recursal/Fanatic-Fandom huggingface dataset:
Stagwick

Stagwick is a town in the West of Nerod, on the Eastern side of the Iísgaroth mountains.

## Founding

Stagwick was discovered around 700 AA by the giant Helmut Bruckling in a circular valley. Helmut, a young adult giant who was looking for a place to build his farm, took the valley as his home and built a castle on the island in the middle of the river running through the valley, the Erdabard.

### Initial inhabitants.

The initial inhabitants of Stagwick were OOG, as the climate was ideal for the ogres and orcs and there were plenty of caves for all of them. It was not uncommon for these species to interbreed, as with the humans, discussed later on.

### Humans

The first humans to come to Stagwick were a nomadic clan of explorers who had come down from the peaks of Iísgaroth. They settled and built a village where they lived in harmony with the giants. Most humans in the present day who live in Stagwick are taller than average because of giant, ogre or orc blood. This genetic mixture gives them hardiness, strength and resistance against the harsh winter of the high-altitude town.

### OOGian exodus

Over time, the OOG and human populations became more and more hostile towards each other. The tension gradually rose, and eventually the OOG were hunted out in what was called the First deer war in 1436. It is not complicated enough to need its own subsection, but here is the summary: The humans drove the orcs and goblins out of the town, they ran away spitefully, they were angry, and they eventually started the second deer war.

## The second deer war

The second deer war was essentially a reclaiming of the OOG’s lost land, at least for the orcs involved. In 1484 AA, 48 years after the first deer war, an unknown separate entity sparked a deal between the ogres of the Apic Tooth, the goblins of the Crying Chest, the Treaty Orcs and the Axefender Orcs to ally themselves against the humans of the Stagwick valley. This was a smart move because now Stagwick was surrounded by hostile bases.

Stagwick had grown a lot since the First Deer War, mainly because the humans had started trading with a group of merchants nicknamed ‘mountain goats’, swapping ice, fish, fur and wood for gold, precious stones and metals, books, salt, seeds and plants. Some foreigners moved in for the sudden influx of trade options and moneymaking possibilities, and so the village grew from a small village to a small city.

## Stagwick

### Inhabitants

About 500 humans, 100 goblins, 5 ogres, 150 orcs
Safactis Milanwes

Safactis Milanwes is a Human wizard born at the end of the First Sun and Era. He is estimated to be around three hundred thousand years old.

## Scrollgivers

Safactis Milanwes banded up with Talismane Scroll-Giver, Asmund, Throkk and Careek to deliver a dead sorcerer’s will to his grave, to remove a terrible curse that would mean the end of the First Sun and Era. When he left the group, the Scrollgivers’ mission failed and the Switch was brought about, ending the First Sun and Era and marking a beginning to the Second.

## Experimentation

In the beginning of the Third Sun and Era, Milanwes established a home in Mader Funam where he experimented with eternal life and creation of life. He merged the bodies of Hyenas and Human and thus created the Gnolls. He eventually disappeared, leaving the gnolls to roam the Planes of Nath and bring destruction.

## Quest for the Five Relics of the First Sun and Era

In the late Fifteenth century AA in the Third Sun and Era, Safactis Milanwes set about trying to secure the Five Relics of the First Sun and Era, which were five Extremely powerful objects that contained all of the power that their respective creators, the five members of the Scrollgivers, had at the pinnacle of their power. As of early May 1503, Safactis already has two relics in his possession: the Bagpipes of the Storm and the Sundial of Time.

## Material forms

Safactis Milanwes went through a multiture of material forms, his soul being bound to the Material Plane and able to find new hosts, through a complex web of spells. Milanwes is capable of creating his own form given a few decades or so, but can easily possess anything in a pinch, which takes less than a minute as long as the target touches Safactis' Tefillin-Clock. He has taken 11 material forms, some of which are detailed below.

### 7th Material Form

Safactis' 7th Form looked suspiciously like a giant Hyena. He didn't like it much.

### 8th Material Form

When Safactis' 7th materrial form fell into a rip in Space-time after sufffering an accident to do with Gnolls, he came back in a hasty Natha-Kongatori tribesman's body. Lasted until the ineviitable death of the mortal body.

### 9th Material Form

Resembled an old, withered man with the agility of two athletes in their prime. Lived from 1495 to 1503. Was killed by the Salmon Bank.

### 10th Material Form

Possessed a random citizen of Chanch'ka. Rode a dragon. Created in the midst of the Battle for Chanch'ka. Did not survive the battle.

### 11th Material Form

When Misguidus greedily tried to steal Safactis' Tefillin-Clock, he was possessed by Safactis' soul, who used him to attempt to kill the two other members of the Salmon Bank. He damn near did, but Alderaan Of CheeseString managed to off him and stabilise Namfoodle Nackel and Misguidus. The Salmon bank then placed Milanwes' Tefillin-Clock in an iron box to stop it from escaping. Later, Namfoodle Nackel in his 4-dimensional shape destroyed the Tefillin-clock using an enormous amount of cosmic power and opening up a gate to Earth.
Fross Hill

Fross Hill with the Abaric sea in the background

Also called The Mound, Fross Hill is the hill on which the city Yudenfros was built.

## History

### Creation

Fross hill was ordered to be built on the south side of the city by King Crawbald Axeworthy I, when he unrooted the last few members of the Drachobild Cult in a final raid of the sewers, and was designed to be a final resting place for the deceased members and items of the Cult. Its construction also gave the still-living members of the Cult a job and means of redemption. Yudenfros then spread upwards to the hill as it was an advantageous place to live with a beautiful view. Yuden Castle was re-constructed there later for many of the same reasons, with the added reason that it was more protected on a hill amid thousands of houses than alone on the lonely beaches and flats around the hill.

### Prophesy

The Cruor Prophesy mentioned the Cult and the Hill in the line ‘And fanatics are turnéd from their graves in the mound’.

### Cruor and the destruction of Yudenfros

The king Crawbald Axeworthy I made a mistake in appointing Cult members to build the hill, as they buried within it a secret: the egg of Cruor the green dragon. It was enchanted to hatch as soon as the blood of seventy-three Yudenfrosans was involuntarily shed within the confines of the South Vara, and for this, they appointed Maiden May, the chief Drachobildic dragon witch. This set into motion the hatching of Cruor, who subverted and later killed Crawbald Axeworthy XVII and took over the city and the minds of its inhabitants.
Valley of Black Stones

**The Valley of Black Stones** was a mysterious formation of smooth black stone located in the Mountains of Lesser Foundation in the southern regions of the Empire. It looked to be man-made and had a mysterious inscription in its entrance in a relatively small tunnel. It was situated under a vast cliff and had various rectangular blocks of the same black stone strewed about. The Dragon made its lair there for a time and it was there that it was encountered by Evan Derwent, Adaleth Makela and Luther Redgaze.
A page about your topic

Xanaphia Aloro is a Stagwick-born Yudenfrosan wood elf adventurer.

## Birth and childhood

Xanaphia was born in 1467 AA in Stagwick, Nerod.

Xanaphia’s parents were persecuted by OOG and chased out of the town of Stagwick along with a band of 20 or so other refugees, most of which were human. They had heard that Yudenfros, a town on the Abaric West coast, was accepting of foreigners and in need of work. They were on their way.

The group encountered many difficulties on he way and may of them died from starvation, harsh winters, or most notably an incident with a fire-breathing bear, including Kiethlingsberg Aloro, Xanaphia’s father. When Yudenfros came up over the horizon, only six of the original 23 were left. Xanaphia’s mother, Leslitania Aloro, was weak and did not trust any of the other members of the group, and so she left her baby under the leaves of an oak tree.

Amazingly, a few hours later, a shepard’s dog found the baby girl and brought her back to its master, Danny Kembler, who raised her.

## Early Careers

Until last year, Xanaphia was a shepard helper to Danny Kembler. When she was 17, her adopted father told her about her most probable real past, which he had traced back in secret on market days at the Yudenfros Library, while Xanaphia thought he was going door-to-door. This spurred her to think more about her past, and eventually to travel back to Stagwick where she met an adventuring party and freed the town!

## Adventuring

### The Cruor Prophecy

#### Infiltrating Yuden Castle

Xanaphia Aloro played a big part in infiltrating the central castle of Yudenfros, by letting herself be captured by the guards which were kidnapping people at that time. Their goal was to save the knowledgable people who had been imprisoned there to gather information about the history of Yudenfros in order to figure out what was going on with the kidnappings.

#### Exploring Fross Hill via the Sewers

When it became clear that something was going on underneath the hill, the party of four decided to explore Fross Hill. They walked down the hill along the road, then took a detour across some fields to walk along the river, which crossed the hill through a tunnel out to the other side, which was the sea. They encountered little problems (apart from Duckhand, a party member, who decided to swim in and drink the sewage-filled water) and eventually managed to climb up to the hidden section of Fross Hill. For more on this topic, read the ‘dragon conquering’ heading here.
Planes of Nath

The planes of Nath (also Plains of Nath and Nath) are a superflat desert in South East Nerod, consisting of 80% erg, 10% reg and 10% quicksand wasteland.

Note that both spellings are accurate, although *Planes* is more accepted because it implies a flat area while *Plains* connotes fertile soil, which the Planes do not have

## Population

The three biggest and most powerful human tribes in Nath are the Natha-Ghulreli, the Dhuir, and the Musaf.

Other Human tribes in the area include Natha-Kongatori and Natha-Ardiu.

## Fauna and flora

The Planes of Nath are home to a great population of Teppins, and goats that produce an exceptionally large quantity of milk called Ghulnasde

## Regions

There are seven major regions of the Planes of Nath: Ardiu, Ghulreli, Hasaha, Kongatori, Korres, Magel and Nasde’teppin. They range from cold, muddy bogs to searing, dry wastelands.

### Ardiu

Composed of Bogs and Sinking sands, Ardiu is hardly populated by any humans except *Ghulghul* (Literally *Moist-moist*), a type of hermited shepard, who mostly cultivate Ghulnasde, a type of water-loving goat that produces plentiful milk.

### Ghulreli

Literally meaning *wet place*, Ghulreli is the best place in the Planes to live, because it borders a mountain and is riddled with streams. The largest and most influential clan in Nath, tha Natha-ghulreli, live here.
The four U’s

the four U’s on a mmap of Abar

The Four U’s is a nickname for the group of four very large, powerful cities on the West coast of Abar.

## Members

Exactly which four cities the Four U’s is a hat term for is under debate, but the four cities generally agreed upon are Yudenfros, Culfrissie, Yu’ulport and Turyur. There are no specific criteria across everyone in the Peninsula for a city to be agreed to be a ‘member’ but the most common one is that the name of the city has to contain the sound ‘oo ([u])’ or ‘uh ([ʌ])’
Gnomes

Gnomes are usually considered to be the oldest social species. They are able inventors, craftspeople, and magic-users, and have had more time to develop these skills than any other species, in part because they can often live up to well over three quarters of a millenium.

## Categorisation

Gnomes are usually categorised into two subspecies: rock gnomes, who live on the surface world, and deep gnomes, who live underground and who often live in the same subterranean cities as dwarves. Deep gnomes, like dwarves, consider mining a sport, much as rich humans and elves enjoy hunting in their spare time.

## Physical description

Gnomes are usually about 0.75 metres tall and weigh about 20-30 kilograms. they live to be about 800 years old, but the oldest gnome lifespan ever recorded was 1326 years. Gnomes usually have small faces with round noses, and the males quite often can grow a bulky beard. Their hair is most often light brown or red regardless of their skin colour, which in gnomes native to Abar is commonly beige.

## Sapience

### Fraternity with outsiders

**Gnomes**’ attitudes towards other societies are usually warm and welcoming, but some very old and secluded gnomes who have spent the last 150 years making diagrams in their attics can be unsociable and crabby, although that may only be from their centuries spent in a small, dusty room with only their own increasingly schizophrenic brain for company.
Meadows Of Culfrisse

The Meadows of Cullfrisse are situated West-North West of the main city of Culfrisse and is the home to the largest source of agriculture to the city except for imports and trading. Towns can be seen scattered along the river that divides the Northern Meadows and the Southern Meadows.

## The Festival of the Dancing Flowers

Every year in the Spring, when the flowers are blooming, the Northern and Southern harvesters come together to have a festival with good food, big parties and a sort of competition where farmers can pay to enter and their best crops get judged. The winner of the competition wins magical fertiliser for every farmer of their region (North or South) of the Meadows. The fertiliser is supplied by an Half-Elf wizard by the name of Kevon Lorolana who owns most of the land in the Meadows and thus, is very wealthy. The fertiliser works so well that some farmers, upon winning the competition, are able to retire. Needless to say the competition gets pretty competitive. At the festival fights often break out and rumours spread of bribery and favoritism toward the North (they are more rich as they also export to Yudenfros).
Salmon Bank

The Salmon Bank is a group of three adventurers, mainly from Culfrissie.

## Founding

The Salmon Bank was founded in Spring 1503 when the Dancing Fish tavern when the owner, one Zmarfath Gilroy, asked three hardened-looking folk to deliver ten barrels of salmon to a village named Chanch’ka. The people were Misguidus, Namfoodle Nackel and a man who went only by the name Cheese Wizard (or any name involving any mention of cheese or word play).

## Adventures and Crimes

### Raid of Pass

In late April 1503, The salmon bank swung by a village named Pass. They, like many adventurers before, were sick of the elevated prices of James Goston, the owner of a tavern they stayed at, and paid his two half-ogre bodyguards, Grog and Greg, to murder each other and their boss. They both clubbed Goston to death and turned on each other, Grog eventually emerging victorious. Then Namfoodle Nackel had the bright idea of using grog to pillage the whole town. They used him to murder the entire population of Pass and proceeded to take every ounce of precious materials they could find for themselves.

### Pillaging of Talismane Scrollgiver’s Tomb

While traveling in the North Vara, the Salmon Bank and Grog happened on the Tomb of Talismane Scrollgiver, a Sorceress from the First Sun and Era. They used Grog to turn most of the inhabitants into Pulp and proceeded to join the wizard Safactis Milanwes, with the guarantee that they would raid another village together.

### Destruction of the seventh material form of Safactis Milanwes

After a disagreement with Safactis Milanwes over wether they had lied to him or not, Milanwes unleashed his Khagete armies on the Salmon bank. They stood and fought valiantly and Cheese Wizard and Namfoodle Nackel even managed to break his legs in nine different places and eventually destroy his seventh material form, but the khagete were too many and they eventually fled up to Chanch’ka.
Vik-Yen

The Vik-Yen are a human people and ethnic group living in the mountains of Iìsgaròth. They share a culture and a language (Khaled). They are mostly cut off from the rest of the world and share a limited gene pool.

## Settlements

The settlement populated by the largest number of Vik-Yen is the town of Chanch’ka, with about 3000 Vik-Yen people as of January 1499. The other town in the Chanch’ka agglomeration, called Heimr, has the second largest Vik-Yen Population, with somewhere around 100 inhabitants, all Vik-Yen. No other towns possess a significant number of Vik-Yen inabitants, with the remainder of the Vik-Yen spread across Northern Iìsgaròth.

## History and culture

The Vik-Yen were originally Nomadic people descended from Stackwickan soldiers who got lost on their way back from a war. They had some brief periods of interbreeding slightly with Khyagete, which gave them their distinctive tall stature and straw-like hair that keeps its shape, along with religious and cultural traits such as the superstition that one’s face is sacred, and the religious maxim ‘It is better to save a friend than to rid oneself of an enemy’. Their close relationship with the Khyagete (up until mid-1499 when the Khyagete attacked Chanch’ka) also gave them the Khaled language, which is distantly related to Karod.

In the late 1450s some Chanch’kans set up a second Vik-yen village, little more than a street, known as Heimr. As of 1499 the mayor of Heimr is the brother of the mayor of Chanch’ka.

Most Vik-yen surnames follow some variation on the *Chake* radical, with such names as *Nimbelchake* and *Chaker* being common.
Saiyan

Saiyan(ชาวไซย่า) คือเผ่าพันธุ์ที่มีรูปร่างเหมือนมนุษย์ที่มีหางของลิง พวกเขาจะแข็งแกร่งขึ้นเมื่อต่อสู้ไปเรื่อยๆและพวกเขาเป็นพวกบ้าการต่อสู้และพร้อมที่จะรับใช้เผ่าพันธุ์ที่เหนือกว่าเพื่อที่มันจะได้ต่อสู้ได้ตลอดเวลา พวกเขาแท้จริงแล้วไม่ได้มาจากดาวเบจีต้าหรืออีกชื่อดาวแพลนต์แต่พวกเขามาจากดาวสลัดและสงครามกลางเมืองช่วงก่อนที่พวกเขาจะย้ายมายังดาวเบจีต้านั้นทำให้ชาวไซย่าที่เป็นฝ่ายดีถูกกวาดล้างไปจนแทบจะสิ้นเผ่าพันธุ์แต่กระนั้นชาวไซย่าที่จิตใจดีก็ยังเกิดขึ้นเรื่อยๆเหมือนเป็นชะตากรรมที่ชาวไซย่าจิตใจชั่วร้าย พวกเขามีร่างหลายร่างตั้งแต่ลิงยักษ์ที่เป็นร่างพื้นฐานที่ต้องใช้หาง,ซุปเปอร์ไซย่าที่เกิดจากความโกรธ,ซุปเปอร์ไซย่าก็อดที่ต้องผ่านพิธีกรรมและซุปเปอร์ไซย่า 4 หรือไพรมัล ซุปเปอร์ไซย่าที่เกิดจากการเป็นซุปเปอร์ไซย่าในร่างลิงยักษ์และต้องควบคุมจิตใจให้ได้จะกลายเป็นร่างนี้

## ชื่อเรียกต่างๆ

The Monkey,Apeman,The Brute,Berserker Monkey,Human Ape
Casm (Town)

Casm is a mining town centred around The Casm, a deep crevasse West of Iìsgaròth.

## History

### Founding

There was no particular founding date for the town, and the identity of the first resident is debatable. Arnbjorg Halfalf, the previous owner of Arnbjorg’s Iron trove, set up a mining cormoration based in Casm in October 1490 that mined for the Mineral.
Akiko Kobayashi(Fiction War:Earth-0)

อากิโกะ(AKIKO)/อากิโกะ โคบายาชิ(Akiko Kobayashi)

เพศ:ไร้เพศ อายุ:ไม่ทราบ

ชื่อเล่น:อากิโกะ

พลังวิเศษ:Neohuman Physiology(ลักษณะของนีโอฮิวแมน)

สถานะ:ยังมีตัวตนอยู่แต่เปลี่ยนประวัติใหม่

อากิโกะคือนีโอฮิวแมนที่เลียนแบบร่างของอาโกะและเป็นตัวที่หลุดจากการควบคุมของตัวแกนหลักในมิติที่ 11 เธอมีนิสัยและรูปร่างหน้าตาใกล้เคียงกับอาโกะทุกอย่างแต่เธอมีหน้าอกที่ใหญ่กว่าเท่านั้น(ประวัติก่อนไครซิส)

นีโอฮิวแมนสาวที่เป็นเพื่อนสนิทที่สุดของมาริสะซึ่งเธอคอยดูแลมาริสะตั้งแต่ตอนช่วงแรกที่อีกฝ่ายเพิ่งถูกเปลี่ยนเป็นนาโนเมทัล เซนติเนลครั้งแรกและมีนิสัยที่รักเพื่อนพ้องมากและยังเป็นโอตาคุอีกด้วย เธอนั้นเรียนที่โรงเรียนสวรรค์ทัณฑ์ในสมุทรปราการเพื่อคอยดูแลมาริสะ(ประวัติหลังไครซิส)

## รูปร่างหน้าตา

เด็กสาวที่มีผมสีดำยาวประบ่า,ตาสีดำ,มีหน้าอกขนาดใหญ่ซึ่งสวมชุดนักเรียนสีขาว,กระโปรงสีน้ำตาล
Pass

Pass was a city built around a road, a river, and a bridge. In early June 1499, it was burnt to the ground and the majority of the survivors were killed by the Salmon Bank.

## Founding

The Turyur river is wide, fast and treacherous. It is extremely difficult to build a bridge across it, and thus only one bridge has lasted long enough to gain renown.

Pass started out with a woman called Talls Remure, now long dead and passed into legend, who threw a log across the river from the South bank as a teen, in 1084 AA to get to a fresh strawberry patch on the North bank. She realised that she liked this bridge and started improving it , making it wider and wider and safer and safer, until it was safe enough for horses and carts to cross. She was now into her mid-twenties, and was in need of a job, so she charged people three copper pieces to cross.

## History

### Visitation of the Band of Four

The Band of Four found themselves crossing the Turyur River at the city of Pass after taking a break at the magic school of Babilaan in 1485 AA.

After going to the inn they knew we had to get some supplies for their journey to Magelbrath which would take around two and a half weeks. They bought three hundred feet of rope, some ammunition and a couple of kegs of gunpowder at a supplies shop. After that, the group visited an auction, and Duckhand in particular ended up spending several hundred gold pieces and does not recommend bidding on the items no matter what the auctioneer says! They then passed the bridge across the river and started off on their journey to Magelbrath to collect their army which was waiting there.

### Destruction by the Salmon Bank

The Salmon Bank, whilst swimming upstream on their salmon-barrel water skis, stopped at Pass for a break from travelling in 1499 AA.

Promptly after putting their salmn back into their barrels, the Salmon Bank were confronted by James Goston, a local innkeeper, who invited them into his inn for food. When the food was served the, Salmon Bank came to the realisation that they had been heftily overcharged for such a low-quality meal. Misguidus, who was the principal victim, made his frustration obvious. Just before conceding to the scam, Namfoodle Nackle and Misguidus separately bribed Grog and Greg, respectively to first murder James Goston, then murder the other bodyguard. Almost a sort of game. Goston was caught off guard and was murdered. Grog came out victorious from his fight against Greg. When a lady heard the ruckus and came to investigate she was promptly dealt with by Grog with orders from Namfoodle Nackel. After this, the Salmon Bank felt they didn't want any witnesses, so they sent Grog to take out the rest of the population. As Grog was doing the dirty work the Salmon Bank looted the town. In an apothecary's basement Misguidus met Preesh. Grog had eliminated all but 3 of the population of Pass and the Salmon Bank continued on their journey upstream.
Teppin

A diagram of a teppin

Teppins are a species of large herbivorous lizards native to Nerod and more specifically to the Planes of NathNath.

## Habitat

Teppins prefer arid, hot regions where they can minimise moisturisation and maximise sun-basking time.

Their territory extends throughout the desert beyond Nath and a small number of teppins have adapted to life in the forest, namely Vrenitë.
Teppins are bred extensively throughout Nerod for use as steeds. The main breeder of teppins is Magelbrath.

## Domestication

Teppins were domesticated hundreds of years ago for use as steeds. While herds still run wild in some places deep into the desert, it is most common to see a Teppin under the firm buttocks of a Neridic rider.

Teppin steering mechanisms are unusual in thet they aim at blocking legs instead of guiding the head. While this method is highly dangerous at high speeds, it is considered the best way of steering a teppin as the sharp teeth of this huge lizard would chew through any type of oral steering.
The Casm

Casm is a deep hole west of Iìsgaròth that most likely opened up in late August 1486. It is the object of a ‘gold rush’ of people coming from all over the peninsula to participate and/or profit from the mining of the precious metal there, simply called ‘the Mineral’.

## Discovery

Casm was discovered in early September 1490 by Eidel Jiest, a farmer who was looking for her lost sheep who had run away in this area. It is said that she almost fell into the hole because she was looking into the distance at the foothills of Iìsgaròth for her lost sheep. Casm probably opened up in late August 1490 because Derkwen Merckgussel, a merchant who regularly passed through the area, rode past in early August and did not spot anything suspicious.

## Origin

The origin of the chasm is uncertain because it appeared so suddenly. Normally a crevasse of his size would take years if not decades to form, but this one seemed to open in a matter of weeks. The only similar phenomenon to this is that of pothole openings, but Casm did not seem like a pothole. Most people think the hole has a magical origin, and this is  backed by the presence of the mysterious Mineral in the chasm and the apparent pull to go deeper that increases in power as one nears the bottom.

## Depth

The depth of Casm is always changing, because of the great mining industry at work in it. the chasm is so deep that is cuts right through several key depths, including the Mineral border(100m) and Havenpleck (152 m).
Duckhand

Duckhand (born Stumbleduck) is an Abaric bard, adventurer and Messiah.

### Names

Duckhand was born as Stumbleduck, but changed his name to Duckhand after his followers started calling him Stumbleduck Demonhand in May 1485. He then changed his name sunny for about one minute during the battle for Yudenfros.

### Employment and Careers

#### Adventuring

Duckhand was a big part of the Cruor Prophecy’s related peripetia. He risked his life in the tunnels under Fross Hill while trying to find an egg. He raised an army to destroy Cruor the dragon. He resisted the mental waven of the dragon herself with his high charisma and mental stability. He convinced farmers and people to join his cause and even give him and his party food, transportation and wealth. He participated in the Battle for Yudenfros by supplying all of the troops, and by flying up to Cruor on his dragon friend Sylvie.

#### Politics

After the Battle for Yudenfros, Duckhand was elected king of Yudenfros in October 1485. He has since remained king.

## Appearance

### Personality

Duckhand has a way with words. He is able to easily convince people to agree with him, through his eloquent speaking, handsome visage, and charismatic demeanor. He also very much enjoys wittily insulting people whom he does not agree with, to the point where he will risk his and his companions’ lives for a good insult at someone who he judges deserving.

#### Motivation

Duckhand’s motivation is purely megalomaniacal, and thinks that he is the best man for every possible job. He went so far as creating a religion around himself in 1485 and this religion (Duckhandism) is now the official religion of Yudenfros.

#### Likes and Dislikes

As mentioned before, Duckhand has a passion for a good, well-crafted insults. His tirades are such that they almost seem magical, which indeed, they sometimes are.

### Facial and bodily features

Duckhand started out his life looking like a normal human being, which he was, but one day (coincidentally the same day that Xanaphia Aloro’s fox disappeared) Duckhand seemed to grow orangish-brown hair all over his face, coupled with whiskers and a lengthening of his nose. This came as no great surprise to any of his friends, who were used to him being apparently under the influence of some sort of toxin or drug most of the time.

## Conspiracies

Some people believe that Duckhand’s constantly changing personality and goals, and unusual demeanor are due to the possibility that he is constantly intoxicated. There have been at least two incidents where he has intentionally caught a
Byvara

Byvara is a large town on the West outskirts of the North Vara forest. It’s main exports goods found in the forest and crops grown in the land nearby. Many different people pass through to stock up on supplies before venturing into the forest meaning the markets can be found selling almost anything. This makes markets a very popular attraction as you never know what you will find, exotic pets, legendary weapons and foreign food.

## Festival of Light

Once a year the town holds a Festival of Light, which is consists of one day of darkness and four days of light to symbolise how there will always be more light than darkness, and how there cannot be light without dark, however many people outside of the town look down on this Festival and argue that it is corrupt and in fact breeding darkness, this is because of the ways in which the holiday is practiced. On the Day of Darkness every 18 year old citizen is required to dress up as a creature of darkness and cause havoc, this can range from theft to vandalism to destruction of property as long as there is no direct cause of death. The next four days are dedicated to celebrating the good and ‘light’ of the world by enjoying food, being with family, giving gifts, lighting candles and fixing the chaos that had been caused. The date of the Festival of Light changes, adjusting to the moon as the Day of Darkness takes place during a solar or lunar eclipse making it truly a dark day.

## Militia

The town has a small army that defend the town from threats, mainly beasts from the forest. It has very high standards for those how can apply, expecting them to already be decent fighters and archers, be human or half-elf and be male. The military uniform consists of chain mail, a helmet and green cloth with the symbol of a sun, that is a small way through an eclipse. The green symbolic of the forest the town lives off as well as allowing them to camouflage into it. The symbol of the solar eclipse is symbolic of their beliefs and is also the symbol of the town.
Fisherman Barney

A miniature representation of Fisherman Barney

Fisherman Barney was a crew member on the Lady Grace from 1484 to 1503 AA. He was known for being dangerous and claimed to have killed at least 12 people with his fishing hook. As of 1503 AA, he is now a crew member of the Mjollur Strammr, under the command of Alderaan Of CheeseString.
Switch

The Switch or Altitude Switch is the cataclysmic event that marked the end of the first Sun and Era and the Beginning of the Second Sun and Era.

## Origins

In the mid-First Sun and Era an extremely powerful god named Crüishendorm was killed by his sister and buried in Zmergmith Mountain. Crüishendorm’s dying wish was that his will be brought out from the Fire Layer of Hell and brought back to rest on his grave before the the stars in the Constellation of Crüishendorm formed a Syzygy. He promised that if it was not done, the end of the world would be brought on.

## Effects

When the Scrollgivers, a group of adventurers, failed to complete Crüishendorm’s dying wish before the Syzygy, the world started to crumble. Every single point on the surface of the Earth rose or fell to the opposite altitude. Thus Zmergmith Mountain became Zmergmith Trench and the Mountains of Iìsgaròth became the Deep Depths. Only a few score individuals survived this Cataclysm, and the ones who did became practical demigods.
Alice Traveller

A miniature rendition of Alice traveller

Alice Traveler is a traveller, mainly. She was a crew member of the Lady Grace in 1503 when she paid Cane Oliver To take her to the Market on the Blood Layer of Hell. She travels, she says, because she regrets living a boring life as a seamstress in Yudenfros, and when she died in the battle, she felt it was a life cut short. In hell, she has not yet amassed enouggh power to fully become human-sized, so she uses stilts to get around.
Scrollgivers

The Scrollgivers were a group of five adventurers hailing from all over the world, formed near the end of the First Sun and Era.

## Scrollgivers

### Members

Safactis Milanwes, Throkk Titanslayer, Talismane Scrollgiver, Sareek, Asmund

### Purpose

Deliver Crüishendorm’s will to his grave before the Syzygy of his costellation.

## Founding

The Scrollgivers formed with the aim of delivering Crüishendorm’s will to his grave in Zmergmath Mountain before the Syzygy of all of the stars in Crüishendorm Constellation. The members were Talismane, who had visions of a past life where she died trying to deliver the scroll, Asmund, her brother, Sareek, a goblin who was enthusiastic about the cause, Safactis Milanwes, a powerful wizard recommended by Fenith Bates, and Throkk Titanslayer, a Half-orc hero who had proven himself to be a more than worthy addition to the group.

## Failure

Safactis Milanwes left the group because he was scared of what lay ahead, and because of this, the party failed on their mission. The Switch was brought about and the First Sun and Era came to an end.
Hartwick Castle

Hartwick Castle is the castle built by Helmut Gruckling in Stagwick. A map is coming soon.

## History

### Construction

Hartwick castle was built in 875 AA by the Giant Helmut Gruckling. Especially back then, it was barely a cottage for the huge shepard, but it has been built upon, added to and renovated over the years, hence its unusual shape.

### Ruining

Hartwick castle was ruined by OOG in 1484 AA in the Second Deer War. The most significant damage was a huge cannonball which made a hole in the roof and landed in the master bedroom on the top floor, killing the lord of Stagwick. After the taking over of Stagwick, the castle was used as a goblin barracks and base, giving the Goblins of the Crying Chest greater control over the city than any of the orcs or ogres, and the basement was converted into a prison for humans who rebelled against OOGish rule.
James Goston

A rendering of Jmes Goston made in Heroforge

James Goston was the keeper of Earl’s Inn, an inn in the North of Pass. He was infamous with Passers who knew him as charging dozens of times more money than his services were worth. Coriolis, traveling with the Band of Four, cut James Goston’s hand off when he grew aggravated with him for the bad quality of his food.

James Goston was killed by his bodyguard, Grog, over a bribe with the Salmon Bank.
Cult of the Deep Canna

The cult of the deep canna is a cult that believes in a greater being at the bottom of the Casm. According to them, it was created when this being decided it wanted to conquer earth. Why it wanted to do this, they are not sure why, but several theroies exist, the most 'likely' of which is that this is a portal to hell and, as more and more people were dying, Hell was running out of space. So this being (who the cult calls the 'deep Canna') caused a chasm in the ground to form, thus letting the sould invade earth.

## Origin

The Cult of the Deep Canna was founded by Redion Necan in 1490, when the chasm was dfirst discovered. As soon as he heard of a chasm opening, Necan immediately moved to Casm, as he had been 'hearing the calls of a mysterious deep entity for quite some time' (-Necan's Diary). Once Necan arrived at the hole, he started converting miners, explorers, profiteers and the like to his new religion. As everyone on the site had fellt the pull of the  'thing in the hole' more or less strongly, it proved easy to quickly convince a large group of people  of the existence of something deep inside the cavern.

## Activity

The cult of the deep canna sends groups of initiates and explorers routinely down into the deepest parts of the mines, until it became clear that he influence of whatever was down there was stronger the deeper one went. Ergo the whole cult moved its headquarters to the deepest parts of the mines, save a few recruiters who stayed at the top to proselytise further more 'rushers' to Cannism.

## Beliefs and Superstitions

* Initiates must descend to the very deepest part of the mines of Casm, which changes and becomes deeper constantly
* Dishes and plates that are eaten from must be the shape of a heptagon
* The higher the rank one is in the cult, the darker one's clothes must be; thus a new recruit will have white clothes but a High Fiery Fire Dragon will have clothes of the darkest black available
Valerius Lalavis

**Valerius Lalavis** is an Acrite in service to the Elpian King and high-ranking member of the Order of Exorcists, currently travelling with the Derwent Investigations group. He is a patient and open-minded man, with a strong drive to protect humanity. He speaks Nyarlish fluently, but has a thick Elpian accent that at times makes him sound comical.

## Appearance

Valerius is a tall and well-built man with wide shoulders and strong arms, even in his middling age. His face is broad and he usually keep himself cleanly-shaven and his hair dark hair cut short. He usually wears armor, characteristic for his homeland-a lamellar cuirass and an open-faced helmet with cheek guards, alongside mail. His underclothes are a worn red.

## Personality

Valerius is best characterized by his good intent and patience, alongside with his stoicism, possessed of a soldierly ethos. He is open-minded to new ideas, but not the most inventive or intelligent. His main motivation for all that he does seems to be in protecting his family from the Moonshards.
Numanor Bellsmith

Numanor on his father’s back, age 2

Numanor Bellsmith is a Cultist and member of the Cult of the Deep Canna. He was born in Pass in 1470 and now lives in the Cult of the deep Canna complex in Casm.

## Birth and Infanthood

Numanor was born in Pass to Ivanor Bellsmith and Çelinda Bellsmith. Sadly, Çelinda died in childbirth.

When Numanor was 2 months old, his father Ivanor embarked on a journey Eastwards to Dras. He arrived when he was one year old. Dras is where Numanor’s first memories lie. He spent most of his early years on his father’s back, hardly playing with other children his age.

## Cult

When Numanor was nineteen in  1489, he and his father embarked on a long walk back to Pass from Dras. It took almost two years to get back to the Peninsula because of his father’s age and weak condition. When the father and son passed Casm, they stayed there for a week, and Numanor was caught up in the Cult of the Deep Canna. He joined in the early hours of the morning, before his father Ivanor had woken up.

Numanor rose quickly in the ranks of the cult, an was soon appointed to High Fiery Fire Dragon.
Cane Oliver

A 3-D render of Cane Oliver

Cane oliver was the captain of the Lady Grace from 1455 to 1503 AA, before he handed the ship over to Alderaan Of CheeseString. He is a resident of the Blood Layer of Hell, and has been for 500-odd years.

Cane Oliver as Captain of the Lady Grace. Note the famous bronze-rimmed tricorn.The old image of Cane Oliver, taken before its deletion.
Знак змея

Опасайтесь тех, кто рожден под знаком Змея, ибо яды на их оружии наиболее смертоносны, а сами они могут противостоять токсинам всех видов. Кроме того, они способны отравить даже тех кого отравить невозможно.

- 25% к сопротивлению ядам

- количество зарядов яда на оружии всегда равно 5

- перк *«Концентрированные яды»* не увеличивает количество зарядов от навыка алхимии, если у вас взят Камень Змея, вместо этого перк просто увеличивает количество зарядов яда на оружии на 1

- ваши атаки уменьшают сопротивление ядам у цели на 15% за удар *(атаки магией не могут уменьшить сопротивление)*, уменьшить сопротивление яду у цели можно максимум до 75% *(не на 75%)* - работает на драугров, двемеров и т.д.
Band of Four

The Band of Four is a Yudenfros-Based Adventurer’s party founded in early April 1485. They are famous for freeing Yudenfros for the dragon Cruor and for, along the way, ridding Mader Funam of the remnants of Safactis Milanwes’ evils.

## Members

The Band of Four, at its disbandment, was constituted by final members Keeker, Coriolis, Duckhand and Aloy. Xanaphia Aloro was also a member of the band until May 1485, when she left to travel to her home-town, Stagwick.
Abar

Abar is the Westernmost region of the Abar-Neridic Peninsula, to the West of the mountains of Iìsgaròth. To the east of Abar lie Ulf’s Gulf, The Irinan Archipelago, and further West, Crauyod.

## Notable Places in Abar

### Notable towns and cities in Abar include:

Yudenfros

Culfrissie

Turyur

Yu’ulport

Magelbrath

Snirhav’n

Yochhav’n

Amertod

Pass

Casm

Cross

### Notable Forests in Abar include:

The North Vara

The South Vara

### Notable rivers in Abar include:

Turyur

Oldenflune

Caruyed

## Humans’ arrival in Abar

The humans of Abar most probably arrived from the Karodian sea to the West of the Peninsula in about 3000 BA, as explorers sailing on ships. This explains, for example, the name Yudenfros, which would come from the Karodian name Yud and the Karod word ‘Fros’ meaning town. Thus Yudenfros would mean ‘Yud’s town’
OOG

OOG Is an Acronym for Orcs, Ogres and Goblins, most commonly as a reference to an alliance of monsters that overran Stagwick in the Second Deer War. The initiator of the alliance is unknown, but it is thought that the Goblins are in it for the loot, the Orcs for revenge (they were the principal sufferers during the First Deer War), and no one knows why the Ogres joined.

## Origin

The term was probably coined by a Stagwosan farmer shortly before or during the first deer war.

## Controversy

This term is offensive towards all three species grouped together by this umbrella term because it makes them feel less like individuals.
Lady Grace

The Lady Grace was a ship roaming the Blood Layer of Hell. It was captained by Cane Oliver, and later by Alderaan Of Cheddarstring. She was known for being dilapidated and decrepit, with its own captain Cane Oliver referring to her as looking like 'the boat embodiment of a half-burned hovel'. In 1503 AA, she was abandoned in favour of the Mjollur Strammr, a much better-built ship.

## Captainship

Ever since her maiden voyage in 1329, the Lady Grace has come with a bronze-rimmed tricorn hat. Whoever wears this tricorn hat is promoted to captain of the ship. No other crew memer or passenger is permitted to wear any sort of tricorn on the Lady Grace.

### Ownership of the bronze-rimmed tricorn

#### Elden Scott

The captain of the ship on her maiden voyage, Elden Scott, introduced the rule of the tricorn to promote a strong leadership. Scott was despatched the next day by a bodybuilder-type named Ölf Snurre.

#### Snurre

Snurre remained captain until 1455, when a crew member Cane Oliver outsmarted him and stole the hat off Snurre's head. Snurre attempted a mutiny but had no loyalty from his former crew, so Ölf Snurre left the crew of the Lady Grace at the next stopoff. Soon enough, Snurre joined the crew of the Mjollur Strammr and eventually became captain of that ship as well. He kept a grudge againt Oliver and vowed to get the hat back if he had to

> 'peel it from [Oliver's] dying head'.
>
>

#### Cane Oliver

Cane oliver was the captain of the Lady Grace for the 48 years between 1455 and 1503. He ruled fairly but the Lady Grace did not fare well under his lead, becoming severely damaged, and the crew was too poor to afford reparations. In 1503, after the Battle of Bloody Bank, Oliver and his crewmates took control of the Mjollur Strammr and
Squeaker Cruor-Keeker

Squeaker Cruor-Keeker is a Dragonborn Artificer born in 1485 AA. He was found as an egg in the folds of Keeker’s garments as he was leaving Yudenfros. Keeker trained his adoptive son as an artificer, and now that Squeaker is 6 (which equates to about 14-15 if he were a human with the same maturity) he is going on an adventure to Casm. Both he and Keeker agreed that since Squeaker is the son of Cruor, who is a dragon, he should learn to control his hoarding instincts and the best way to do so would be to a place filled with greedy people.

## Interests

While Squeaker’s adoptive father is very much a pacifist, Squeaker is certainly not. He enjoys putting his tinkering skills to use by creating explosives and dangerous robots, and wants to invent battle technology that could help protect people especially. Squeaker also is fascinated with flying like his biological mother Cruor, and would love to design a glider or breath-powered jet-pack of some sort.
Fiction War:Earth-2

Earth-2 หรือ Golden Age Universe คือจักรวาลคู่ขนานของฟิคชั่นวอร์ที่อยู่ในโลกที่สงครามโลกครั้งที่ 2 ไม่มีวันจบและวนลูปไปเรื่อยๆโดยผู้ชนะและโลกหลังจากนั้นจะเปลี่ยนไปตามผู้ที่ชนะสงครามแต่ส่วนใหญ่มักจะเป็นโซเวียตชนะสงคราม,สัมพันธมิตรชนะสงคราม,อักษะชนะสงคราม และจักรวาลนี้มีกลุ่มผู้ปกป้องจักรวาลอย่าง Justice Society of Earth ซึ่งเป็นการรวมกลุ่มของซุปเปอร์ฮีโร่จากประเทศฝั่งพันธมิตร,โคมินเติร์นและอักษะที่ทรยศประเทศของตัวเอง
Interspeciel Council of Civilised Life-forms

## Background

Until about 400 years before the writing of this book, the gnomic scholars of Amertod established that a civilised species was one that had discovered the use of and fully understood magic. But four centuries ago the gnomish central city was simultaneously visited by ‘ambassadors’ from the dwarven Havenpleck, the elven civilisations of Vrenitë and the twin Varae, and several dozen Human city-states. They argued that they had built cities, empires and had sophisticated modes of transport, but according to the gnomic system, they were not civilised.

The elder gnomic scholars agreed that, yes, the other species of the Abar-Nerodic peninsula did seem moderately tame, and that, yes, they would look into a new system. They were quite embarrassed at their misunderstanding, as the gnomic definition of civilisation was severely outdated, and the vast majority of the gnomic race had never given a thought to this system that had been put in place so long ago.

So was formed the Interspeciel Council of Civilised Life-forms (I2CLF), which at the time of its creation included the gnomes, the elves, the humans, and the dwarves. All species belonging to the Interspeciel Council are taught the use and understanding of magic, in order to promote equality and fairness between species. However, certain species are innately more skilled at the arcane manipulation of the six magical essences, and so most supremely skilled mages are gnomes or elves. But every species is more or less capable of magic.

Over the years many invitations to join the Interspeciel Council have been sent out, more notably to most orco-goblinoid species, subterranean elves (who are wholly different to surface elves and were not originally on the council), yuan-ti, and giants, and most were accepted.

## Criteria

There are five criteria that a species has to fulfil before being sent an invitation to join the Interspeciel Council of Civilised Life-forms:

* The species in question has to have more than 20 members

* The species in question has to be able to communicate in a way that is distinguished by at least half of the present members of the Interspeciel Council as speech
* The species has to have invented a form of written communication independently of other species.
* The species in question has to be capable of learning and speaking at least one of the official languages of the Interspeciel Council (to render translation and communication between species possible)
* The species in question has to be bipedal (this rule is under serious dispute, and there is no evidence that bipedality would influence capacity to think)

## Emblem

The modern-looking icon of the I2CLF was made by a gnome, and therefore is biased towards gnomeship. It depicts four coloured rings, signifying the ffour original species on the council, joined by black lines, meaning that the gnomes are supposedly ‘pulling’ the other member species out of the darkness of primordiality. The colours and their significances are inscribed in the table below.

Significances of the coloured rings
 Green
 Yellow
 Blue
Atreides

Atreides is a Half-Elf Monk born in 1471.

He was born in the thereabouts of Faulkfas, a hilly area, and abandoned as a baby at the doorstep of a monastery in Iìsgaròth. He was taken in and trained by the monks of the monastery. Atreides left the monastery at 19 years old due to wanderlust and his path brought him to Casm by chance.