recursal/Fanatic-Fandom huggingface dataset:
Konchog City

A merchant city on Zenith's Edge. Whereas the edge of the shard is the most dangerous place on most shards, on Zenith it is the most welcoming place to travelers. Since Zenith mimics Nova's flotation pattern nearly perfectly, most of Zenith is in a sort of eternal twilight and cold snow, but this is not the case for Konchog City. Konchog City is typically well lit and basked in the warm embrace of the Overlight, and the shadow of Nova only serves to protect Konchog City from the constant direct heat of the Overlight that has turned Nova into a desert.

Konchog City was never a planned city, but in fact, emerged out of necessity - a location for merchants to trade their wares on Zenith without obstructing the rituals of the Zenith Orders and more importantly, without having to travel the dangerous tunnels or the snowstorm ridden surface. As merchants decided to settle in, they build a shop and home wherever they find room. The result: a city with winding streets and no organized layout or districts of any sort, but the locals appreciate their layout and are happy to provide directions to lost travelers. Overall, it is a merry place where anyone would feel an honored guest.

The location was chosen because of a cave at the bottom of the Shard which led to a cave at the surface (where Konchog is now located). Aurumel airships had been having trouble landing on Zenith, many of them crashing, and so when one Airship Captain discovered a cave at the bottom of the shard, he started dropping off Haarkeen pilgrims at in order to avoid the harsh windstorms of the shard's surface. The cave was originally part of the Scarlet Labyrinth, but has since been blocked off by very thick stone walls and Konchog Guards stand watch in the event that the wall someday crumbles.

The still extant tunnel leading from what is now known as Konchog Harbor, is about half a day's journey from Konchog City proper. Along the route, traveler's will find shrines, some homes, and a few stores and a hotel about halfway up owned and operated by the descendants of Lang-Tsu, one of the first pilgrim monks. By following the tunnel, pilgrims eventually find themselves in about the city center of Konchog City. There they will be greeted by guides, typically Monks who either renounced their vows, failed the training, or did not bond with a Hamanu. In fact, a majority of the populace is some sort of fallen Monk or descendant of a fallen Monk, or in the rare case, a merchant from another shard.

While Konchog City is not the only point of entrance to Zenith, it is by far the most popular. And if someone says they've been to Zenith, then they probably have been to Konchog City.
Pyroi Hunting Parties

The hunting parties of the Pyroi not only provide food, but also serve as defenders against those threats that fight with fang and tusk rather than spear and scimitar. The hunting parties are loved by most. When they stop to gather supplies, they are generous with their game, which often serves as the basis for joyous, flame-lit feasts. You may find, if you ever have cause to visit the red shard, that the hunters largely eschew the sculpted headpieces and other finery often associated with the Pyroi, instead dressing themselves in furs and leathers.

The casual observer may consider the hunting and gathering tendencies of the Pyroi to be a mark of technological incompetence, or at least an inability to grasp agriculture (in whatever stunted form that would take on this blasted waste of fire geysers). Nothing could be further from the truth. The effort required for agriculture on Pyre would be unimaginable, and for a yield so paltry that any Folk so invested would deserve their demise. It is also a fact that the Pyroi people are entirely carnivorous. Although they certainly enjoy the non-meat foods of far-off lands when traveling, the Pyroi can subsist on nothing but meat and water indefinitely. This also accounts for their pronounced canines and unending fixation on the hunt.
Veile

A shard of rigor and severity matched only by its capacity for corruption and decadence, yet also renown for its serenity and grace. It's landscape is decorated by a crystalline inland sea, rolling hills, lazy vineyards and seaside villas, and gentle breezes bathed in an eternal twilight.

The civilized portion of Veile is established upon the black-sand shores and crater-wall cliffs that ring a huge inland sea. Its seven lagoons and the great wide River Keres, which runs from the sea’s estuary through the lowlands and off the shard’s edge, each host a city-state that commands the lagoon as its territory, including fishing fleets and whatever portion of the navy docks or drops anchor there. The city-states themselves each have their own character: from encrusted and decadent, to military and reinforced, to meticulously integrated with the natural landscape out of reverence for those forms that will outlast us all.

Beyond the farmlands and vineyards and hillocks, the green fields and golden wheat give way to broken earth and mist- covered bogs. Beyond that, the outland mountain wall that protects all of Veile. Invading forces that thought to brave the ice-sheathed mountains were either turned back by furious conditions or never heard from again. Nonetheless, sufficiently mad or brave Aurumel will occasionally venture into the mountains or into their labyrinthine caverns with old temple complexes from the first settlements. Hidden truths of the past and long unseen heirlooms do still remain in those painted vaults. But for each thing worth taking, there are presences unbidden and foul that, even if slain or outrun, would lay such a curse upon one’s reason and rightness that the soul would bear it for all one’s remaining days. It is for this reason that I will dream of these unhallowed places from the comfortable distance of Aurumel civilization, and no examples of it are so absolute as the seven cities and Gylynos, the Glass Citadel.

Each of the seven cities claims a lagoon, with which it shares a name. Although not all seven are entirely reliant on the resources of their lagoons and the commerce that surrounds them, many of them are. And so all but the most negligent of aristocrats and citizens show respect to the generous waters.

The seven cities of Veile are:

* Kylix (the City of Silent Water)
* Polem
* Teyloy
* Sydor
* Ogemos
* Lyko
* The Dome (Lagoon Orethe)
Cloud Serpents

These utterly massive, wingless serpents glide through the skies above every shard, but are most common near Quill. Here the Cloud Serpents serve a very important role in the cosmology of the Teryxians, who view them as avatars of their creator deity, called Tzahintli. Very little is known about the ecology of these creatures, except that certain individuals have developed behavioral symbiosis with the Teryxians, and are sometimes called to feed upon the bodies of the ritually sacrificed. Other than these unusual offerings from Quill, it is unknown what could possibly sustain creatures of such immense size.

On rare occasion, adults have been known to attack and eat air travelers, sometimes even small airships. Cloud Serpents are snake-like in form, but with external ear openings and eyelids. Their shimmering scales can be blinding in the light, and individuals have been seen in every imaginable color.
Circle of Brass

The original occupants of the lands now occupied by Sukhaba Gol and the Traveler's Camp, this Pyroi Warband is most known for its mercantile tendencies. Their Embertongues are often diplomats and merchants who arrange trade both intra- and inter-shard. Their Volcano-Priests bless the caravans. And their Thrallscouts serve as defenders of the trading convoys and hunters during the trips. Their name comes from the brass bangles they wear around their ankles, wrists, necks, and brass rings on all of their fingers. Most members of the warband would call Sukhaba Gol home, but until they reach old age, most members are constantly on the go, involved in some sort of business deal.

The Thrallscouts are not especially skilled at offensive maneuvers, but are outstanding guards, and very few caravans are ever captured due to their outstanding abilities.
Jebtsuk Temple Guard

The Pyroi Warband occupying the Jebtsuk Temple at the base of Khar-Ulan, the Mouth of Pyre. The temple serves as the center of Pyroi religion, and as such most Volcano-Priests serve in this Warband or have visited the Temple numerous times.

This is one of the few warbands a Pyroi is not born into, but must be invited to join. As such, only the most elite warriors and Embertongues become members. The Temple Guards are typically young Pyroi who proved themselves to be one of the most superior Firethanes during their first task. The Embertongue members are typically older retiring orators or poets who join the temple in the twilight of their careers in order to teach the Volcano-Priests how to better orate, or to write down religious teachings. There is no need for a hunting party in the Jebtsuk Temple because many tribes offer donations to the Temple in order for the Volcano-Priests to make sacrifices for them.

The Jebtsuk Temple Guard does not have any rivals in a martial sense, but the Volcano-Priests are often at odds with the Council of Embers in Sukhaba Gol for political control of Pyroi affairs, and now with the Leatherwings for religious affairs.
Xoctli

Like any ambitious tutor of Quill, the Teryxian Xoctli had grand aspirations of discovery and revelation amidst the archives of the Last Spire. Alas, he lacked the required discipline of his studies and, as he began to embrace his Skyborn nature, his masters were fearful of the uncertainty his spiritual becoming would bring. So, after long deliberation, they sent the young pedagogue abroad unto the magma-scarred plains of Pyre. There, his intellect would learn rigor and force, despite his attunement to the green luminescence of Compassion.

Upon arrival, Xoctli was overwhelmed. The hardened ways of the Pyroi were new to him and scared him more than a little. Between his soaring intellect, pedantic method, and open heart, the social perils of Pyroi society were in some ways more challenging for him than the brutal terrain of the shard. If not for the notice of an Embertongue patriarch, it is unlikely that Xoctli would have acclimated to the ways of that strange society.

The Embertongue had a daughter named Niya and she was, in her father’s words, a child of exceptional promise, expected to inherit his role and fulfill its obligations. Xoctli was hired to teach the young Pyroi woman the ways of the world and the Embertongue’s traditional role within it. So it was with terror that, when Niya decided to heed the call of her Skyborn nature and leave the path her Folk had set out for her, her father disowned her, stripped her of her familial inheritance, and cast out the Teryxian tutor alongside her. The futures of both Xoctli and Niya are uncertain.

Xoctli is a kind-hearted Teryxian but can be as pedantic as any of the Folk of Quill. Nonetheless, he has a deep sympathy for other Skyborn (though a bit less if the Skyborn is Banyari) and, in his academic way, will help them whenever he can. Despite his soft exile, Xoctli still dreams of being a great master of his Folk’s lore and history.

Xoctli joined his Skyborn companions Algir, Davke, Niya and Faradon Lux to rescue Shatu Hak, Mahan of the Green Light of Compassion from the Hanging Prison of Haark. While he often felt uncomfortable on this adventure, he ensured the group found its way through the Hanging Prisons effortlessly and released Shatu Hak. He has not been seen since the group fled the City Magnificent aboard a Great Mist Ray...
Bloom Tode

A small species of amphibian residing in the Dust Haven. During breeding season, these animals will emerge from their homes just beneath the surface of the sand, and the swollen glands behind their eyes will secrete a viscous toxin that the Banyari collect and vigorously rub upon themselves. The toxin also serves to attract a variety of brightly colored songbirds, the most notable of which is a shining, metallic-green animal called the Emerald Trill.
Cerulean Basin

An island floating high above the far side of Quill 's largest island, the Azure Sea , the Cerulean Basin's surface area is given over to an ancient caldera filled with what was once a large inland sea. One of the walls of the caldera was broken during the Fall, and now an unimaginably huge waterfall, the Barrier Falls , streams out of the sky in a vast curtain, blocking out the sky and horizon, cleaving the land of the Azure Sea into two separate environments.
Teryxian Rangers

The warrior class of Teryxian society. Prior to the Fall and during the height of Teryxian culture, the Rangers were a voluntary class, and often only Teryxians with Ranger lineage were members. But since the beginning of the War of Leaves, membership has become compulsory for all Teryxians prior to joining a lodge. This compulsory service remained in effect even afterwards as their ranks are challenged by the dangerous beasts of the jungle frequently. Typically, a period of one cycle satisfies the requirement, but some have had to serve longer periods due to an especially dangerous period of time. Of course, some priestly families avoid this requirement, but most Teryxians complete this service obligation.

Still, the leadership of the Rangers falls in the hands of the familied who were tradiotionally members of the warrior class before the Fall. Some believe that the goal of the Rangers is to find some of the Lost Spires in order to return Teryxian society to its height, but the constant struggle with nature has not permitted this yet.
Great Mist-Ray

The Great Mist-Rays are indeed a mysterious creature. They live in the airspace around both Quill and Banyan where they can feed on a large variety of plant life. Throughout history Teryxians have tried to capture and train a Great Mist-Ray, but they have failed. Only Banyari and a few Skyborn have ever been able to pilot these noble beasts, but never to domesticate them for they always remain "wild."

The Mist-Rays are very large, capable of carrying up to four or five Pyroi Firethanes. That being said, finding a Mist-Ray carrying Pyroi alone would be an incredibly rare sight. Indeed, it is rare for Folk unfamiliar with Quill or Banyan to have ever seen a Mist-Ray of any kind.

Otherwise, they tend to be blue or dark purple in hue. Some are speckled, while others are spotted. And most magnificent of all, the Mist-Rays leave in their wake a trail of iridescent light that anyone can see (not just the Skyborn!) They are truly majestic creatures!
Lang-Tsu

One of the original Haarkeen to have traveled to Zenith in response to the Diamond Queen 's call. He is well-known to be the first monk to have lost his Hamanu companion. After losing his bond-mate in the war with the Yamari , he traveled the shard like a lost soul, a shell of a man. He had decided to live out his life instead as a hermit and wandered deep into the Scarlet Labyrinth (before the Yamari occupied them exclusively). He thought he had traveled so deep that he would never be found, but this was not the case. In fact, he had traveled the labyrinth to the tunnels that led to Konchog Harbor.

A group of pilgrims arriving on Zenith found him and sought his counsel on the fastest route. He served as their guide to the Diamond Queen's Palace. This provided him with a meaning and a purpose, and so he returned to the harbor again and again, serving as a guide for multiple cycles. Among the pilgrims, he eventually found a young woman, Nila, who he fell in love with. He eventually convinced her to renounce her training as a Zenith Monk, and she joined him as a guide.

As the pair had children and aged, they needed a place to settle and could no longer serve as guides, and so they started a hotel of sorts in the tunnel system to provide lodging, food, and direction to pilgrims before setting off on their journey. Their descendants continue this tradition still operate the hotel.
Jack-O-Chica

Jack-O-Chica to jeden z animatroników który może nas zabić i możemy jej ustawić poziom inteligencji.

SPOSÓB DZIAŁANIA

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Gdy w naszym biurze temperatura będzie za wysoka pojawi się Jack-O-Chica. Będzie po dwóch stronach drzwi. Sprawdź więc kamery i zamknij obydwoje drzwi. Trzymanie temperatury 60 stopni Fahrenheita zapobiega pojawieniu się jej. Przekroczenie 120 stopni nie zapobiega obrony przed nią i z automatu daje Jumpscare.

CIEKAWOSTKI

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Jack-O-Chica to jest Nightmare Chica w wersji Halloweenowej z FNAFA 4

Jack-O-Chica fajnie wygląda xD

WYSTĘPUJE W TRYBACH

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Ladies Night 1: 5 AI

Ladies Night 2: 10 AI

Ladies Night 3: 20 AI

Nightmares Attack: 20 AI

Chaos 1: 5 AI
Scarlet Labyrinth

The deepest tunnels beneath the mountains of Zenith, where the iron ore gives way to a terrible red stone that glows with the only light provided to a scream-filled maze. Some claim that these tunnels were built by the Hamanu long ago, using a wisdom and craft that has been lost in this present age. But it is now a baleful and terrible realm smelling of burnt blood and smelted metal, those veins of bulbous red stone bathing every surface in a sick vermillion light. Beyond that, details of this place are rare, as the nature of the Yamari hell-realm requires a certain madness and abandon to comprehend, and rarer still are those who experience this place and escape with their lives.
The Crumble

An area of Quill sometimes called the Bloodstones. For reasons unknown, the rocks and small islands do not remain in static, fixed positions relative to one another, instead floating about in chaotic patterns, often grinding or crashing together. The scholars at the Timekeeper’s Lodge have made long study of this area, but have not yet been able to decipher the physics at work. They fear that the delicate balance may somehow be upset by any activity other than the precise, dedicated study of the ostrakonomers. The Rangers have officially recommended that the populace of Quill stay clear of the area. This has done nothing to keep thrill-seeking youths from using the area for hazing rituals and honor duels.

There is one long-standing story about a pair of nest-mates who, as young fledglings, were challenged by their peers to dart in and about the moving stones of the Crumble, in order to prove which was the stronger. When the older brother had a wing broken by an errant boulder, it was his smaller brother who flew out to save him. On the return flight, the younger brother was killed by rapidly spinning rubble and knocked from the sky.

There are many who will use this story as a moral lesson for their hatchlings, about how the smaller brother should have seized his chance and assumed a dominant role in his family. In some versions of the story, the smaller brother lived, and to this day hides among the Bloodstones with a message of compassion for all those who will listen. He is called Matlalihuitl. It is perhaps needless to say that this version of the story, and those who tell it, are not well regarded by Teryxians at large.
Nova

Far above the windswept peaks of Zenith is a land which remains a mystery to all but a few. Reports from those who claim to have visited the shard called Nova include tales of endless sandy deserts, with violent windstorms carving strange shapes among the rocky buttes that dot the horizon. Stranger still are the gigantic many-legged arthropods known as Novapendra, the inhabitants of this shard.

There have always been stories. Old stories that havesomehow taken on lives of their own, passed down from mother to child, from storyteller to captive audience. Older than the more recent tales from travelers who claim to have been there...

Crickets, as big as the Yakirin of Zenith, swarming in uncounted multitudes across silt-covered plains, the enormous centipedes like lone sentinels watching them from above, perched on rocky outcroppings. The Novapendra, arranged at intervals around natural stone circles, singing in unison and creating a pillar of incandescent white light which erupts from the circle’s center and fires upward into the heavens. Labyrinths of tunnels and chambers, dug to immeasurable depths, bathed in an ultraviolet glow and filled with behemoth cocoons. A crystalline temple, towers taller than the tallest spires of Quill from before the Fall, scintillating and shimmering in the neverending light.

Legends? Memories? No one is quite sure. One thing is certain: the Novapendra emissaries on Haark have made it quite clear that Nova would not be a welcoming place for visitors. The only Folk foolish enough to try their luck regularly are Chitineers, those foul-tempered, trophy-hunting outcasts from Haark. Can they and their stories be trusted?
Romos

A tribe of Banyari often unveiling themselves during the wet season on the Malachite Plains because they appear dry and rock-like during the dry season. As the seasonal rains metamorphose the lands around them, so too are a tiny number of the malachite rocks revealed to be anything but. As most of the rocks begin to shimmer and glow in the Overlight, a select few of them instead soften, revealing them to be no rock, but a succulent-like plant growing almost shell-like from the backs and heads of Banyari that unfurl themselves from a dormant slumber beneath the earth. During the wet season, the Romos can be found meticulously wading through the swamps, using short reed spears to hunt the small crustaceans that share a similar life cycle.
Teyloy

One of seven lagoon city-states on Veile . Teyloy covers a huge crescent of coastline and its lagoon is the largest by far. But its occupied quarters, of which there are only two, claim a small and sullen population that serves as a living reservoir of the old Aurumel funerary arts.

Taylor is thought to be the first and thus oldest city-state of Veile. But over half of the population and much of the city was destroyed in a great flood just after the completion of the first airships. The construction of Gylynos began at this point in Veile's history. The flooded ruins where old Teyloy once stood are a constant reminder of why the perpetuation of one’s life and the favor of spirits is first and foremost in the mind of any true Aurumel.

In addition to the rituals and crafts of the dead, the people of Teyloy are also known for their skills in weaving, calligraphy, the construction of musical and ritual instruments, and — most importantly — the finest masks crafted by living hands.
Malachite Plains

The largest feature of Banyan. The Malachite plains are home to the Aeworn, Brendenol, and Romos tribes of the Banyari. The tribes' level of activity are often drastically affected by the climate.

In the dry season, these rocky plains are anything but green. Pale brown grasses sway in the breeze, through which grazing animals, in herds of innumerable thousands, make long migrations to the dwindling water sources. Beneath their feet, sharp rocks jut from the dusty ground, making the going treacherous. As the water becomes scarcer, and the animals more desperate, so too do the carnivorous predators that stalk these plains: the Vrexle, lithe rat-faced pack hunters the length of a small banquet table, which are capable of terrifying bursts of speed. If you’ve got keen eyes, and a bit of patience, you might be able to spot the Brendenol.

When the rains finally do return to Banyan, the Malachite Plains are transformed. The dun- colored expanse gives way to a verdant, vibrant green wonderland. Dry ditches fill with rushing streams and cascading rivers, while the cracked and broken earth becomes a shallow marshland, resplendent with fast-growing reeds, cattails, and flowering grasses. What’s more, the sharp, dust- covered rocks poking from the land are washed clean, revealing the shining green gemstones from which the plains get their name. As the seasonal rains metamorphose the lands around them, so too are a tiny number of the malachite rocks revealed to be anything but. As most of the rocks begin to shimmer and glow in the Overlight, a select few of them instead soften, revealing them to be no rock, but a succulent-like plant growing almost shell-like from the backs and heads of Banyari of the Romos tribe that unfurl themselves from a dormant slumber beneath the earth. During the wet season, the Romos can be found meticulously wading through the swamps, using short reed spears to hunt the small crustaceans that share a similar life cycle.

Finally, there is a silver tree that grows out on a distant part of the Malachite Plains. When the rains are at their peak, the tree shines out like a beacon upon the horizon, standing in the center of a lake that does not exist during the dry season. It has been reported that this tree will sometimes release a cloud of spores the color of sea foam, which will gently float out across the grasslands, creating a repeating sound not unlike a drop of water hitting the surface of a standing pool.
Ring of Silk

The section of the city which encircles Haark’s center is known as the Ring of Silk. It is the wealthiest area of the megalopolis and home to the rich and affluent living in the newest, sturdiest villas while enjoying a scenic view of the cityscape and skyline that is unparalleled. Amidst these homes extend looming, spidery platforms buttressed by stone pilings and iron chains. These sky piers collectively form a kind of harbor for Haark, known as the Skydocks.

Although the exteriors of most buildings are rather uniform, with Haark’s ubiquitous motif of stone-and-clay stacked-cube architecture, the skyline in the Ring of Silk is also broken by turrets and onion domes that ornament the urban palaces of the shard’s elite. Security in this part of the city is the very best, and curious guests poking around the willfully concealed affairs of these neighborhoods had best cover their tracks well. Those who dwell in these luxurious manses have influence that extends far beyond the walls of their personal fiefs. Hundreds of these platforms extend from the inner ring and each is guarded and manned by unionized laborers.
House Verena

Easily the wealthiest and most influential of all Aurumel Houses. They discovered and created Overlight engines, which power airships. They have kept this technology secret, and refuse to share it with anyone outside of their house, which has served them well, but also made them a few enemies along the way, including Teryxians and mechanics of Haark who would love to study an Overlight engine.
Chitineers

Haarkeen who believe that the Novapendra have a hidden agenda, concerning the subjugation and consumption of the other Folk. While many of these Haarkeen keep this belief to themselves, only whispering their distrust of the giant centipedes when they know sympathetic ears are listening, their numbers are growing.

Their numbers bolstered by thrill seekers and trophy hunters, these humans now form a loosely organized group of malcontents called “the Chitineers.” Many of them, adorned with carapace armor and other gruesome trophies of their kills, will even travel to Nova itself to hunt down and kill Novapendra. Some Chitineers, having made the kill of a lifetime, move on to other targets: Shovel-Tusks, Pyroi Firethanes, or even Skyborn...
Banyari

A collective term used to desciribe the various tribes and inhabitants of Banyan. Banyari develop an Overlight bond with a Hearthwood Tree, which affects their development. Banyari are one of the least understood Folk by the others, save the Novapendra. While they differ from tribe to tribe, all Banyari worship the green light of Compassion above all else. The known Banyari tribes are:

* Verthod
* Nitansien
* Aeworn
* Brendenol
* Romos
* Worulthing

Each tribe is physiologically different. As such, different tribes cannot reproduce with other tribes. Despite this physiological difference, the Banyari tribes have a shared cultural heritage.

It is known that, periodically, some Banyari will travel long distances to meet others from across the tribes of Banyan. They meet together in small groups, at locations with no discernable connection but which we must assume have special spiritual or historical significance. Once there, the assembled individuals engage in a form of ritualized, competitive storytelling. We have come to understand that some of these tales are recollections and embellishments of actual events that have personally happened to the storytellers, but many others are complete fabrications, stories unspooled entirely from the imaginative minds of their creators. Tales of this latter sort take the form of new myths — fables crafted around a fixed set of characters, heroes of legend, or a pantheon of demigods that the Banyari revere.

The outcomes of these competitions can have tremendously negative effects upon the lives
of the losers. More than just ceding social standing, some of the defeated Banyari appear to be physically wounded, and lifelong grudges and enmity can arise out of these meetings.

It is believed that some of the storytellers use some form of Chroma to weave calamitous or fortunate consequences into their fables. These Banyari wanderers rarely return to the same place twice in a row.
Pyroi Warbands

The warbands are a scattered culture of fighters who all observe the same traditionalist code of Pyroi warrior-ship. Only outnumbered by the hunters, the warbands account for a large portion of the population. Some of the renowned warbands of Pyre include the:

* Circle of Brass
* Eight Tribes of Gab-Dragomir
* Embertongue Poets of Mahalank
* Ghost Worms
* Jebtsuk Temple Guard
* Leatherwing Cult
* Smoking Stones
* Sons of Shaithus
Overlight

The universe of Overlight has 7 distinct shards, which are bathed in the Overlight to varying degrees. Each is home to a distinct Folk and species as well. This page is just to serve as a launching point, but if we want a history up, I'll add that -- Andrew

THE SEVEN SHARDS

1. Nova
2. Zenith
3. Quill
4. Banyan
5. Haark
6. Veile
7. Pyre

THE SEVEN FOLK

1. Novapendra
2. Zenith Monks & Hamanu
3. Teryxian
4. Banyari
5. Haarkeen (Humans)
6. Aurumel
7. Pyroi

COMPLETED CAMPAIGNS

* Sage of the Hanging Prison
Mount Quiya

A veritable mountain in the clouds, Mount Quiya is home to the Last Spire and the center of Teryxian society. If you look off the edge of a certain part of the Azure Sea , Mount Quiya positively dominates the sky. The towering structure of mud and stone that rises from its slopes is called the Last Spire, and the mere sight of the silhouette of this last remnant of the Quill-that-was is enough to lighten the heart of any Teryxian who sees it. While the remains of many towers and spires can be seen peeking above the canopy of Quill’s jungles, remnants of the time before the Fall, the ones near Mount Quiya are some of the few that are not in ruins and still actively used by the Teryxians.
Gastwudu

Great woody giants that make up the majority of the Great Forest of Banyan. These trees are capable of lifting their large systems of exposed aerial roots out of the soil to walk, one root at a time, across the landscape. It's unclear why they do this, or indeed what prompts them to do so, but the Verthod are certainly part of the process. It seems as if they’re guiding them in some way, or at least walking beside the trees in companionable silence. Are these trees merely trees, or are they thinking beings of at least animal intelligence? And why do the Verthod walk among them? No one knows. Who can say what goes on in the heart and mind of a creature that is partially a plant?
Prime Teryxian Outlanders (PTOs)

The most elite fighting force of the Teryxian Outlanders. These fighters are the equivalent of the Praetorian Guard of Ancient Rome, the Companions of Alexander the Great, or the Jaguars of the Mayan Empire. They are an elite special forces unit that strike fear into those that must fight them. But unlike WEED, PTO does not engage in any sort of secret missions or spying, they are straight up brutes.
Cave Yogis

Monastic initiates who wander into the wilds with the strength of their religious convictions as their only refuge. With their Hamanu bond-mate by their side, they come to understand the elements of the world’s makings as directly as one could possibly dare. These Cave Yogis and wandering hermits are revered by the monastics, and sometimes give teachings while taking respite between long periods of exposure to Zenith’s natural brutality.
Last Spire

The culture of Quill was only just reaching its peak when Banyan smashed into it. Sprawling cities of spires were torn apart, and many Teryxian sciences were set back hundreds of years. Ruined towers, temples, and even whole settlements can be found under masses of vegetation, deep within the jungle, or even sometimes precipitously perched upon the vertical sides of the rocky islands, caught there when the shard was broken.

The Last Spire, which is in reality a collection of spires situated on and around Mount Quiya, is now the center of Quill’s spiritual and cultural life. The central spire is home to the Scholar- Priest’s Lodge — those Teryxians who have long governed Quill. Many cycles may pass without any word from Mount Quiya, but when the Scholar- Priests emerge to declare a new time of sacrifice or enact a new law, the whole of Quill listens. What is not immediately apparent to the casual observer is that the Scholar-Priests and their agents rule the whole of Teryxian society.
Diamond Queen

The Diamond Queen Who Reigns from the Throne of the Void is the founder and mother of the Zenith Order Monks. She was once a Haarkeen girl who from a young age was privy to the prosperous business of her family. So taken by commerce and her kind father’s craft, she learned much of the world before most would have, and she traveled to more distant lands at a tender age than many would in a lifetime. Her education was well rounded and deep, and she had an easy time when the occasion came to please important people. Nonetheless, she was damned with true seeing eyes and, at the young age of fifteen, witnessed the murder of her family at the hands of cruel men. She would have died, if not for the kindness of a Pyroi merchant who was seeking iron to sell to the bladesmiths of his Folk. She accepted passage aboard the merchant’s airship and, after a long journey, it was the wind-blasted sky-shores of violet Zenith that the travelers found. Much to the Pyroi’s surprise, the girl thanked him and wandered up into the mountains, vanishing behind a ghostly dune of snow.

It didn’t take long for the girl to realize how woefully unprepared she was for such a place
as Zenith. She tried to hide in small caves for warmth, but each time the vicious winds would turn and shift and what was briefly respite soon became a rime-packed tomb. Snowblind and hopelessly lost, the girl sank to her knees in the snow, surrendered to her death, and prepared for dissolution into the endless white.

So it was nothing less than miracle and mercy when her eyelids parted and the gentle faces of strange beasts stared quizzically at her, as they balanced a teacup’s edge against her still trembling lips. The Hamanu had found her against a snowdrift and brought her to warmth and shelter in their hidden temple within a carved mountain face. As she sat upright, she stood in wonder of the beautiful wall carvings and stonework. The lines considered the natural forms of the mountain’s shapes, and the kind- faced Hamanu immediately transmitted a deep feeling of trust and friendship.

The Hamanu did not appear like the girl at all. They were enormous and lanky, like tree- dwelling things from a distant shard, but they lumbered gently about the cave, the intricately carved charms which ornamented their fur tinkling softly like falling snow. The warriors among them wore bands of iron on their forearms. But the Hamanu were also humble in their own way, and their ritual ornaments were worked so finely as to make an Aurumel master weep, while their records poetically captured the history and stories of a remote time unknown to anyone else.

The bond that the girl would come to share with the Hamanu named Boundless Mirror was like no other. Their friendship is the friendship through which the potential of such a bond is entirely realized. And it was by the grace of that bond that they walked the Path together. It is this very example that forms the beating heart
of the Zenith Orders’ most sacred and shared experience — for the Monks of the Zenith Orders form Overlight bonds with the Hamanu, the likes of which are not repeated across the Seven.
Vechter Adventures

Drawn to stand as guardians for the weak and innocent Folk throughout the Seven for various reasons, a group of five Skyborn - Achilla, Norboo, Maiken, Vamesh, and Vidar have been training to join Vechter over the last cycle in a process known simply as The Trials. Their Uchis (teachers), Hunar and Deernis, summoned them to the Courtyard for instructions regarding their final task in The Trials...

**First Session (Fri. Aug. 3, 2018)**
Lucans

A group that recently began pestering some of the smaller Warbands on Pyre. Their motives and origination are unknown. Their first large move, an attack on (Maiken's) Warband failed due to the efforts of Maiken. But the Pyroi are uncertain whether the organization still exists, and if so, in what capacity...
Algir

Even before he was named, the Verthod who would be called Algir was embraced by the strongest roots in his tribe’s grove. Immediately recognizing him as one of the Skyborn, his people groomed him to understand his path and mystical purpose, for the Banyari are nothing if not accepting of the variety of life and life’s experiences. By the time two cycles had passed, Algir was thicker and stronger than the other young Banyari, and the first demonstrations of his physical prowess were memorized by the storytellers of his tribe.

It was later in adulthood when his first Chroma manifested. When his vine-wrapped fists burst into bright red flame, the elders informed Algir that it might be best for him to travel to the shard that best understood such gifts. With a bravery that matched his physical strength, the Rootlord warrior agreed. Algir was deposited upon Pyre at the gates of Sukhaba Gol and waved his farewells to his tribe as they departed upon a Great Mist-Ray.

In very little time Algir found a place among the young Pyroi Firethanes and, though they called him names like “Firewood” and “Forest Fire,” his fellows adored his strange nature and fighting spirit. Majuk, an old Pyroi Flameheart, even accompanied Algir to the Frostcoal forests where he communed with the strange flora of the shard, honing his grasp upon his Chroma.

On the day that he returned to Sukhaba Gol, he made the acquaintance of a curious Haarkeen girl named Davke. This young woman seemed to excel at all the subtleties of fast-talk and persuasion that he himself had largely ignored his entire life. The two became fast friends and have spent time together ever since.

Although anyone can see that Algir is Banyari true, the warrior is insecure about his ties
to his Folk. As such, he overcompensates by emphatically embracing his native culture whenever the opportunity arises. This includes a disproportionate reverence for the flora and fauna of any wilderness and, unfortunately, a notable bigotry toward the Teryxians.

While searching for the missing Shatu Hak, Algir was accidentally set aflame by Niya, a Pyroi Embertongue, and was rushed to receive treatment in the Hospital Magnifcent in Haark's Central Market.
Limmenfels (Burg)

## Burg Limmenfels

**Dieser Artikel ist ein Stub.**

Du kannst dem **Wiki der Verborgenen Lande** helfen, indem du ihn erweiterst.**Burg Limmenfels** ist der Sitz des Grafen von Limmenfels am Rand der Gemeinde Limmstedt. Wie alle Burgen Wenglands wurde sie mit Genehmigung des Königs erbaut. Eine Überprüfung und ggf. Verbesserung im Auftrag des Königs durch Roland von Ibelin lehnt Peter von Limmenfels im 12. Jh. jedoch ab. Weil die Burg deshalb keine Verbesserung erfährt, kann Roland die Burg nach Peters Verrat während der Jagd auf Owan von Aldaron (der sich ob seiner verblüffenden Ähnlichkeit mit Peters Hilfe eine Zeitlang als Rudolf von Steinburg ausgeben konnte) weitgehend zerstören.

1203 kommt Prinz Martin auf dem Weg nach Turmesch zur Burg Limmenfels, um dort zu übernachten. Er entdeckt in der Waffenkammer von Peters Leuten erbeutete Waffen und Rüstungsteile aus Hirschfeld. Er markiert sie, um Peter des Verrats zu überführen.
Ostrakonomy

Ostrakonomy is the study of time and shard movement. It is studied almost exclusively by Teryxians, although a few Haarkeen and Aurumel have been known to dabble in ostrakonomy with help form a Teryxian tutor or even a retired Ostraknomist.

Shard movement is not always exact, so it is almost more of an art than a science. However, this has not stopped the logic-driven Teryxians from attempting to develop a standard calendar. Their findings are detailed below:

**GENERATIONS**

This is similar to the real world equivalent of a leap year, in that the Ostrakonomists discovered that every 13 cycles, the Shards are in about the same location. Obviously, it is not exact and the Teryxians have found flaws (i.e. the collission between Quill and Banyan), but it has allowed the Teryxians to have a standard means of telling time.

**CYCLES**

A cycle is the real world equivalent of about 2-3 years depending on the cycle. Some cycles are longer than others. A cycle is roughly how long it takes for a every Shard to complete a lateral flotation pattern and return to the center. Not every Shard moves at the same speed, and cycles tend to be more Quill focused than anything else, but the other Shards have adopted this method of telling time simply for its ease and standardization.

**KINDLING**

Kindlings are the real world equivalent of a day. There is no set number of kindlings in any given cycle, so Folk generally have to wait for the predictions of the ostrakonmists to know how many kindlings will be in the current cycle. Whatsmore, kindlings are not a period of darkness and light, but a period of being awake before requiring sleep. Most Folk consider a Kindling to be about the same length.

**DENOTING TIME**

Cycles are referred to within the generation they belong. For example 5.2 would be the second cycle of the fifth generation. Since the Fall, the Timekeeper's Lodge has reset the calendar and generations are now referred to as B.F. (before the Fall) and A.F. (after the Fall), the Fall being the collission between Banyan and Quill. So now that same date would read 5 A.F. 2. Unlike BC in the real world, BF is still numbered from 1 to 148 with 148 being the most recent and 1 being the first recorded generation.

Since dating can be so unpredictable, the dating system is used for the discussion of history more than the discussion of the future.
Niya

The seventh Embertongue of her line, Niya was born into a promise of great reputation and station. Her proud father had arranged a meticulous regimen of societal grooming that exceeded even that of Aurumel princes. Long before she donned the crown of her position, she had mastered the forms of tribal debate and custom and composed sweeping poetries of love for her Folk and her shard. As Niya unfolded into a master of the Embertongue method, all of her teachers swelled with pride with each mark of her limitless potential.

After she began study under her final tutor, the Teryxian Xoctli, her future shifted. For Xoctli too was Skyborn, and with long hours of study spent looking into the mirrored gaze of another’s iridescent eyes, the two found the inherent call of their kind harder and harder to resist. When Niya told her father of her intentions to leave the shard, the old Pyroi patriarch wept, for all his hopes and designs for his prodigal daughter evaporated like the rain upon volcanic stone. He at first thought to deny Niya her wishes, but in the end decided that Xoctli was now more her kin than he. With a heavy heart, he sent them away so that Niya could become what the Overlight had ordained.

Niya is the very model of an Embertongue. Despite her hulking Pyroi frame, she is a being of grace on all levels. Her personality is less a wildfire and more a dancing and smoothly shifting flame, while her patience exceeds what most would expect of a Pyroi noble. Knowing full well what it is like to be cast from comfort, she defends underdogs and outcasts alike with her razor wit and honeyed poetic words.

After meeting Davke and Algir in the Tea Gardens, she and Xoctli stumbled upon Faradon Lux and helped him rescue Shatu Hak from the Hanging Prison of Haark. During this adventure she set Algir on fire, pleasured the insatiable Aurumel twins Pontius and Portia and played a key role in the escape of Shatu Hak. She was last seen flying away from the Hanging Prisons on a Great Mist Ray...
Achilla Verena (IV)

Within the walls of the Verena estate, an Aurumel was born to Lady Aphralight Verena and Captain Achilla Verena (III). Since he could stand on his own two legs, he was raised, taught, tutored, and trained to be an airship captain. His destiny already set by the will of those around him, the young Aurumel knew no name, nor any formal mask, switching from one to another as the occasion saw fit. It was not until the boy became a man that his father relinquished his own mask - one passed on from his father, and his father before - and the young Aurumel stood at the helm of a ship as Captain Achilla Verena.

Though a strong leader and respected by his crew, it did not take long after leaving home for Achilla to discover that being captain of the Volantem Navis would do little to sate the thirst for adventure he had craved his whole life. Achilla had no desire to design architecture, carve sculptures, or compose symphonies, but he was still an Aurumel, and he still wanted to have his name last the ages.

It was after a journey from Quill down to Pyre that Achilla and a few of his crew found themselves enjoying a warm fire and a cold stein of ale. It was here that Achilla became entranced by the tales shared by the Pyroi Embertounges. He discovered that night that his immortality does not need to be through creation, but through legend. With a new spark in his heart, he readied his ship and headed for Banyan, where he had heard tale of competitions between the Banyari to tell the greatest story. If he was to become the greatest story to tell, he would have to know where the standard was set.

Once on the Green Shard, it did not take long before the curious sight of a Nitansien climbed out of its canopy to greet Achilla. The air grew tight with tension, but eased as the two conversed. The Nitansien, Vidar, informed Achilla of his desires to fight back against Teryxian Outlanders in his home, but was unsure where to begin. Stating, "You can't win a war with a hug," Achilla proposed an exchange: if Vidar took him to one of these competitive storytelling sessions, he would take Vidar down to Pyre, where he had heard of a fierce warrior. Unfortunately, such an exchange could not be made. Achilla instead settled for accounts of these competitions, and also invited Vidar to join him on Haark where he planned on joining Vechter - guardians sect of the Skyborn Order.

[Possible connection with Maiken...]

Once on Haark, Achilla told Zeris - his second in command - to take the Volantem Navis and the crew back to Veil. They had all been away from their home and families for a long time, and he did not know what Vechter would have in store for the trio.
The Golden Pool

One of the most popular venues in the Great Market. The Golden Pool is virtually a catacomb, as it spans almost six square blocksbeneath the other buildings.

The Golden Pool is a tavern and brothel where virtually any appetite can be indulged. While standard fare is kept on hand, runners can be sent to the markets to find strange delicacies to appease alien appetites of every stripe, if the coin is sufficient. Lodging, food, drugs, performance, gambling, companionship, and bathing can all be had at the Golden Pool.

The Golden Pool’s proprietor, a native of Zenith’s Konchog City, is called Mad Yeshur. Having grown tired of the religiosity of his home shard, Yeshur came to Haark’s center many cycles ago and built its most thriving center of pleasure and joy. Even the City Watch enjoys time at the Golden Pool.