recursal/Fanatic-Fandom huggingface dataset:
Guillaveil

At the end of a skinny peninsula on Raitsan, a seemingly infinitely-tall tower stretches into the clouds. This is Guillaveil, home to the University of Architectural and Focal Studies, or simply 'the University.' Here, scholars and academics across all bands of magical thought gather to share information and conduct research, as well as make decisions on what rules should or should not govern the practice of magic across Gleam. The tower's many levels mark the largest collection of mortal-made magics in the world along with the largest collection of texts describing the creation of magical items, although almost nothing is available to the public. After all, the sheer power of magic is enough to make the University's second goal, beyond advancing knowledge, making sure that knowledge is well-kept and restricted to those who will use it properly.

## Stats

**Size** large city (10000-25000)

**Corruption** +0, **Crime** +0, **Economy** -4, **Law** +2, **Lore** +10, **Society** +2, **Loyalty** +2, **Stability** +2, **Danger** +25

**Qualities** academic, eldritch, living tower, magically attuned, pocket universe

**Base Value** 4,800gp, **Purchase Limit** 30,000gp

**Signatures** [spellbooks], [formula books], [ritual books], [recipes], [item creation tomes]

**Population** 17,800 (15% elf, 10% changeling, 10% goblin, 10% drow, 10% suli, 10% ghoran, 10% vishkanya, 10% drelman, 5% ganzi, 5% kobold, 5% other)

## Culture

**Government** archmage, with a legislative branch concerned with worldwide magical law

**Economy** command-based, with grants based on research and safe, surplus products/results sold to outsiders

**Religion** Jolein Composed of Desire

**Military** disorganized collection of battlemages eager to prove themselves

**Culture** a safe space where magical experiments can be conducted without fear, and curiosity indulged without judgement. a different world, sometimes literally

**Trade Goods** none

**Magic** high architectural/focal/bardic/alchemical

**Cuisine** completely wild and unpredictable. highly magical, probably radioactive. any taste can be found here, but likely only accidentally
Rotugel

Taking advantage of the Spiral Sea, the village has created floating farms by clever irrigation and the directing of water into deep funnels, canals, and aqueducts. Using the clay from the nearby swamp, they've made great brick buildings and even begun keeping greenhouses to ensure a harvest all year - and with their crop of herbs and spices, their harvest reaps immense profits which are exchanged for necessary goods as well as luxuries. The inhabitants of the village thus have expensive tastes despite their rather mundane livelihoods. Although they could invest with their wealth instead, the lack of useful minerals and stable ground for expansion keeps them limited.

## Stats

**Size** small town (201-2000)

**Corruption** +2, **Crime** +0, **Economy** +3, **Law** -2, **Lore** +0, **Society** +2, **Loyalty** +0, **Stability** -2, **Danger** +0

**Qualities** wealth disparity, abundant

**Base Value** 500gp (20% cheaper for local herbs/spices), **Purchase Limit** 2,500gp

**Signatures** [clay bricks], [construction equipment]

**Population** 1,100 (10% dwarf, 10% ghoran, 10% ifrit, 10% sylph, 8% halfling, 5% elf, 5% parman, 5% half-elf, 5% kobold, 5% lizardfolk, 5% gnome, 5% grippli, 5% goblin, 5% nagaji, 3% undine, 4% other)

## Culture

**Government** council of architects

**Economy** feudal/open market

**Religion** Basang Ba, Kétar Mozog, Dowager Empress Kyouko

**Military** citizen militia

**Culture** constant surplus, easily amused by expensive things, noble taste but common mannerisms, not used to being denied.

**Trade Goods** coriander, ginger, kaffir lime, ginseng, basil, lemongrass, chives, cilantro, cinnamon, cloves, comfrey, mint, nutmeg, oregano, parsley, pepper, rosemary, thyme, tumeric, vanilla

**Magic** architectural/focal/bardic cantrips

**Cuisine** taro/cassava/yam pasta, pesto, herb-based spreads, mint jelly with every meat
Raitsan

Made up mostly of a single bay, Raitsan is possibly one of the most settled areas outside of Intonael. Although its waters can turn rough due to storms coming off the open ocean, they are usually relatively tame. Its trees are sturdy and grow quickly, though the forests on the continent tend to get rampant fast due a lack of natural forest fire cycles, as the summers simply don't get hot enough nor does the air ever lack enough humidity for brush to easily ignite.

## Settlements

* Guillaveil
* Rachitocis
* Mayrughi
Celies

Lumberjacks and miners turned warriors and craftsfolk, the inhabitants of Celies once supplied neighboring settlements with lumber and ore. Now, however, turned to war, they supply their kingdom with shipbuilding materials and battle axes, the finest in the world. With a long history of self-defense against the hordes of monsters within the nearby mountains and hills, made easier with their incorporation into Parak Pirkutz, their work is unrivaled, and that includes splitting timber, limbs, and shields. They hold the southern front themselves, relying on guerilla tactics against Kazoltada.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** -6, **Economy** +2, **Law** +2, **Lore** -2, **Society** +4, **Loyalty** +4, **Stability** +8, **Danger** +0

**Qualities** deep traditions, superstitious

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [hatchets], [carpentry equipment], [mining equipment], [axes]

**Population** 1,400 (25% dwarf, 15% orc, 15% oread, 15% suli, 10% tiefling, 10% skinwalker, 10% other)

## Culture

**Government** council of retired elders

**Economy** subsistence/mercantilism

**Religion** Vicenta Salcedo, Agathon, Petya Naumov

**Military** guerilla skirmishers, supported by axe barbarians

**Culture** armies are stupid, kings are stupid, rely on your hands and focus on what's in front of you. thoughts are useless, hands are useful. reap what you sow

**Trade Goods** oak, spruce, maple, ash, beech, birch, aspen, elm, pine, iron, tin, copper, lead, coal

**Magic** low druidic, bardic/architectural cantrips

**Cuisine** mildly-psychoactive fungal flour baked goods, and heavily boiled monster meat. food is mostly tasteless, save for pears, pomegranates, bell peppers.
Las Correias

Somewhat protected from the front lines due to the valleys to the north of the town, Las Correias continues to produce their trademark cocoa and fibrous plants, although they've begun growing medicinal plants since the war began - a rather large blow to the textile industry of Mazoja, but a helpful resource in the fight. Most of their raw exports flow directly to Allitsia and Intonael, and the townsfolk have developed a taste for foods of the central continent, grown in colder climates and unavailable on Virrum. Combined with their current unpleasant situation, escapism has become a favored relaxation method of the townsfolk and they've begun looking into parchment-making with their fibers as a step towards producing the pamphlets that they so eagerly consume.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** +0, **Economy** +1, **Law** -1, **Lore** +0, **Society** +1, **Loyalty** +1, **Stability** -1, **Danger** +0

**Qualities** cultured, guilds

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [parchment], [farming equipment]

**Population** 1,300 (20% halfling, 15% vishkanya, 15% undine, 10% tengu, 10% vanara, 10% kobold, 5% drelman, 5% ratfolk, 5% sylph, 5% other)

## Culture

**Government** elected grandmaster of guilds reporting to Garant

**Economy** guild-based open market capitalism

**Religion** Kétar Mozog, Alessandra Juntoso, Vicenta Salcedo, Jolein Composed of Desire

**Military** citizen militia

**Culture** industrious and progress-oriented, eager for news. new interest in escapism has captured imaginations, flights of fancy, daydreaming, romanticism.

**Trade Goods** cocoa, cotton, flax, jute, cannabis, nettle, hemp

**Magic** high alchemical, moderate bardic, architectural/focal cantrips

**Cuisine** chocolate, dirty rice, charcuterie, wine-braised pork, creamy chowders, risotto, wine, truffles, pig cheese, pork sausage, blood sausage
Mount Chorum

An immense volcano rises from the ocean, splitting rock and water as it thrusts towards the sky. Named after its most dominant feature, the continent of Mount Chorum is blanketed with volcanic ash from a generations-distant eruption that nourishes its flora and fauna even now. Climbing the slopes of the volcano, filled as they are with huge, rushing rivers of both water and lava, is a challenging task for even the most experienced mountaineer, but the more gently-sloped areas towards the continent's edge are home to many who take advantage of the fertile ecosystem.

## Settlements

* Dei'Tessitori
* Dei'Cercatori
* Dei'Rescita
Tova Sheian

A lone, lonely kingdom, Knahai, on the border of the hottest, most inhospitable desert in Gleam, Tova Sheian has developed two specialties: wilderness survival, and hot peppers. Many of its inhabitants are warriors or ascetics who thrive in the challenging climate, and others are those who were born into it and made the best of it, coaxing the spiciest flavors in the world out of the grudging and stubborn sands. Much of the meat consumed here is rich in protein from the giant insects that roam the sands, and plenty of wealth flows in thanks to Tova Sheian's fleet of trading ships, leaving nobody poor but those too weak to stand up against their environment. Due to their alliance with both warring kingdoms on either side of them, Tova Sheian has secured a guarantee of naval peace to ensure that the conflict doesn't negatively affect them.

## Stats

**Size** small city (5001-10000)

**Corruption** +3, **Crime** +3, **Economy** +4, **Law** -3, **Lore** +3, **Society** -1, **Loyalty** -4, **Stability** -6, **Danger** +5 (applies to any encounter charts in the area)

**Base Value** 2,500gp, **Purchase Limit** 12,500gp

**Signatures** [wilderness clothing], [chitin weapons], [light armor], [training equipment], [gauntlets], [staffs]

**Population** 8,400 (30% ifrit, 15% suli, 15% orc, 10% dwarf, 10% sylph, 5% half-orc, 5% skinwalker, 5% drelman, 5% other)

## Culture

**Government** shadow government behind the strongest leader

**Economy** laissez-faire open market with guilds/monasteries

**Religion** Másik, Agathon, Zhihao Jin, Fa'qamuu Twice-Heavenbound

**Military** alliance of powerful monasteries and warrior traditions

**Culture** the weak deserve to die, the strong will prevail. natural order, cultivating inner and outer strength, challenges are necessary for growth.

**Trade Goods** chitin, meat, venom, stingers, hot peppers, bell peppers, saguaro fruit, prickly pear, aloe vera

**Magic** moderate alchemical/bardic, low architectural/focal

**Cuisine** spicy! gamy insect meat often cooked with vinegar, served with hot peppers and bell peppers. succulents serve as dessert
Sabujara

A large source of stone, mud, clay, and salt due to its location in the center of many hills and the shore, the earthworkers of Sabujara mostly compete with bands of trolls hiding amongst the caves in order to get the materials they need for trade and construction. Augmented with food from Pitroyad, they churn out fortifications like no other. As an unfortunate consequence of fighting such resilient enemies, the townsfolk have developed a number of methods to make troll meat palatable, as well as multiple recipes and formulas to make use of every regenerative part of the troll, and their well-earned endurance means they withstand whatever negative effects the results may bring - and continue to ask for more. This attitude extends to almost anything living and green, and their expanded palates may be a danger to those passing through.

## Stats

**Size** large town (2001-5000)

**Corruption** +3, **Crime** +0, **Economy** +1, **Law** -3, **Lore** -3, **Society** +5, **Loyalty** +2, **Stability** -3, **Danger** +5

**Qualities** defiant, guilds, racially intolerant (any green creatures)

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [clay brick], [granite block], [formula books]

**Population** 3,100 (14% dwarf, 12% oread, 12% orc, 12% drelman, 10% lizardfolk, 10% kobold, 10% gnome, 10% aphorite, 6% half-orc, 6% other)

## Culture

**Government** appointed council of nobles from Bhankari

**Economy** feudal/command

**Religion** Vicenta Salcedo, Agathon, Jolein Composed of Desire

**Military** citizen militia

**Culture** steadfast, stoic, and hardy, able to find the silver lining in any situation. hard work is its own reward.

**Trade Goods** clay, mud, lime, slate, flint, stone, granite, salt, troll claws, troll eyes, troll teeth, troll fur, bone

**Magic** moderate alchemical, low bardic, architectural/focal cantrips

**Cuisine** troll meat. it's all fucking troll meat
Nebosna

Among the most desolate regions of Virrum, Nebosna is almost a tropical paradise. With untouched beaches spanning as far as the eye can see, the only trouble is the dangerous mountains kept in check by its inhabitants. Without trees to make boats, much of the production of the settlement is in gathering undersea materials, done by talented divers, and manufacturing raw materials from Threshemy and Allitsia. The heat of the sun on the rocky slopes prevents a lot of leafed growth, resulting in scubgrass and succulents as the only aboveground plants around. Not only does this create interesting dishes, it means that those fighting up the mountains or organizing in forward camps are almost required to wear the light, sun-protective gear that most marks the inhabitants of Nebosna.

## Stats

**Size** small town (201-2000)

**Corruption** -1, **Crime** +0, **Economy** +0, **Law** +14, **Lore** +1, **Society** -11, **Loyalty** -10, **Stability** +14, **Danger** +0

**Qualities** militarized, rule of might **Disadvantages** fascistic

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [light armor], [chitin armor], [chitin weapons], [coral weapons], [bamboo armor], [bamboo weapons], [bamboo supplies]

**Population** 780 (15% ifrit, 15% vishkanya, 15% orc, 10% drelman, 10% hobgoblin, 10% tiefling, 5% half-orc, 5% kobold, 5% lizardfolk, 3% tengu, 3% ghoran, 3% undine, 1% other)

## Culture

**Government** military tribunal

**Economy** state capitalism

**Religion** Pahala Kadam, Fa'qamuu Twice-Heavenbound, Nothing Left of Quibatus

**Military** required participation by all citizens

**Culture** strength through trials, live on the edge, take every day as it comes.

**Trade Goods** dragonfruit, cactus fruit, aloe vera, prickly pear, sea asparagus, pearls, coral, seaweed, sea urchins, sea cucumber, sea snails

**Magic** bardic cantrips, low focal fire magic

**Cuisine** cactus fruits, flesh, and seafood. coral broth and sea snails is a common snack, seaweed extract + aloe vera = gelatin, flavors are mostly sweet/sour
Frithatt

Conquered by Solbelyste in the early days of their arrival, Frithatt does not care too much about their protectors. Instead, they focus on making the most of their situation, appeasing their violent allies with shipments of the sun-vegetable, beets, and appeasing themselves with flavorful beet sugars and delicious beet rum. Inured to threats, cruelty, and blood at a young age, those from Frithatt usually have no desire to flee what is objectively imprisonment and enslavement - they just find that the world outside their family homes much the same, and it is far colder and stranger than they have any desire to experience.

## Stats

**Size** small town (201-2000)

**Corruption** +3, **Crime** -3, **Economy** +3, **Law** +7, **Lore** -6, **Society** -12, **Loyalty** -15, **Stability** +10, **Danger** +0

**Qualities** abundant, cruel protectors

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [farming equipment], [brewing equipment]

**Population** 710 (40% duergar, 15% elf, 15% undine, 10% drelman, 10% aasimar, 5% halfling, 5% other)

## Culture

**Government** self-appointed messenger to Solbelyste

**Economy** subsistence/feudalism

**Religion** none

**Military** none

**Culture** enduring, stoic, unmoving, quiet. fear of the outside world, at least the evil of their daily lives is known.

**Trade Goods** beets

**Magic** low bardic

**Cuisine** beet flour goods, mashed beets, beet pancakes, beet rum, sweet beet sugar candy. a wide variety of meals all stemming from a single food.
Runeude

Runeude specializes in livestock - specifically, hogs. Taking advantage of the relatively moderate climate of the swamp they live next to, they spent most of their time hunting truffles, although their expertise allows them to breed and train the animals for most any purpose. Many war-boars are shipped across the southern Measure to Virrum, and it's rare that carts from Runeude are pulled by anything save giant pigs. Though the pork from these animals is delicious, the cheese produced by them is an acquired taste that's as unique as the cheese itself is rare. With the townsfolk so attuned to the relatively intelligent pigs of the settlement, they have a peculiar perspective of their own place in the world and within nature.

## Stats

**Size** small town (201-2000)

**Corruption** -3, **Crime** +0, **Economy** +0, **Law** +0, **Lore** +3, **Society** -2, **Loyalty** -5, **Stability** +0, **Danger** +0

**Qualities** sacred animals (pigs), famed breeders

**Base Value** 500gp (600gp when purchasing mounts/mount equipment), **Purchase Limit** 2,500gp (3,000gp when selling mounts/mount equipment)

**Signatures** [saddles], [bags], [leather armor], [bone weapons]

**Population** 1,800 (10% orc, 10% elf, 10% parman, 10% vanara, 8% skinwalker, 8% ghoran, 8% gnome, 6% goblin, 6% kitsune, 6% grippli, 6% undine, 6% half-elf, 3% halfling, 3% other)

## Culture

**Government** council of druids

**Economy** feudal/market socialism

**Religion** Zhihao Jin, Alessandra Juntoso, Másik

**Military** citizen militia, pig riders (cavaliers)

**Culture** respect animals as people, death turns everyone into meat, connection with nature is more important than connections with people

**Trade Goods** truffles, swamp fungi, pigs, boars, leather, tusks, bones, hide, pork, blood, milk, pig cheese, fat, lard, tallow

**Magic** moderate druidic, low bardic

**Cuisine** pork chowder, ribs, braised pork, pork chops, pig snout, pig feet, pork stew, pig cheese, pork sausage, blood sausage
Volume 1

* Japanese
* English
* Clean Cover

## Chapter Guide

**Volume 1** is the first volume of Kanehito Yamada and Abe Tsukasa's *Frieren: Beyond Journey's End*. It consists of the first seven chapters of the manga and was released on August 18, 2020 in Japanese and November 9, 2021 in English.

## Synopsis

**The adventure is over but life goes on for an elf mage just beginning to learn what living is all about.**

Elf mage Frieren and her courageous fellow adventurers have defeated the Demon King and brought peace to the land. But Frieren will long outlive the rest of her former party. How will she come to understand what life means to the people around her?

Decades after their victory, the funeral of one her friends confronts Frieren with her own near immortality. Frieren sets out to fulfill the last wishes of her comrades and finds herself beginning a new adventure…

## Chapters

* **Chapter 1**: The Journey's End
* **Chapter 2**: The Priest's Lie
* **Chapter 3**: Blue-Moon Weed
* **Chapter 4**: The Mage's Secret
* **Chapter 5**: Killing Magic
* **Chapter 6**: New Year's Festival
* **Chapter 7**: The Land Where Souls Rest

## Cover Characters

* Frieren
* Himmel
* Heiter
* Eisen

## Gallery

### Chapter Cover Pages

Chapter 1Chapter 2Chapter 3Chapter 4Chapter 5Chapter 6Chapter 7
## References

1. ↑ VIZ Manga: *Frieren: Beyond Journey's End* Volume 1
Yangluas

Taking full advantage of the central lake of Threshemy, this town provides seafood for the whole kingdom. However, this is only half of their capabilities - roaming the western side of the continent with herds of sheep in tow, the shepherds also produce enough wool to also protect them against the temperatures they face each year. Combining the shepherd's crook with their traditional flails, they have created a new, if difficult to use, weapon and bestowed this knowledge on the creatures living in the swamp, to the creatures' joy. Their days are peaceful, if wary, spent fishing, shearing, spinning yarn, defending their herds, and seeking new ways to fight against northern invaders with their swamp allies.

## Stats

**Size** large town (2001-5000)

**Corruption** +0, **Crime** -1, **Economy** +1, **Law** +2, **Lore** +1, **Society** +0, **Loyalty** +0, **Stability** +3, **Danger** +0

**Qualities** abundant, insular, rural

**Base Value** 1,000gp (20% cheaper for local food), **Purchase Limit** 5,000gp

**Signatures** [wool clothing], [crook flails], [lake canoes], [shears]

**Population** 2,200 (15% tengu, 10% elf, 10% oread, 10% aasimar, 10% drelman, 10% orc, 10% lizardfolk, 10% grippli, 5% skinwalker, 5% undine, 5% other)

## Culture

**Government** mayor, appointed by Hadiah Darelin

**Economy** feudal/mercantilism

**Religion** Alessandra Juntoso, Fa'qamuu Twice-Heavenbound, Zhihao Jin

**Military** shepherd militia, supported by swamp monster allies

**Culture** less xenophobic than other settlements of Hadiah Darelin, but still on edge. seeking a unique identity and a developed culture on their own

**Trade Goods** walleye, bass, burbot, perch, carp, sturgeon, smelt, pike, wool, lamb, milk, cheese

**Magic** low druidic/focal, bardic cantrips

**Cuisine** surf (freshwater fish) & turf (lamb) with garlic butters, admiral pie, smoked fish/cheeses, sun-dried lamb and steamed fish dishes. milk, kombucha
Seinfal

Vineyards fill the fields to the west of Seinfal, watered by stone aqueducts, quarried from the southern hills. To the east of the town, the water continues to flow into rice fields, born from an accidental seed dropped by a traveler into the overflow ditch of the vineyard and developed into actual agriculture when the villagers saw how well it took. The traveler themselves was lynched, due to the protectiveness of the town of their grapes manifesting into an actual, violent xenophobia only justified by the prices of their wines, but is thought of as a martyr to this day. As such, the town's outlook is a strange mix of extremism and accidental idolatry, wishing death on the slightest slight but acknowledging that without mistakes, progress can't be made.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** -2, **Economy** +0, **Law** +7, **Lore** -1, **Society** -8, **Loyalty** +8, **Stability** +9, **Danger** +0

**Qualities** restrictive, deep traditions, **Disadvantages** xenophobic

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [rope]

**Population** 1,700 (10% gnome, 10% elf, 10% changeling, 10% parman, 8% nagaji, 8% half-elf, 8% aphorite, 8% oread, 8% undine, 5% vanara, 5% duergar, 2% other)

## Culture

**Government** semi-autonomous mayorship

**Economy** feudal/mercantilism

**Religion** Basang Ba, Nothing Left of Quibatus, Másik

**Military** angry mob

**Culture** extremely touchy, easily enraged, insular and xenophobic. contradictory and violent - outsiders can do good, but only posthumously.

**Trade Goods** rice, red wine, white wine

**Magic** low druidic/alchemical

**Cuisine** dirty rice, charcuterie, wine-braised pork, alcoholic whipped creams and desserts
Tsagin

The Echoing Tower, within which the Voice still sings, is in the center of a grand metropolis of white stone and shining, aquamarine roofs. Its wide, bright streets are eternally clean and neat, and its inhabitants are almost always in a good mood. The natives of the city are born into a life of peace, and that is what they live. It is a center of art and culture, but the city is far more adept at appreciating than producing. Indeed, although the city brims with wealth, it produces almost nothing, and instead, acts as a great center of consumption for those traders who are willing to brave the outer continents to return with the rarest of goods.

## Stats

**Size** metropolis (25000+)

**Corruption** +4, **Crime** +6, **Economy** +10, **Law** +4, **Lore** +6, **Society** -1, **Loyalty** -1, **Stability** +2, **Danger** +10

**Qualities** abundant, broad-minded, cultured, financial center, god ruled, rumormongering citizens

**Disadvantages** heavily taxed

**Base Value** 10,000gp, **Purchase** Limit 35,000gp

**Population** 1,681,000 (15% parman, 10% elf, 10% dwarf, 10% goblin, 5% gnome, 5% kobold, 5% vanara, 5% aphorite, 5% ratfolk, 3% aasimar, 3% tiefling, 3% tengu, 3% grippli, 2% half-elf, 2% orc, 2% vishkanya, 2% ghoran, 2% nagaji, 1% skinwalker, 1% lizardfolk, 1% kitsune, 1% oread, 1% undine, 1% sylph, 2% other)

## Culture

**Government** constitutional plutocracy

**Economy** laissez-faire open market

**Religion** all

**Military** none

**Culture** all (appropriative, consumptive)

**Trade Goods** none

**Magic** architectural/focal/bardic cantrips

**Cuisine** all
Buron De

The center of the Inquisition, Buron De is a great cathedral, library, command center, and home for the bulk of the organization, which seeks to ensure that those following a god's tenets are doing so genuinely and properly. Any hint of idolatry, apotheosis, or blasphemy is met with a cruel sentence of public humiliation, which may become torture and execution if one continues. Welcomed (or at least tolerated) by most settlements and kingdoms across the world, they're a potent extrajudicial force that essentially has diplomatic immunity wherever they go - and thus, free reign to use whatever methods they see fit in order to accomplish their goals. Buron De houses many of their prisoners here, and the large, wooded expanse of the continent of Surkri is used as an extensive training ground for Inquisitors as well as a method for the condemned to potentially earn their freedom.

## Stats

**Size** large city (10000-25000)

**Corruption** +0, **Crime** +1, **Economy** +0, **Law** +6, **Lore** +6 (add to Know(history/nobility), **Society** -2, **Loyalty** -2, **Stability** +5, **Danger** +10

**Qualities** hallow effect, city of the dead, asylum, abstinent, holy site, peacebonding

**Base Value** 4,000gp, **Purchase Limit** 25,000gp

**Signatures** [brands], [manacles/fetters], [torture equipment], [crossbows (hand/repeating)], [holy symbols], [light armor], [medium armor], [shields], [holy texts]

**Population** 21,200 (10% aasimar, 10% aphorite, 10% tiefling, 10% ganzi, 10% fetchling, 10% suli, 10% elf, 5% undine, 5% ifrit, 5% sylph, 5% oread, 5% parman, 5% other)

## Culture

**Government** convocation of high priests

**Economy** corporate/command

**Religion** all

**Military** religious army, prepared for a crusade at all times (inquisitors, paladins, cavaliers, monks, clerics, warpriests)

**Culture** conviction = morality. life and livelihoods are second to the divine, and conflict is allowed but hypocrisy is not. heavy scheduled and regulated life

**Trade Goods** evangelical pamphlets

**Magic** high architectural/bardic, moderate alchemical, low focal

**Cuisine** simple, mass-produced fare, but presented beautifully and with a number of condiment/spice/herb options. very cafeteria-like.
Entrana Isle

The top half of Entrana is a muddy forest, while its southern half is a large, gray beach. Many storms pass over the Isle, shedding precipitation, high waves, and portions of shipwrecks along their path. Connected to two continents through close Measures, it is not as lonely as it looks, but it is still a fairly lonely place for a visitor.
Erevis

The origin of gunpowder lies within the nearby mountain, millenia ago, although it wouldn't be until the recent centuries that the craftsfolk within the walls of Erevis were able to make it viable as an infantry weapon. By utilizing the careful construction methods of Sadenakhav gained after their alliance against the southern Terazme kingdom, construction of a stable, relatively safe gun was achieved, and rapidly spread throughout the world. The bardic college in Genlosha adopted this discovery to create beautiful fireworks based on the Aurora, which were again turned into weapons by the inventiveness of Erevis' soldiers. Currently fighting a two-front war against Airel and the southern Terazme kingdom, the town is very active, relying on a skeleton crew of fisherfolk to feed them.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** +4, **Economy** +2, **Law** +1, **Lore** +1, **Society** +1, **Loyalty** +1, **Stability** -3, **Danger** +10

**Qualities** notorious, gambling, **Disadvantages** impoverished

**Base Value** 400gp, **Purchase Limit** 2,750gp

**Signatures** [firearms], [mining equipment], [gunsmithing equipment], [powder horns], [gun maintenance gear], [cannons], [bombs]

**Population** 1,600 (30% goblin, 25% vishkanya, 20% fetchling, 15% ganzi, 10% other)

## Culture

**Government** military dictatorship, part of the Zvavi Alliance

**Economy** subsistence/raiding

**Religion** Pahala Kadam, Agathon, Jolein Composed of Desire

**Military** semi-organized troops of musketeers, supported by demolitionists and bombers.

**Culture** reckless, risk-hungry. whatever you have now will be lost; live fast, loud, bright, and take down your enemies with you. heroism > honor or life.

**Trade Goods** gunpowder, fireworks

**Magic** low alchemical

**Cuisine** extreme poverty meals. barnacle soups, algae/fishbone snacks, salted fish meat over the closest heat source if you're lucky.
Perásei

Aiding Rosforés in their duty to appease the dragon of the mountain, Perásei does so using their fleet of ships to enable trade and travel across the world. Born into an icy, glacial sea, the townsfolk have their navigational and sailing skills put to the test as soon as they enter the water - which is often around the same time that they learn to walk. Consummate sailors, the majority of those in Perásei have been around the world at least once by the time they're in their 20s, and many keep sailing until they're too old to even see. While they don't tend to have the best sense of money, there's few in the world who can beat them on the sea.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** +2, **Economy** +4, **Law** -2, **Lore** +0, **Society** +4, **Loyalty** +4, **Stability** -4, **Danger** +0

**Qualities** legendary marketplace, trade routes

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [shipbuilding equipment], [ships], [navigational charts], [navigational equipment]

**Population** 1,800 (30% undine, 20% fetchling, 15% orc, 10% drelman, 10% aasimar, 5% half-orc, 5% dhampir, 5% other)

## Culture

**Government** retired captain/navigator council

**Economy** laissez-faire capitalism

**Religion** Basang Ba, Petya Naumov, Fa'qamuu Twice-Heavenbound

**Military** naval fleet

**Culture** you'll be on the ocean til you die, so don't worry about anything that happens on land. go out and sail, see the world, grow old and make it worth it

**Trade Goods** none

**Magic** moderate focal, low bardic, druidic cantrips

**Cuisine** sailor's stock - salted meats, dried fruits, pickled veggies, hardtack. anything that can be preserved from other regions, is.
Episode 11

* Episode 11
* Ending Card

## Episode Guide

**Winter in the Northern Lands** 「北 (きた) 側 (がわ) 諸 (しょ) 国 (こく) の冬 (ふゆ) , *Kitagawa shokoku no fuyu*?」 is the eleventh episode of the *Frieren: Beyond Journey's End* anime series, released on November 17, 2023.

## Synopsis

Frieren and her companions continue their journey through the northern lands, but obstacles both natural and manmade still stand in their way.

## References

1. ↑ Crunchyroll: *Frieren: Beyond Journey's End* Episode 11
Angist

The southern farming center of Intonael has groves, orchards, and vineyards that supply raw ingredients to the breweries in Tsagin, though the goods they produce are never sold nor traded, just consumed. They keep beehives, as well, and many of the continent's bees, if not all, can trace their lineage to the village. Much of the townsfolk here spend their time swimming or building, not content to simply commune with their crops, listen to tales, or gossip about the wider world. The continent's only true dockyards are near here, within a day's walk of town, and many carpentry and woodworking shops are found here as well. Though they are spoiled with the trees of the continent and do not know what it means to perform a difficult job, their works are beautiful and durable, and much of the villages contain the creations of Angist.

## Stats

**Size** large town (2001-5000)

**Corruption** -2, **Crime** -1, **Economy** +3 (applies to all Craft checks), **Law** -1, **Lore** +1, **Society** +5, **Loyalty** +7, **Stability** +0, **Danger** +5

**Qualities** abundant, artistic colony, defiant

**Base Value** 1,000gp (20% cheaper for local food), **Purchase Limit** 5,000gp

**Population** 4,100 (10% parman, 10% elf, 10% ganzi, 10% suli, 5% ifrit, 5% sylph, 5% goblin, 5% orc, 5% nagaji, 5% half-elf, 5% dwarf, 5% gnome, 5% lizardfolk, 5% nagaji, 5% kobold, 5% other)

## Culture

**Government** direct democracy

**Economy** subsistence, barter

**Religion** Basang Ba, Vicenta Salcedo, Kétar Mozog

**Military** none

**Culture** self-improvement, workaholic, always aiming to be busy and learn a new skill.

**Trade Goods** honey, grapes, apple, plum, fig, pomegranate, nectarine, orange, lemon, lime, citron, jujube, pear, pomelo, ash, birch, oak, maple, poplar, resin

**Magic** architectural cantrips

**Cuisine** nuts, fruits, honey, all mixed together and eaten on the go.
Ethaus

The most violent of all settlements in the domain of Garant, the capital of **Ethaus** imports weaponry from Reverzel and exports clothing, cocoa, and tea from the other villages within its kingdom. Although they remain strong in their offensives against the powerful creatures within the swamp to their north, they now must deal with the war between Anekoya sapping their resources and attention, and straining their political ties to kingdoms on Allitsia. Though they are wealthier than their opponents, they lack the level of combat experience of the northern kingdom, and so the battle rages on. With their textile industry declining due to to shift towards medicinal crops, their wealth may not last much longer, and they seek a way to end the war while also repaying Anekoya for the destruction of their most valued settlement, Karapaka.

## Stats

**Size** large city (10000-25000)

**Corruption** +3, **Crime** +3, **Economy** +6, **Law** +5, **Lore** +2, **Society** +5, **Loyalty** +2, **Stability** +2, **Danger** +10

**Qualities** adventure site, royal accommodation, defensible, supportive, prosperous

**Base Value** 5,200gp (+10% cost of luxuries/entertainment/weapons/magic), **Purchase Limit** 50,000gp

**Signatures** [parchment], [logbooks]

**Population** 13,500 (15% undine, 10% halfling, 10% vishkanya, 10% tengu, 10% lizardfolk, 10% grippli, 5% kobold, 5% drelman, 5% vanara, 5% ratfolk, 5% sylph, 10% other)

## Culture

**Government** dynastic constitional monarchy with separate judicial (Magistratum) and legislative (Quandarie) branches

**Economy** guild-based open market capitalism

**Religion** Dowager Empress Kyouko, Jolein Composed of Desire, Zhihao Jin, Nothing Left of Quibatus

**Military** regular army (infantry, archers, gunners, alchemists, skalds, battlemages)

**Culture** tragic, enraged, in mourning. Inspired with righteous fury. forward-thinking, forward-moving, slowed down by 'barbarism.'

**Trade Goods** none

**Magic** high alchemical/bardic, moderate architectural/focal

**Cuisine** tomato-based or creamy chowders, risotto, wine, tea, truffles, pig cheese, ribs and barbecued artichokes, fruity desserts and pastries from flax flour
Allitsia

Allitsia's northern/western coasts are tropical, though much of the continent is still temperate for most of the year. There are a few areas of danger about the land, mostly in its swamps and the cluster of mountains at its center, but otherwise its wide, grassy plains offer plentiful areas of peace. Many herd animals live here and are preyed upon here, and travel is usually comfortable. Not as idyllic as the central continent, the kingdoms of Allitsia manage to keep the peace anyway, and have relatively well-off populations relying on the fertility of the land.

## Settlements

* Tiefen
* Rotugel
* Lagamsee
* Erkhone
* Zweithund
* Verschan
* Werisda
* Seinfal
* Min Vaaren
* Runeude
Vilmarch

The Aurora that surrounds Gleam dips close to the icy realm of Vorsal, and no settlement is closer to it than Vilmarch. Whether for good or ill, this causes many strange events to become part of everyday life - odd mutations in newborns, madnesses and delusions that spread among the populace, and foreign, unidentifiable items washing up on the beach. Most of the villagers make a living by scavenging fallen stars and comets that land in the glacial floes to the north of town, supplying the kingdom of Etterenalder with rare metals which unfortunately only make their way into the wider world when the kingdom's raiders fall, dropping their weaponry as loot. Nevertheless, with this, they barter for the necessary goods for survival and scrape out another day on the edge of the world.

## Stats

**Size** small town (201-2000)

**Corruption** -2, **Crime** +0, **Economy** +2, **Law** +0, **Lore** +3, **Society** +2, **Loyalty** +5, **Stability** +0, **Danger** +35

**Qualities** eldritch, warped land, **Disadvantages** mutagenic, wild magic zone

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [cold weather clothing], [scavenging equipment], [containers]

**Population** 320 (40% suli, 20% aasimar, 20% undine, 20% other)

## Culture

**Government** consensus

**Economy** subsistence

**Religion** Fa'qamuu Twice-Heavenbound, Zhihao Jin, Másik

**Military** mutants and wild magic

**Culture** extraordinary and reality-warping events are taken as matter-of-fact. small things like flavor, warmth, daylight, are treasured and remembered for years.

**Trade Goods** skymetals, oddities

**Magic** wild

**Cuisine** ice, penguins, seals, deepwater fish, mutant meat, conjured delicacies. Most foods are eaten without being prepared, though some are rotted first.
Volt

## Appearance

Zipzap resembles a cloud nymph with orange eyes, purple skin, a red dress and pink wings. It also has blue hair.

## Prodigy Deluxe Story

other pets thought volt had a bolt spell because volt rhymes with bolt. she tried the spell many times, over and over again.she learned other spells on the way, then she saw a magic staff behind a scally. a pet went up to scally then she went and held the staff, she learned bolt.

## Strengths And Weaknesses

Volt is weak against:

* Ice
* Shadow
* Storm

Powerful against:

* Water

And Neutral against:

* Plant
* Fire
* Astral

## Evolution

Starts as: Watt

Lvl 16: Volt

Lvl 32: Vamplifier

## Moveset

### World

There is currently no World for this pet, but there maybe one in a future update!

## Trivia

The other storm one is Solarix.

Gallery
Iasinos

In addition to producing many of the staples of Reverzel, including broccoli, brussel sprouts, and a variety of leafy greens, Iasinos also refines and augments trade goods from Remulta with oils and acids obtained from Arx Tyrrim, creating an immense amount of drugs and alchemical items. Though it was originally merely a trading partner with Arx Tyrrim, it couldn't hold against the southern settlement's alchemical mastery and quickly fell. Rather than spending their days leisurely, or ensuring the safety of themselves and their families against monstrous incursions from the tundra, they instead are pushed to their limits with dangerous experiments and constructed formulae, paying the price for resisting their occupying force.

## Stats

**Size** large town (2001-5000)

**Corruption** -2, **Crime** -4, **Economy** +1, **Law** +4, **Lore** +2, **Society** -2, **Loyalty** +0, **Stability** +8, **Danger** +15

**Qualities** abundant, prosperous, strategic location, **Disadvantages** martial law

**Base Value** 715gp (20% cheaper for local food), **Purchase Limit** 3,750gp

**Signatures** [alchemical items], [alchemical weapons], [farming equipment], [drugs]

**Population** 2,600 (20% drelman, 15% oread, 15% elf, 15% halfling, 10% ghoran, 10% kitsune, 5% half-elf, 5% goblin, 5% other)

## Culture

**Government** conquered, led by Arx Tyrrim's alchemical secretary

**Economy** mercantilism/military-industrial, previously market socialism

**Religion** Nothing Left of Quibatus, previously Basang Ba, Kétar Mozog, Petya Naumov

**Military** infantry/cavalry occupying force ([kingdom])

**Culture** hearty respect for the wildnerness and those nearest to it, small-town resilience and dedication to defeating Reverzel's weak soil.

**Trade Goods** broccoli, brussel sprouts, spinach, cabbage, lettuce, kale, chard, rhubarb, potato, barley, rye, nuts, garlic, onion, wheat, oats, corn

**Magic** moderate alchemical, low architectural/focal

**Cuisine** breads and baked goods; salads, wraps, pies, pestos, made from greens, plus sauteed or eaten over cereals. rhubarb and nuts eaten as desserts
Werisda

The shortest stop between Intonael and Virrum, Werisda is the northernmost settlement belonging to Andeistes and a central stop for traders and merchants of all kinds. Here, much of Andeistes' products and wealth can be found at only a small markup, and there are even rarer goods to be found in the woods outside the city, where various fey creatures lie in wait for unwary travelers. Alternatively, they can be found by the fireside at the local festivals, their predatory demeanor turned to a cunning mercantilism that takes gold as easily as it takes souls, life, and memory. Thanks to their immortality, many of the fey have longstanding friendships or rivalries with entire lineages of locals, and their side-by-side existence is taken as a matter of fact.

## Stats

**Size** large town (2001-5000)

**Corruption** +2, **Crime** +4, **Economy** +8, **Law** +0, **Lore** +0, **Society** +0, **Loyalty** -2, **Stability** -4, **Danger** +5

**Qualities** prosperous, good roads, legendary marketplace

**Base Value** 2,000gp, **Purchase Limit** 12,500gp

**Signatures** [coinpurses], [vaults], [fey charms]

**Population** 2,900 (10% parman, 10% elf, 10% ganzi, 10% gnome, 8% kitsune, 8% sylph, 8% ifrit, 8% tiefling, 8% suli, 5% changeling, 5% drelman, 5% goblin, 3% tengu, 2% other)

## Culture

**Government** feudal plutocracy

**Economy** regulated open market

**Religion** Kétar Mozog, Petya Naumov, Zhihao Jin

**Military** hidden fey forces

**Culture** money talks; anything is possible at festivals, being good friends/enemies with terrible things makes it easy to accept others.

**Trade Goods** fey favors, fey trinkets

**Magic** moderate druidic/bardic, low architectural/focal/alchemical

**Cuisine** everything is eaten with rice. unique fey twists on normal, regularly accessible
Nitodrus

Proud hunters but even prouder bowyers and fletchers, the town of Nitodrus is renowned for the hardiness of its bows and arrows, which are said to fly the truest and strike the hardest, even able to pierce through the hide of a dragon. They eagerly export to Anekoya, and the strength of their weaponry has shored up the war effort on Virrum. After being taken over by Arx Tyrrim in a battle that will likely be retold for centuries, they've become an important political piece as well, and further cemented the reputation of the kingdom as truly a force to fear. Having been conquered through force, the inhabitants were once not allowed a moment of rest or recuperation, but after proving their usefulness, Nitodrus is beginning to regain some semblance of autonomy, and has even begun to consider their position as a positive thing.

## Stats

**Size** large town (2001-5000)

**Corruption** +2, **Crime** -2, **Economy** +1, **Law** +5, **Lore** +2, **Society** -5, **Loyalty** -7, **Stability** +7, **Danger** +5

**Qualities** militarized, cultured, tourist attraction

**Base Value** 1,200gp, **Purchase Limit** 5,000gp

**Signatures** [bows], [crossbows], [arrows], [fletching equipment], [bowyer's kits]

**Population** 3,300 (20% elf, 15% aphorite, 15% sylph, 15% nagaji, 10% drelman, 10% gnome, 5% kitsune, 5% half-elf, 5% other)

## Culture

**Government** conquered, led by Arx Tyrrim's quartermaster

**Economy** mercantilism/military-industrial, previously mercantilism

**Religion** Nothing Left of Quibatus, previously Alessandra Juntoso, Fa'qamuu Twice-Heavenbound, Másik

**Military** augmented archers and hunters, supporting druids

**Culture** intense local pride, warriorship grants high status, repetition and patience are virtues, as is the ability to change and defer.

**Trade Goods** none

**Magic** moderate druidic, low bardic

**Cuisine** fried and beer-battered fish, clams, and other seafood. ale-based sauces and heavy, buttery breads are common.
Dei'Cercatori

As large aboveground as it is below, Dei'Cercatori is a fortress, the capital of Al'Zarzi, built to withstand heat and earthquakes moreso than any attack by creatures. Connected through reinforced tunnels to the immense cavern system below the continent, it is a point where two worlds meet - that of the world above and the world below, that of the sun and moon and that of hidden luminescence. As such, despite being relatively isolated from other surface settlements, it is a center of trade and cultural exchange where one can encounter wholly unexpected perspectives and products accessible nowhere else. It's said that the cavern system extends across the entire world if one delves deep enough, but no tales yet told in Dei'Cercatori have reported such a thing as true.

## Stats

**Size** small city (5001-10000)

**Corruption** +1, **Crime** +1, **Economy** +3, **Law** +3, **Lore** +3, **Society** +3, **Loyalty** +2, **Stability** +2, **Danger** +25

**Qualities** under-city, tourist attraction, royal accommodations, broad-minded

**Base Value** 2,400gp (+10% cost of luxuries/entertainment/weapons/magic), **Purchase Limit** 12,500gp

**Signatures** [light sources], [underground clothing], [spelunking equipment], [dungeoneering equipment]

**Population** 7,700 (40% drow, 15% duergar, 15% oread, 10% ratfolk, 10% kobold, 10% other)

## Culture

**Government** parliamentary monarchy

**Economy** mercantilism/regulated market capitalism

**Religion** Fa'qamuu Twice-Heavenbound, Kétar Mozog, Petya Naumov

**Military** specialized guard force, supported by volunteer army

**Culture** celebratory and somewhat appropriative, foreign cultures meet and exchange ideas. exploration and inquiry is good, offense is expected, disaster feared

**Trade Goods** underground relics/goods

**Magic** moderate architectural/focal/bardic/alchemical

**Cuisine** tons of varieties of burritos, cornbread, insect crisps, caramelized mosses, ember porridge. a lot of boiled foods/things made from cornmeal