recursal/Fanatic-Fandom huggingface dataset:
Na'Saouri

Na'Saouri is a major island in the Shattered Sea, home to the fiery Saouri Islanders.

Like most Native Islanders, the inhabitants of Na'Saouri are primitive and traditional. They lack most forms of modern technology, except things that are brought from abroad. They do, however, possess powerful fire magic. The Saouri are said to be the pre-eminent users of fire magic, and have an unparalleled affinity with it.

The Saouri are undoubtedly the most aggressive and militaristic of the Islanders in the central isles. Their hunters are deadly warriors, even with the limited weaponry available to them, and their fire mages are a terrifying force of elemental power. The Saouri have spent centuries fighting against their neighbouring islands, the Calamaran Empire, and other invading forces.

### Religion and Culture

The Isle of Na'Saouri is dominated by a large active volcano. For many centuries, the people of the island worshipped a "Fire God", in the hopes of appeasing it, and preventing the volcano from erupting. This Fire God was eventually revealed to be an Elemental Lord of Fire. After a Charlatan by the name of Antonio Venceslas manipulated this elemental, and used it to swindle the Saouri out of all their gold and treasures, the people of the isle abandoned their false god, and became a secular society.

The Saouri now focus their theology inwards, and have adopted a human-central philosophy. They believe in the fire in the soul of all humans, and believe that together, they can be more powerful than any gods.

Saouri culture revolves around fire. Their festivals will always involve large bonfires and fireworks. Saouri people will often burn representations things they wish to leave behind, such as bad habits, or bad memories. The dead are always cremated on a pyre on the island.

### Government

Outsiders are quick to call the Saouri a "Tribal" society, though in truth they are much more advanced than that. The Saouri are a united people under the leadership of a single female monarch; usually referred to as a "Fire Queen", who is the undisputed leader. The Fire Queen takes on a number of "companions" to form the royal court, which are usually also her husbands. Settlements outside of the central city are ruled by chieftains, who directly serve the monarch.

Na'Saouri is a matriarchal meritocratic society, meaning that any woman in the isles has the chance to rise to become Fire Queen. Usually this is judged on their wisdom and power.
Elf-Blood

Elf-Bloods are the result of a hybrid between Humans and the mysterious and elusive Elves. They can be distinguished by their animalistic traits.

Elf-Bloods are fairly rare due to the fact that Elves rarely interact with humans. When this does happen, it's usually in places close to nature or druidic villages. Elves are far too wild to settle into long-term relationships, so a person who is half-elf-half-human is usually only brought up by the human parent. Other Elf-bloods are born from one or more Elf-blood parents.

## Description

Elf-Bloods retain the intelligence and ingenuity of a human, but the connection with nature of an Elf. Though Elves are very long-lived, Elf-Bloods have the same lifespan as a human.

### Appearance

Elf-Bloods are highly varied, but share a few common traits. They all have long, pointed ears, and animalistic features, which are dependent on the nature of the elven parent. Some of these features provide physical benefits, as described below, whereas others are purely cosmetic.

Elf-Bloods generally bear features connected to a single animal, the animal their elven parent had an affinity with. For example, an Elf-Blood child of a Faun may have the hooves and horns of a goat. If the elven parent was able to turn into a bird, their half-elf child may have feathers in sparse places, and the eyes of a hawk. The main exception to this rule is the Elf-Blood descendents of spriggans and dryads, who instead bear plant-like traits, such as bark-like skin, or leafy green hair.

### Other

Elven heritage has a profound effect upon an Elf-Blood, physically and mentally. In addition to their remarkable appearances, Elf-Bloods inherit extended youth from their elven side; after reaching maturity they will seem to age slower than humans, though have the same average lifespan.

Elf-Bloods will also usually inherit the mannerisms of a wild animal. They are often flighty and fickle, and when angry they are more likely to snarl and bear teeth than to make verbal threats.

## Background

### Relation with Humans

Elf-Bloods are rarely seen in human society, though can be fairly common on the wild fringes of civilisation. As such, they are often seen as backwards and primitive, and are often not respected by human society. They are generally seen as harmless, and are rarely directly discriminated against, though may be seen as outsiders. Many Elf-Bloods may attempt to hide their inhuman features, in order to better mix with humans.
Pirate Union

"*Every Captain is a King of their own ship"*

The Pirate Union, also known as the Republic of Isla Cobre, was a maritime nation in the centre of the Shattered Sea, formed from a group of rebellious admirals, captains, pirates, privateers, smugglers, merchants, islander natives and miscellaneous criminals who seceded from the Calamaran Empire, and formed their own nation, guided by Vanessa Fang and Emilio Ventura. It was technically part of the Erdannian Empire, though had a lot of autonomy.

After the declaration of the Erdannian Civil War in the autumn of 20.88, the Erdannian Empire stopped funding the Pirate Union, and it mostly collapsed.

A varied group of captains from across the world are currently struggling to rebuild the Pirate Union.

## Background

The Pirate Union was a disorganised semi-anarchist republic of privateers, where freedom was valued above all. Its systems of government were loose, but incredibly democratic. This resulted in an unstable nation with frequent shifts of power, and under constant threat of being siezed by populist demagogues, or militaristic autocrats. The main factor that prevented this was the fact that the people of the Union were so widespread that it was very difficult to effectively control them all, and the constant support from Erdannia kept things relatively calm.

The Pirate Union was run by the Council of Captains, where the most influential Privateering Admirals from across the Shattered Sea gathered to discuss how to run the city and the fleets. The discussion was hosted, and the peace was kept, by an individual called the "Black Flag Arbiter". The number of seats on the council was variable, depending on who the most powerful captains are.

The Erdannian Empire provided the Pirate Union with funds and technology, as long as they continued to attack the ships and raid the ports of their enemies. The Union got to keep any spoils they found. Those enemies were mostly the Calamaran Empire, the Izir Confederacy, Nothindria, and the Kingdom of Whytehold.
Earth Magic

Earth Magic, also known as Geomancy, is the manipulation of stones and earthen material. It is a branch of Elemental Magic.

### Overview

Earth magic is quite common, and very useful. Earth magic users are able to manipulate stone to an unprecedented level, sometimes able to mold it like clay. As such, they can be incredibly useful in construction, or digging. On a combative level, Earth magic is an incredibly versatile branch of magic; it can be used for defense, offense, and utility.

Earth is considered to be the strongest of the four elements physically, and is the most difficult to break. This is reflected in the nature of Earth magic users, who tend to be very stubborn. The strongest earth magic users are confident and persistent, they will never back down once committed, and are notoriously difficult to beat. However, they are also often cautious, and slow to act in the first place. Additionally they struggle to adapt to new situations.

Earth is adjacent to Fire and Water. Like Fire, it requires a strong willpower. Like water it is tangible and orderly. Earth is completely opposite to Air.

### Earth Magic Users

Anybody can learn Earth magic if they try hard enough, though it helps if they have a natural predilection for stubbornness, and an affinity with stone. Stone is stubborn, and will not acquiesce to a weaker person. An Earth magic user must understand stone on an intuitive level. They usually spend years studying various different types of rocks and analysing their properties. A skilled Earth Mage will instinctively know what kind of rock is beneath them, how dense it is, and how much it weighs. Those who learn magic through study are called Mages.

Earth Sorcerers are born with the innate ability to manipulate earth, an ability which manifests as they mature. Earth sorcerers are usually considered among the least dangerous kinds of sorcerers, due to earth's primarily defensive nature. However, an out-of-control Earth Sorcerer can still cause a lot of destruction.

A less conventional way to access Earth Magic is to become a Warlock, and make a pact with a powerful elemental, or an ancient Earth Dragon. Such beings are slow to act, so gaining such a pact in the first place is a long-winded endeavor.

### Limitations

Unsurprisingly, the use of Earth Magic is limited by the availability of earth. If there is no stone, clay, sand or even dirt nearby, then an earth magic user is powerless.

### Sub-Branches of Earth

Metal Magic

Crystal Magic

Lava Magic
Liang

Liang is a nation based within the An-Laos mountains of Shavhan. At the heart of this mountainous region is a verdant forested area, and in the midst of this is the city of Liang.

The people of Liang are ardent followers of the Light, and also of the Fey. They believe in supporting and preserving life, and in protecting the sacred forest within An-Laos. However, they are also willing to be violent in defense of life and of the forests, and are often in conflict with the Zong'Kitou tribes.

Liang has a hesitant alliance with the Three Dynasties of Shavhan. Though they disagree on a religious level, they both are dedicated to preserving the natural world, and fighting against the invasive dragons. Additionally, both nations have a strong connection to the stars, and the legacy of the Astral Dragon.

Many Elves live within the An-Laos mountains, and the people of Liang have an alliance with them.

The ruler of Liang is the Oracle Urian.
Ayla Vanderstone

Ayla Vanderstone is one of the five Saviours, the Jailor of the Damned, and one of the few people to return from the depths of the Spirit Realm. On top of these accomplishments, she is also the one who lay the final blow on Zaikerik the Betrayer, and who cursed him to become the King of the Dead. She also aided Emilio Ventura in saving the Shrouded Continent, slaying the corrupting creature who had a grip over the Eternity Construct Mycozoa, and saving the Vexii people.

The last known location of Ayla is somewhere in the space between realms.
Witch Hunters

The Order of Witch Hunters are a radical militant group spread across Tyrrus and the Shattered Sea whose primary goal is the total destruction of those who use "dangerous and evil" magic. They are particularly active in the city of Erradan. Though not officially connected to any religious organisations, the Witch Hunters are mostly devoted to the Light gods, particularly Athin and Aldin.

The majority of their targets are unlicensed sorcerers, warlocks, and anyone who uses forbidden magic.

The Witch Hunters have a military ranking system based on the Erdannian one, splitting them into soldiers, sergeants, lieutenants, captains, and a single general. The ranks are prefaced with the phrase "Witch-Hunter", so "Witch-Hunter Sergeant", etc. Mages are also amongst the ranks of Witch-Hunters, usually ones who know anti-magic. They are lead by Witch-Hunter General Benedict Blackpyre.

the Order of Witch Hunters are centred mostly in Erdannia, but do occasionally have excursions into Whytehold, the Shattered Sea, and Izir. Their headquarters is an ancient castle within Erradan called "Queen Erika's Tower", which was long abandoned before the Witch Hunters moved in.

The Witch Hunters recruit from ordinary citizens, and indoctrinate them into their radical way of thinking. The highest ranking of the Witch Hunters are usually ex-soldiers, or anyone who knows how to fight or use magic with decent skill. Witch Hunters are given a uniform of sorts, with armour, long brown coats, conical hats, and masks to hide their identities.

The Witch Hunters are often at odds with the constabulary and other law enforcement forces. Although they are breaking the law, the Tower views them as useful, and so doesn't stop them.

### Notable Members

Benedict Blackpyre - Witch-Hunter General

"The Purifier", Antonia Tristeran - Witch-Hunter Captain. (Deceased).
Alshah

Alshah is the primary god of the Izir Confederacy, and is the god of trade, wealth, and prosperity. Though there are other gods among its pantheon, Alshah is the most prominent. The relgion he is prime diety of is known as "The Order of Alshah", or "The Great Caravan".

Alshah is a Light Deity, and is worshiped all across Izir, but rarely beyond this region.

The Order of Alshah originated in the wealthy city of Irikkad, and has spread across the entire Izir Confederacy.

### Themes & Ideology

Alshah is most strongly associated with trade. Under the tenets of Alshah, anything can be traded, and the idea of free "gifts" is taboo.

Alshah's ideology states that all members of a society must work to improve their civilisation, whether by will or by force, thereby 'excusing' the use of slavery in the Izir Confederacy.

### Family

Within the legends of the Order of Alshah, Alshah is supposedly a son of Atin, the sun god, and his siblings are Khallidah and Alyssa

### History

After the first Desolation of Izir, while the Izero Empire was beginning to collapse, the Maranni sailors of the Western coast were struggling to survive. Much of Izir had become arid, food and freshwater were difficult to find. Adding to this, they were constantly under attack from the dark creatures of the Desolation, and getting no support from Izero.

#### 1. Irik the Prophet

It is from this point that the legends diverge. The most common story tells that Alshah himself appeared to meet a Maranni chief called Irik, and gave him a vision of paradise down the coast. Irik guided his followers to the Bay of Kallah, a large fertile river mouth, where they began to settle. After this, Irik became a conduit for the words of Alshah, and laid out rules for how their society would survive and prosper. Once the city had grown to a decent size, it was named "Irikkad", and Irik was crowned as its first king.

#### 2. Irik the Deity

A second version of the story tells events differently. In this version, Irik recieved his vision from Atin, god of the Sun. Like in the first version, Irik guides his followers to the Bay of Kallah, where they settle. However, in this version of the story, Irik's journey is not yet complete, and Atin guides him to leave his people and walk into the desert alone, in search of the Sunspire. Years later, Irik returns, but as a being of pure light. He is given the new name, "Alshah", and instructs his people how to run their society.
Archmage

"Archmage" is a title often used across Tyrrus to designate a powerful and high-ranking magic user, who usually holds authority over many other magic users. An Archmage is usually a Mage, but not always, and there have been a few Warlock, Priest or Sorcerer Archmages throughout the history of the term's usage.

Archmage is generally not a landed title, and Archmages will usually not directly rule sections of a population. More often, they will be in charge of a magical institution or academy. Archmage is a gender-neutral title.

The term Archmage originated in the Rune Kingdom, as *"Archos Magos"*, meaning "chief of mages", and was a title exclusively granted to the King's court mage. The term was later adapted by the Zythan Dominion, and granted to clan leaders. Other cultures gradually adopted the term, and tended to use it to refer to the highest magical authority within their nation.

During the time of the Dragonvale Republic, the term became much more politically relevant, and Haven's Council of Archmages formed one half of the nation's political structure. During this time, the tradition of having each archmage being specialised in a different discipline of magic rose.

In the modern day, the term is primarily used in the Dominion of New Haven, where Archmages form the ruling elite. However, most other Tyrranean nations will have at least one Archmage, the political relevance of which varies.

## Modern Archmages

### New Haven

In the Dominion of New Haven, the Archmages form the ruling elite, above the Senate and the Archonate. Each member of the Archmage's Council is specialised in a different discipline of magic, and is considered to be the best in the nation at it. This council is headed by the Grand Magus.

In the Dominion, Archmages will often hold other powerful titles, such as Archon or Warden.

### Erdannian Empire

In the Erdannian Empire there is a single Archmage, who rules the Tower, Erradan's centre of magical authority. The Archmage also has a title with the Ministry, as the High Minister of Magic.

### Kingdom of Whytehold

Within the Kingdom of Whytehold, the title of Archmage generally has less influence, and less political power. There are two places where it is used;

Firstly the head of the Library of Thassalus is referred to as an Archmage. This gives them a lot of influence within Thassalus itself, and puts them on the Duke's council, but this rarely extends beyond Silvershire.

Secondly, Archmage is a secondary title of the Platinum Acolyte of the Abbey of Metallurgy, however this title is considered much less important than being the head of the Abbey.

## The International Archmage's Council

During the time of the Tyrranean Coalition, the Archmage's Council of Haven was an international authority who were considered to be the head mages across all of Tyrrus. During this time, the title of Archmage could only be granted by the authorities of Haven.

After Haven collapsed, so too did the International Archmage's Council, and nations returned to having their own autonomous magical authorities.
Alsander Moon

Alsander Moon is an antagonist NPC in The Grand Academy Campaign.

Alsander is an Alchemist, Necromancer, and scholar of Forbidden Magic. He was formerly a student at the Grand Academy of New Haven, but was expelled after stealing dead bodies from the local cemetary, and performing several ill-fated and horrific necromantic experiments.

Alsander is blind, and sees through his undead snake familiar, Belladonna.
Livia

Livia is one of the Draconic Sovereigns, and is the Dragonqueen of Light. She watches over all humans who utilise the divine power of Light, and is the ruler of the Light Dragon Brood.

For almost a thousand years, Livia was imprisoned in the Abyss with Velkyn, her major rival, by Zaikerik the Betrayer. She was freed by Mina Frost. During this time, she and Velkyn produced a child; Lunolyn.
Shuodou

Shuodou, also known as the Obsidian Isles, are a series of volcanic isles just off the northern coast of Shavhan, and south-west of Nothindria. They are rocky inhospitable islands, covered in black sand and jagged volcanic rock. Perhaps worse than this, Shuodou is a dark place, home to demons and other dark beings.

Yet despite this, there are those who live here. Shuodou was often used as a place of banishment in the past, and as such the descendants of those exiles still live there, hardy folk who know how to work the black soil, and can defend themselves against the creatures of the night. Often these folk turn to the worship of Dark Gods, in an attempt to appease the demons. Or it may be that their ancestors were originally exiled for dark worship. Whatever the case, Shuodou is a religious centre for the Dark in Shavhan.

At the centre of the largest isle in the Obsidian Isles is Shigannan, a huge volcano. Though it hasn't erupted in thousands of years, it often emits an acrid black smoke. At the base of Shigannan is an ancient monastery, once dedicated to an unknown purpose. The Monastery suffered when Shigannan last erupted. The building was left mostly intact, but all its inhabitants were killed. It has since been taken over by Dark Worshipers, and turned into a dark temple of Shidiqura.

The Monks of Shigannan are infamously capable assassins and spies, possessing a level of deception and cruel intelligence beyond what was even thought humanly possible.
Saint Suleiman

Saint Suleiman is the current Sacerdeus of Navicism, a powerful figure in the Calamaran Empire and right-hand man of the Emperor.

Suleiman established much order in the Navicistic church, destroyed many of the fragmentary schisms, and, most impressively, discovered a way to extend the life of Emperor Ramazan far beyond its natural limit. This, in addition to his considerable magical power, was enough to establish him as a Saint of Navicism.
Deva

A Deva is a human which has been so affected by the Light, beyond the point of no return, and now bears some physical and mental attributes that mark them as being different from a standard human. They are sometimes a mid-point between humans and angels. They often have glowing golden eyes, and a glow from beneath the skin, which shines through in fine cracks across their body, which become more prominent when they use their magic. Some may have white feathers in places, or even full wings.

Unlike angels, deva are not mindless servants of the Light, and still posses the sapience of a human. They are, however, often quite strange to interact with, and often consider themselves above humans. They often walk a fine line between humanity, and divinity, which can make them seem out of touch, and apathetic towards human lives.

As the light power within a deva grows, their angelic side will often gain more control, slowly removing remnants of humanity within them, and turning them into a full angel. A strong-willed deva may be able to fight back, retaining them humanity and suppressing the divinity, though the physical changes are permanent.

Devas are less common than their dark counterpart, cambions.
Archer Windrose

Archer Windrose is a Player Character in Haytham's Investigations, and featured very briefly in a Session 0 of Shattered Union.

Archer is a lawyer turned detective working at Haytham and Windrose detective agency in Erradan.

## Gameplay Information

### Abilities

Arcane Allies, Charisma, Telekinesis, Trickster's Strike

### Traits

Charming, Insightful, Intelligent, Persuasive

### Expertise

Arts, Bureaucracy, Humanities, Magic Sciences
House Kerzenburg

House Kerzenburg is a prominent family within the Kingdom of Whytehold, and a powerful faction among the Landsreiter. There are members of this family in many high positions across the politics of the Kingdom, especially in the Rivenwald and among the Light Church.

### History

After the Purge of the Aristocracy during the fall of the Great Sturvandian Empire, Bastian Kerzenburg deposed the reigning Great House of Karlassonne and placed himself in charge of the city. The family then ruled the city for the next few centuries, through the period of the Rivenwald States. The family managed to retain control over the region after becoming vassals to the new Kingdom of Whytehold.

The family began their rise to power fairly recently, when the position of High Marshal of Bordellyon was granted to Constantine Kerzenburg in 20.48. Constantine then deliberately placed his three children in positions of power, to expand the influence of the family once he died. His eldest, Isabella, was trained in military matters and was granted the position of Marshal of Karlassonne. His son Pietro, was sent to Sollan Temple to become a priest, and much later he became Heirophant Benevolence XII. His youngest son Johannes was sent to Gildenstadt to train among the bankers.

When Constantine eventually died, Isabella became Duchess of the Rivenwald, and her brothers were in prime positions to become the leaders of their respective areas.

### House Members

The current head of House Kerzenburg is High Commander Isabella, High Marshal of Bordellyon, Duchess of the Rivenwald, and Margrave of the West. She is an affluent and influential leader, who holds great sway in the High Court of Whytehold.

Pietro Kerzenburg, now Benevolence XII, is Isabella's brother, and is the Heirophant of Sollan Temple. Though supposed to be unbiased, he tends to show preference towards his own family when granting holy titles and the boons of the Light Church.

Lord Johannes Kerzenburg is the Master of the Bank of Gildenstadt, with practically unparalleled economic power in the Kingdom of Whytehold.

High Commander Verner Kerzenburg is the son of Isabella Kerzenburg. He is High Marshal of Karlassonne, Grand Persecutor of the Lightguard, and Executor of the Divine Will, the latter two titles he was granted by his uncle Benevolence XII.
Cult of Xon-Xon

The Cult of Xon-Xon is a mysterious faction based around the ancient fortress of Xon-Xon, at the heart of the untamed Mantis Isles. It is a group of fanatic cultists who revere the Ancient Chakradei Empire, and are ruled by a group of ghostly Chakrou Monks, who used Vexii Star-Metal artefacts to bind their souls to the fortress beyond death.

The Monk Council at the heart of Xon-Xon are somewhat delusional, and believe they are still back in the days of the Chakradei Empire. They send their cultists to fulfill their righteous crusade against the enemies of the Empire, and are able to summon legions of spiritual soldiers.

The Cult requires mortal followers in order to act outside of Xon-Xon itself. However, they have a fairly limited number of followers due to the inhospitable location and difficulty in reaching it.

The Cult shares an island with the city of Canto and the native Kiriigon people, both of whom they have fragile and often hostile relations with.

### History

Xon-Xon was originally built by Chakradei monks for the purposes of researching the Star Metal deposts of the area, and the husks of the Star Beasts. Due to its isolated location, the fortress remained one of the last remaining holdouts of the Chakradei Empire after Old Tikrong fell to the Zongol tribes. The fall of their empire did not stop the monks research, and soon they were able to discover the ancient Vexii techniques of preserving a creature's soul after their body had died.
Thassalia

Thassalia, also known as the Grand Duchy of Thassalia, or Silvershire, is a sovereign nation in Tyrrus, having recently peacefully seceded from the Kingdom of Whytehold. This landlocked nation is renowned for its vibrant culture, bountiful fields of food, beautiful cities, and aristocratic system of governance.

Thassalia is ruled by a Duke or Duchess, an elected position chosen from among the heads of the six great Houses. The current leader is Duchess Julietta Theracoure.
Underfog

The Underfog, otherwise known as the Deep City, is an area beneath the city of Varawyn, populated by criminals and scientists with less than ethical intentions. Originally this area was the catacombs of an ancient city, but it now suits a much darker purpose.

The Underfog is an area of the city beyond the law. Local law enforcement consider the area mostly too dangerous to delve into. Other than the rampant crime, other dangers include strange monsters from the depths, and abominable creatures created by mad science.
Sudalanka

Sudalanka is a major city in the Calamaran Empire. It is the capital of the Nochegardia region, and is one of the three holy cities of Navicism, the other two being Calavierus and Porta Pyrus. Sudalanka is home to the Cathedral of the Saints, a temple dedicated to the figures throughout Calamaran history who have been deemed holier than most, and who have performed great deeds in the name of Greenblood. Pride of place in this cathedral is a statue depicting Saint Gardavo, the patron saint of Nochegardia, who defended the Empire from an undead invasion from the Dark Isles.

Sudalanka is home to the Knights of Saint Gardavo, an order of Conquestors who are particularly devoted to protecting the Calamaran Empire from profane threats, such as undead and demons.

The emblem of Sudalanka is a black shield over a pair of crossed polearms.
Weits

The Weits were a tribe of Old Tyrrus, native to the mountainous foothills in the south-east of the region. The people descended from this tribe are often described to be of the Weit ethnicity. They form a large percentage of the people of Whytehold.

### Overview

The Weits were a militaristic people, who were very aggressive against their neighbouring tribes, and against each other. They began in the region now known as "Weitmark", but quickly spread north and west, through conquest. During the height of the Rune Kingdom, the expansion of the Weits and many other tribes was suppressed by the Runic Legions. Once this kingdom fell in 6.71, Eastern Tyrrus fell once more to anarchy, and wars resumed. A few years after this, the Weits found a tall hill next to the River Strom, and built a wooden fort atop it, which they named "Weit Hold".

When Solas Sorrowsong arrived at Weit territory in 6.97, to muster them for the Second Dragon War, he claimed Weit Hold as his headquarters, although he renamed it to Whytehold due to a language misunderstanding.

The Weits were constantly under threat of conquest by their various neighbours, and so were constantly on the offensive in order to defend themselves. This method resulted in the rapid expansion of their territory, and contributed to the current warmongering culture of Whytehold.

### Appearance

Ancient Dasium texts describe the Weits as the "Red Men of the South", in reference to their hair colour, which was often bright red or orange. Like many of the southern tribes, they were known to be remarkably tall and broad shouldered.

### Culture

The Weit culture could be considered an early form of Whyteholder culture. Much like their modern descendents, the Weits were a martial society who respected strength and honour. The abundance of dangers around them lead them to push everybody in the tribes to help fight. Those who couldn't fight would be set to making weapons, or would become priests. The Weits always had a respect for the Light Gods, but the arrival of the Arch-Angel Solas Sorrowsong, who lead their tribes to conquest and glory, turned this respect to a reverence.

### Splinter Groups

The Weits are quite similar to the Reiks and the Thassaly, though it is unclear which came first.

### Language

The Weit language has influences rooted in Dasian, Tyrraness, and Valarran, but developed on its own to become quite unique. Prior to the unification of the Weit tribes, there were many different variations of the language across the region.
Hunter

Hunter is a super-soldier engineered by the Evolved Society after he suffered an accident at a factory. In the process of augmenting him, something went wrong and he was left with no knowledge of his past life.

Hunter is one half of the Hunter and Kindle duo.

Hunter's real name is Percival Cliff, though he doesn't know any of his relatives.

## Appearance

Hunter is a young Erdannian man, with pale skin, blond hair, and blue eyes. He is quite athletic from a life of labour.

Hunter right eye is replaced by a mechanical one, with the power to see into Infra-red vision. This eye is surrounded by metal plating, which extends from the cheekbone to the forehead and wraps around the right side of the face.

Hunter's right arm is an advanced mechanical one, which looks sleek yet also practical. His legs are similar, but his feet have three toes, one of which is on the back.

## Personality

Hunter is comfortable with chaos, keeping a straight face most of the time yet could still charm someone while choking another to death.

## Gameplay

Hunter is a powerful warrior, with high vitality, agility, and dexterity. He enjoys using a shotgun, but also uses the wrist-mounted gun on his mechanical arm.
Wynneport

Wynneport is an Erdannian colony in the archipelago of Portonecia. It is the largest city in the so-called "Prize Isles" of the western part of Portonecia, and is the headquarters of a powerful mining institution called the House of Iron.

As is the case in the rest of the Prize Isles, most of the colonists who settled Wynneport came from Varawyn originally, and the isle has hence become heavily industrialised and adopted many aspects of Varawynian culture.
Soren Van Lichter

Soren Van Lichter is a major recurring antagonist from the Grand Academy Campaign. He is an Arcane Dragonkin and a powerful Mage who seems to be a major member of the Zerelkir Agency. He is also a Chief Inspector of the New Haven Vigilants.

Soren Van Lichter is a tall, handsome dragonkin man. His appearance is somewhat serpentine, with his long tail and slender, graceful figure. His arms and legs are covered in dark blue scales, and have sharp claws. He has reptilian eyes, and bright blue hair. He has a scar on his face that goes from his jawline to his forehead, which goes over his right eye.

Lichter is a deceptive and slippery person. He has, at multiple points, tricked the students of the Grand Academy into trusting him, and always manages to escape when he's cornered.

Lichter has a lot of useful magical skills. He is a powerful anti-mage, able to counter enemy magic, and can temporarily silence a magic user by gripping them in his claws. He is also a master of teleportation, and can protect himself with magical shields.

Lichter is also an impressive combatant, preferring unarmed combat. He is deadly with his claws.
The Otherworld

The Otherworld is a plane of existence beyond the Mortal Realm. It is inhabited by Denizens.

The Otherworld is a strange, seemingly infinite plane, the ground made from a strange glassy substance. interspersed with chunks of rock and other materials. There is no sun, or moon, but many star-like lights in the sky.

The Otherworld was created by a coven of seven mages. They designed the Otherworld to be their paradise, and created a race of servants made from magic, the Denizens. The mages were mostly tyrannical to their underlings, and so the Denizens revolted and took control of the realm.

Seven cities exist in the Otherworld, each built by one of the founding mages. Most of these are abandoned. The largest is the city Empyrean, capital of the Otherworld Commonwealth.

## Jurisdictions

Areas of the Otherworld that are within the Denizen Commonwealth are split into "Jurisdictions".

### First Jurisdiction

The First Jurisdiction is the City of Empyrean and its directly surrounding outskirts.

### Second Jurisdiction

The Second Jurisdiction is home to most of the Gateways and Transit Hubs into and out of the Otherworld. This Jurisdiction is controlled by Najuuris Denizens, who administrate which goods can come and go from the realm.

It is also home to many services that realm-travellers may require, such as inns and supply stores.

The abandoned city of Kyris is within this Jurisdiction.

### Third Jurisdiction

Many highly-magical materials and structures can be found in the Third Jurisdiction, hence the reason it designated to be controlled by the Nathaya Denizens.

The abandoned city of Ravka'ravmatarr is in this Jurisdiction. The city is a never-ending archaeological site

### Fourth Jurisdiction

The Fourth Jurisdiction is a large plain, controlled by the Nazaad Denizens. A huge fortification wall, called the Great Rampart, is located close to Empyrean, with several forts and garrisons. On the other side of the plain is the Great Fracture. The rest of the Jurisdiction is home to warbands of nomadic Nazaad Denizens, who patrol the plains, tame and hunt beasts, and fight any invaders.

### Fifth Jurisdiction

The Fifth Jurisdiction is controlled by the Navola Denizens. It is home to the sprawling "Glass Forest", and is supposedly the most beautiful part of the Otherworld. Sweet nectarwine is distilled from the fluids of the Glassflowers, and more illicit substances can be created from the plants here, but those are all outlawed by the Empyrean Courts.

### Sixth Jurisdiction

The Sixth Jurisdiction is controlled by the Naqaan Denizens.

### Seventh Jurisdiction

The Seventh Jurisdiction is controlled by the Nazat Denizens. This is the largest Jurisdiction, and is mostly made up of Quarries and Farms.
Vorderstadt

Vorderstadt is the northernmost town in the Kingdom of Whytehold, located in the wild Hinterwald. It is a heavily fortified town, right on the frontier, and often bears the brunt of monstrous incursions into the kingdom.

The people of Vorderstadt are a famously hardy bunch, from the lowliest farmer to the guards who man the walls. Living so close to the dreaded Hinterlands, they have often had to fight all manner of beasts to defend their homes. Family and loyalty are very important to the people of this town, as they must rely on each other to survive.

In the northern section of Vorderstadt is Fort Jägerhund, an ancient castle and the ancestral home of the noble Jägerhund family, who have been Huntsmarshals of Vorderstadt for centuries. Another important structure is the Vorderstadt Archives, one of the largest libraries in the Kingdom of Whytehold. Any research into the Hinterlands or the creatures that reside there can be found in the Archives.

Near to Vorderstadt are the hamlets of Anhaga and Holz, both of which rely on the town to defend them.

Further to the south are the ruins of Andaville, another city which tried to survive at the edge of civilisation, yet failed.

### Government

Vorderstadt is run by the Huntsmarshal, Lady Ivanna Jägerhund. Below her, the governing of the town is largely informal, with most things being decided by influential individuals and military captains.

The infrastructure and administration of the town is mostly run by the regional capital, Kilzig.

### Defences

Vorderstadt is encircled by a great stone wall, in which there are four gates, each of which is heavily defended. Watchtowers are dotted along this wall, and the northern section of the town is further defended by the presence of Fort Jägerhund, an imposing structure. To get into the fortress requires that invaders get past several layers of defenses, many traps, and an army of guardsmen.

Vorderstadt can be alerted to attacks by a network of bell towers in the surrounding area. When monstrous incursions are spotted on the edges of the Hinterwald, the bells are rung, and Vorderstadt prepares itself.

At this moment in time, Vorderstadt's defenses are low. Guards have been conscripted to fight in the war, leaving only a skeleton crew manning the walls.

### Geography

Vorderstadt is located upon a hill, at the centre of a great grassy plain, the forests for miles around have been cleared out to prevent attackers from hiding among the trees. The hill is man-made, originally created so that Fort Jägerhund could be placed atop it. From this vantage, one can see beyond the plains, for miles around. To the west can be seen the expansive Loc Dyrne, to the north is the untamed Maerkwald, to the east is the rugged hills of the Hochlands, and to the south is the great heath and the city of Kilzig.
Vjernheim

Vjernheim is the de facto capital of Svoldia, and the largest city in the Svoldian Isles. It is located on the coast of the island of Karthengard.

Vjernheim is a relatively wealthy city, being the main point of export for the masterfully crafted goods that Svoldia produces. It is also the first place most envoys will go when aiming to engage in diplomacy with the isles.
Zekin

Zekin, the Butcher, is a Dark god, and a prominent figure in the Tyrranean Pantheon of Gods.

Zekin is a patron to warriors and murderers.

## Themes

Zekin is the god of bloody violence and destruction. Zekin is a patron to warriors who slaughter many enemies in seconds, and murderers who take their time with their victims. Although he promotes killing, he despises those who do it in "cowardly" ways, such as with poison, or sharpshooting from far away. Zekin revels in bloodshed.

Zekin's symbol is a bloody axe.
Thaddeus Pureborn

Thaddeus Pureborn is the Grand Magus of New Haven, the last surviving member of the High Chancellors of the Dragonvale Republic, one of the most ancient mages in the world, and a powerful ally of the Saviours during the *Legends of Tyrrus*.

Born and raised in Haven, Thaddeus Pureborn was one of twelve great mages who were directly blessed by Zythia to become powerful, long-lived Pure-Strain Dragonkin. Only five survived the process, including Thaddeus. These five mages became the High Chancellors of Haven, a political position above both the Archmage's Council and the Senate. The High Chancellors were incredibly powerful magically, but also very sneaky and experts at espionage and sabotage. Thaddeus and the other High Chancellors quickly set about organising the swift collapse of the Exalted Whytehold Empire, which was already starting to fall apart.

When Zaikerik the Betrayer attacked Haven with an army of Black Legionnaires, he slew almost all the High Chancellors. Thaddeus was the only one to survive.

After this disaster, the Saviours visited Haven, and soon encountered Thaddeus, who granted them some valuable information regarding Zaikerik's plans, and the Tears of Life.
Szi'Zundor

Szi'Zundor, the City of Rain, is one of the five major cities of Hirokir. It is the region's northernmost city, and also highest city, being situated among the northern mountains. It is situated close to the basin of the River Zulaca.

Szi'Zundor translates to "Rain Mountain". It is named such due to the almost constant rain that falls upon the city due to the unique climate of the region.

Szi'Zundor has many ingenious contraptions devised to use this rainwater to its advantage, such as watermills and dams.
The Scendrasil

The Scendrasil is the great tree of light, located in Izir. Its origins are unknown, in fact, very little is known about it. What is known is that it is a great artifact of light, and possesses great divine power. It sits on the southern coast of Izir, close to the Bloodwater Delta.

The magic of the Scendrasil causes life to flourish around it. It is for this reason that the Scendrasil Shore is such a verdant area of Izir, with so many rainforests and swamps.

Many centuries ago, the great city of Transcendence was built around the Scendrasil, and became a holy city of the light. The priests of the city would draw upon the divine power of the great tree.

The Ancient God Niallah was associated with the Scendrasil.
The New Empire of Izero

The New Empire of Izero, also known as Neo-Izero, is the resurgence of an ancient power, based in the great city of Izero, which for centuries was thought to have been long-destroyed.

Neo-Izero is known for magic and mysticism. They have great knowledge of arcane magic, spiritual magic, and golemancy.

In the modern age, Izero's wealth mostly comes from the oil in their territory, which they export to the industrial Tyrranean nations.

Izero is a city misplaced in time. In a desperate attempt to save his city from the rise of the slave-driving cartels back in the year 3.70, Emperor Saa III invoked a powerful ritual of the Ancient Ones, causing the city to become stuck in a time-loop for centuries, continually being attacked by the cartel's army. Saa was the only one aware of the time loop, all the soldiers and citizens had their memories wiped every time it looped.

in the year 20.18, the Saviours rescued the city by bringing a battalion from Whytehold to defeat the invading army, ending the loop.

The current emperor of Izero is Raza I.

## Territory

In ancient times, the Old Empire of Izero controlled a huge stretch of the Izirian desert, from Izero to Azakkad.

Since their recent resurgence, Neo-Izero has claimed rightful rule over all Izirian territory west of the Bloodwater (Maahmaru) river. However, they are unable to effectively enforce this in the regions south of the Dead Wastes, meaning that the south-west of the desert has become subject to the Tyrranean colonial empires, such as Whytehold and Erdannia.

The heartland of Izeroan territory is along the Crownwater (Tajamaan) river, from its source in the western Iskhar foothills, as it travels east until it reaches the Bloodwater. They also have a stronghold over the territories north of this, the Nannur plains and the Sassurid valleys. In total, this territory makes up about two thirds of the Shamala region, which they share with the independent nation of Dalanaan.

### Cities & Towns

#### Izero

Izero is the capital of the New Empire of Izero, a great metropolis of monumental wonders. However, compared to other major cities of the world it is technologically backwards, though is slowly receiving industrial influence from the Tyrraneans to the west.

Izero is the seat of power for the Emperor of Izero, and is well known for its wealth of magical artefacts.

Izero is the oldest city in Estiel, and is potentially the oldest remaining city in the world.

#### Ninurta

Prior to the Izeroan resurgence, Ninurta was a small and poor city. After Izero returned they brought wealth and power to the region. When industrialisation hit the world shortly after, it was discovered that Ninurta was a major source of Oil, which has since brought the city and the empire a great deal of wealth.

#### Uruda

The fortress of the east, Uruda sits at the Crownwater tributary at the edge of Izeroan territory, and has withstood many attacks from the Izir confederacy.

#### Mesan

A highly spiritual town, which sits on the banks of the Emperor's Lake. Mesan is known for the high concentration of Light Spirits in the area.
Velkyn

Velkyn is the Draconic Sovereign of Darkness. He watches over all humans who use Dark magic, and is the leader of the Dark Dragon Brood, and also the Undead Dragons.

For over a thousand years he was imprisoned in the Abyss by Zaikerik the Betrayer, until being freed by Mina Frost and taking on the guise of a cat named Fishbones in order to befriend the Saviours.

Though he aided the Saviours during the rise of Zaikerik, and befriended Ayla Vanderstone, the dragon still has questionable morals, and is not respected by many of the other Sovereigns due to his lazy and deceptive demeanor.

While trapped in the Abyss with Livia, they produced a child; Lunolyn.
The Abyss

The Abyss is an extra-dimensional realm beyond the reach of most humans. It is a Micro-Realm, meaning it is finite in size.

The Abyss was originally created as a barrier, between the Prime Realms and the prison realm of the ancient enemy. In order to pass from one to the other, one would have to travel through the abyss, which is not an easy task.

The Abyss appears to be an enormous pit, stretching downwards an impossible distance. At the top, it is enormously wide, and gradually tapers at it reaches the bottom. The sides of the abyss are jagged, and appear much like a cave's walls. There are also off-shoots from the main abyss, which are smaller abysses.

The interior of the Abyss is constantly shifting, features and "landmarks" changing location, making it very difficult to chart, even by the Denizen Cartographers who have visited. However, there are a few notable locations. One of these is Sarakosa, the dead city which floats above the abyss. Another notable location is the Dragon's Pit, where Livia and Velkyn were locked away for millennia.

### Inhabitants of the Abyss

The souls of the wicked are often condemned by the King of the Dead to be sent to the Abyss, to spend years fighting the dark creatures which would try to break through. This is both a punishment and a duty.

Many other creatures inhabit the Abyss, sourceless terrors of unknown origin, likely created by the monsters on the other side, or corrupted souls and creatures.

The mad Dark God Shoggor dwells in the depths of the Abyss, his purpose there not entirely known.