ruorgagh River

The Ruorgagh River is a waterway on the southern shore of the Trade Lake, currently part of Lacrive. It is around ten leagues long and runs from a source in the Ruadhain Forest due north to the lake. The town of Rogneus, formerly named Ruorgagh after the river, lies two-thirds along its run and occupies the northernmost ford across the river.
Gems

Gems are used mainly for reducing the cooldown period to zero. When you upgrade a building, levy or upgrade technology, it is finished instantly but you can't do the same action again until its cooldown reaches zero. You can spend gems to instantly reduce the cooldown period to zero.

**Getting Gems**

Gems can be bought using real money or gotten through taxing people.

**Buying Gems**

Gems can be bought from the recharge menu. Recharging more will increase your VIP level thus unlocking new options.

**Gems through Taxing**

You can upgrade the Palace and get more houses which will get you more Gems when taxing. However, every once in a while, you can get 10 Gems from taxing instead. A higher XXX level would give you a bigger chance of getting Gems from taxing. The probability of getting Gems from taxing is currently unknown, but it is understood to be extremely low.
Pentarchy

The Pentarchy is a council of five powerful tribes which act as the central government of Vadya. While these tribes don't always agree on everything, they are civil in regard to one another, if perhaps not to other Vadyan tribes.

Vadya's national flag is the Pentarchy's seal, put into flag form. This is formed from the colours of the five tribes in the Pentarchy - four form the quarters, with the most powerful tribe's colour a square on top.

   The Pentarchy has an agreement that none of the five may occupy the capital city of Sahl. This is because, for all five tribes, the status quo is preferable to any other situation. This doesn't stop them from posturing with large forces and trying to scare the others into making a move.

The five tribes and their colours are as follows:

* Gambouryii - Blue
* Anoranii - Yellow
* Jerenii - Green
* Aznavournii - Red
* Pardracounii - Black
Zaltmeer

Zaltmeer is a major Oetherian city and the capital of the region of Zaltensee. It lies on the Trade Lake, on the section of coast known as the Zaltensee.

## History

From Zaltmeer's foundation during the 5th Century BCE it was a simple city, with no clear political affiliation. The situation changed in the 1st Century CE with the revelation of nation-states - the Kingdom of Dornrod rose in the south.

As a reaction, the lands to the north of Zaltmeer gave birth to the Kingdom of Yaradale. In the 150's Zaltmeer and a collection of other towns - Gehoven and Middelvoord among them - subjected themselves to Yaradale. They retained their nominal independence as vassals of Yaradale, buffer states between Yaradale and Dornrod with the promise of Yaradalian help if Dornrod should attack.

This stopped Dornrod for a time, but in the 260's the stalemate was broken and Zaltmeer was captured and annexed into the Kingdom of Dornrod. It was freed by Yaradale in 284 but never regained its independence - Yaradale kept control of the city until the Great Gap.

Following the Gap the city had become the capital of the Duchy of Apelmaar, a short-lived entity which gave way in to the Duchy of Laagestein in 445. Again, this duchy was short-lived and Zaltmeer was absorbed into the Kingdom of Flennlandr shortly before 500CE.

After the fall of Varhold Flennlandr became independent and Zaltmeer remained one of its major centres of power until the country's dissolution in 635. After that it became part of the Duchy of Vastergein, its fortunes following that of the realm for the next twenty years.

In 656 Vastergein was partitioned between the Grand Duchy of Senheim and the Duchy of Oethen, with the southern surrounds of Zaltmeer being defined as the border for the split. Since then Zaltmeer has been part of Oethen.
Siege of Pertwill Hall

The Siege of Pertwill Hall was an event partway through the Scanbroughan Secession. It pitted the heirs of Houses Pertwill and Farnton against each other in the siege of the Pertwill seat of Goldenleaf.

## Background

In the early stages of the war, the Scanbroughan Caped Men had not yet learned to work together, leading to miscommunication and several Scanbroughan nobles struck out by themselves, looking more for personal glory than war score. One such man was Sir Trilliam Farnton, the heir of his house. Having been deemed a knyte by his father at the outbreak of war, he had collected levies from the farmlands surrounding Arkwell and joined with the forces of several other knytes to lay siege to Goldenleaf.

On the other side, the head of House Pertwill had already taken his levies and joined the Faramondian royal army, leaving his son Oswald with a skeleton guard. Believing the enemy to be far away, Oswald neglected the defences of the township itself.

## Siege

In January 635, Farnton's column reached Goldenleaf. Pertwill, caught entirely by surprise, was forced to give up the township itself while his forces ushered the townsfolk into Pertwill Hall, the only fortified part of the settlement.

Initially Farnton was happy to wait the defenders out; his men encircled Pertwill Hall and built campfires to make their force seem larger. This firewood came primarily from the forested slopes of the hills south of Goldenleaf, and included the trees of Goldenleaf's namesake grove.

As the months passed, Farnton grew impatient. He had assumed Pertwill would have run out of food by February, being unprepared and having sheltered several hundred townsfolk. Since his men had little knowledge of siegecraft, Farnton was reduced to goading the defenders from shouting distance. The few ranged horsemen in his complement fired burning arrows into the settlement with varying results, though this only hardened the resolve of Pertwill's forces.

In April, Farnton was forces to withdraw as his force of four hundred was approached by the Faramondian royal army, numbering in the tens of thousands.

## Aftermath

Oswald Pertwill was confronted by his father Count Ricwulf Pertwill following the siege and, though disappointed in his son for his complacency, seemed pleased overall in the staunch resolve of Oswald and his forces.

Trilliam, on the other hand, returned to Scanbrough at a time when House Higwalding was rallying the Scanbroughans. He met up with the main force and subordinated himself to his father, the Caped Man of Arkwell.
Rymet River

The Rymet River is a small river in northern Talor, only a few leagues long; a tributary of the Aeder River. It originates near Cenholme and terminates opposite Eorlsburh.

One of the idiosyncrasies of the river is that it has two pronunciations: the upper class, and most foreigners from the southern Trade Lake coast, pronounce it 'Ryme', with a silent T; the lower class, and visitors from the upper coast, pronounce it 'Rimmet'.
Vorforst

The Vorforst is a large forest occupying the centre of Satï on the north shore of the Trade Lake. It forms part of a larger forest covering most of the north shore.

There are no roads through the Vorforst, and it is cut only by the Vorge River. Though this is still a viable means of travel through the Vorforst, it is used by only the most foolhardy folk. The forest is said to be possessed, cursed by the spirits of the dead following the Battle of Vorgebirge which took place nearby, and the subsequent bloody struggle as Satï attempted to secede from Varhold.

In terms of the forest's appearance, it is less dense than other portions of the north shore forests. Being on a slight downward slope from the mountains, it is a mixture of oak, birch and yew trees spaced widely apart.