recursal/Fanatic-Fandom huggingface dataset:
Republic of Myr

The **Republic of Myr**, is the oldest of surviving nations before the Vala Eruption and the following tsunamis. It mainly consist of human inhabitants, as well as some tritons and dragonborns. Its capital and largest town is Norne.

## History

The Republic of Myr was originally known as *Myrsdale*, after its founder Myrian. Between 1120 BS and the 1100s, the dale was often invaded by adventurers and mercenaries, often coming north from the north and the islands to the south, who would proclaim themselves *"Lord"* of the dale. . At some point before the 1100s BS, under the rule of Orimmon, the dale was renamed to *Orimyr* and then, by Elmaer Oraun, back to *Myrsdale*.

In the 1000s BS, Jorvin the Dark seized the dale and renamed it *Jorvin's Dale*. Jorvin then hired Durl Halfaxe to construct a road from Norne to the mountain of Dragon's Reach. This was done in an attempt to attract trade from the north; while doing so, he attempted to loot the dragon's hoard in Dragon's Reach. During this endeavour, Jorvin, Halfaxe and their forces were killed by powerful magic from within the lair. After Jorvin's fall the dale's name reverted back to *Myrsdale*.

In 456 BS, the islands to the south invaded and conquered Myrsdale in the second inter-dale war, but his forces were soon defeated. After the misfortunes of the neighboring islands, which was in a relative state of chaos after the war it started, Myrsdale began to thrive and became one of the biggest ports into the Dales.

Following the actions of the island to annex or outright invade various dales, they struck an alliance with them, restored the Standing Stone of Sorin's Gate, and eventually establish a leadership in a new republic renaming their nation to Myr.

## Government

Myr is ruled by the Seven Burghers, who are the wealthiest people in the country, and each holds his or her position until death or opting to step down.

The burghers levies a "small" tax upon the people and uses this money for road and port maintenance as well as other community services. They are also bestowed with the power to pass new laws, although this is rare. As of now, the dale is under the same rule of law used in Jorvin's time.

## Culture

Inhabitants here are known as Myrian and as now, are primarily farmers and foresters.

They are generally tolerant to outsiders, including new goods and ideas, tight-lipped around strangers however, and often give outsiders the impression they are dim-witted. Overall they are a quiet and confidant people, who garnered centuries of prosperity and wealth.

Despite being invaded in the years prior to 1256 AS, by this time, they have still mostly kept its "oldblood" farming families from its founding days, such as Brondas, Dyzur, Mumfyrd and Routhgaer.

## Notable Locations

Capital City

* Norne

Towns

* Sorin's Gate

* Kioryn

Fort

* Fort Dol'i
Ketaphos, the God of Illusions

The god of illusion of the Korinthian Pantheon. A mischievous and cunning god, he loves to play jokes and trick others into falling in deadly traps. Regular worship to him is solely done by illusionists and con artists. Other occasions to pray to him is done by people who have secrets or want to protect themselves from deceit while doing something important.

## Worshipers

Ketaphos has quite a small following. His priests, known as Ketaphosians, or Worshipers of the Mistshadow, wear silver masks and often disguise themselves to deceive those around them. Ketaphosians will speak the truth only to other Ketaphosns. High-level clerics of the Ketaphosian faith are called Mistcallers.

Every morning, and on every moonlit night, Ketaphosns lay face down and pray to the Lord of the Mists. If there is any mist, Ketaphosians will walk through it and pray. The most revered act in the Ketaphosn faith is the *"Unmasking"*, a purification ritual performed when new followers entered the faith or if a follower changed rank. During the ritual, the follower will walk barefaced among their peers while the clergy will hold up candles and reflective surfaces.

Not widely worshiped, the majority of his worshipers are users of illusion magic. While Ketaphos may have a few dedicated followers, a worshiper of the Korinthian pantheon often will pay homage to him before an important decision or judgment.
Âm Quý Phái

Thế Giới: Đại Đường Song Long

Thực Lực: Ngũ Phẩm Tông Môn

Thế Lực:Ma Môn

## Công Pháp Trấn Phái:

Công Pháp:Tứ Đại Kì Thư-Thiên Ma Công

Kiếm Pháp:Vân Vũ Kiếm Pháp

Chưởng Pháp:Đại Thiên Ma Chưởng

## Thần Binh Bảo Vật:

Bảo Kiếm:Thiên Ma Đao

Bảo Đao:Mang Vũ Đao

Bảo Đao:Loạn Vân Đao

## Môn Phái Cường Nhân:

Chưởng Môn: Âm Hậu-Chúc Ngọc Nghiên

Đệ Nhị Nhân Vật:Vân Vũ Song Tu-Tịch Thủ Huyền

Đệ Tam Nhân Vật: Mi Hoan Nương Tử-Văn Thái Đình

Đệ Tứ Nhân Vật:Ngân Phát Nương Tử-Đảm Mai

Đệ Ngũ Nhân Vật:Ma Âm-Viễn Bất Phục

Đại Đệ Tử: Ma Nữ-Loan Loan

Nhị Đệ Tử: Bạch Thanh Nhi
Aurum

The planet Aurum, a vibrant marble in the bleak void of space

Aurum is the third planet from the sun. It is orbited by twin moons, Sula and Nari, as known as the Ivory Twins.

Throughout most of its history, Aurum has been known in the ancient tongue of elves as Tethis-Kol, meaning the cradle of life. However, most scholars believe that the ancient elven civilization thought that the world was flat and fell off into the Underworld when you passed it’s edge. So perhaps cradle might be an incorrect translation.

## Geography

Aurum is an Earth-sized planet that consisted of various continents and islands, including Korinth, Zarakev, and Fel-Istral in the central super-continent, and Margon, Taztica, and Beshkaba in the western region of the world. There was once a large mysterious continent in legend called Neskuul, however historians have found no evidence of such a place in all of history besides tales passed down from tribal elders.

**Continents**

* Korinth: the westernmost portion of Aurum's super-continent. A diverse landscape ranging from arid deserts to tropical rainforests, it is also inhabited by numerous species including humans, elves, dwarves, and gnomes.
* Zarakev: the northern portion of Aurum's super-continent. It is a desolate frigid wasteland where only those that can thrive in below freezing temperatures live. Many tales are told of Zarakev that equal a children's bedtime story, however most of these are unsubstantiated due to a lack of surviving witnesses.
* Fel-Istral: the easternmost portion of Aurum's super-continent. It is a land steeped in rich history, where honor and bloodlines are put above all else. Devil worship is common practice, and some say the Lord of Shadow themselves rules this land.
* Margon: a primitive island, most that live in this tropical island paradise are nothing more than tribal societies. However, tales are told of a mythical city of magic where every book ever written is housed.
* Taztica: a mostly hot and arid environment where elementals rule over the land. Beware of the mirages, they will lead you to your doom.
* Beshkaba: Hardly explored island, very little is known about it due to a population of fiercely violent elves.
Rules and Setup

You will creating a character pretty much the same as you normally would however a few things will change.

## Stats

You will be using a different array than standard called heroic array. This means you will be using the stat line **16, 15, 14, 12, 10, 8**. Put there where you will depending on how you want to play of course.

## Races

Not all races are available. Check the Korinthian Races page to see what is available. If you want to choose a race that isn't there, please let me know and we can discuss it. Please keep in mind of where you are from and how that race would be in that area. Message me if you have additional questions on how a race may be in a certain location.

## Origin

You will be choosing an Origin, a place where you grew up and it acts similarly like Backgrounds. You will gain new items, abilities, features, or companions from these. Choose wisely, being born in certain locations may be detrimental if you visit a nation where they are at war with where you are from.

## Corruption

The world itself is tainted, corruption is a living thing that can even rot away the land itself. This will be a common element in the game, you will be keeping track of how much corruption you have and upon certain thresholds your corruption may even take a physical manifestation. Corruption itself is tied to the Mourning Lord, an evil armored being that resides in the Mourning Lands.

## Religion

While it is recommended to follow a god, it is not necessary due to how quiet they have been for a very long time. Many in Korinth believe that they don't exist, and are nothing more than stories that were needed for more primitive folk ages ago to explain what they couldn't understand.
Kavala's Keep

A lone imposing fortress standing guard on the northern border.

Kavala's Keep is a lonely fortress found on the northern border of the Vostarian Empire.

## Location

The fort is about a days ride north of Patras, east of Castle Craven, and south of the Kingdom of Valencia.

## Structure

The fort is a stone-walled enclosure set atop a small hill and surrounded by deep trenches, about ten to fifteen feet deep. The walls are also between ten and fifteen feet thick and stand twenty feet high.

## History

In 1096 AS, the Vostarian Empire led an expansive invasion into the northern realms seeking to gain more land and resources. However, this backfired and the nations of Batu and Lyria made an alliance to push back the invaders. The Empire built forts along their borders in a haste to push back the counter attack, and the first fort constructed was built under Legate Serina Kavala, a legendary commander that held back the two forces barely in time for reinforcements to arrive.
Iora, the God of the Dawn

**Iora**, whose title was **The Morninglord** in the Korinthian Pantheon, was a deity of creativity, dawn, renewal, birth, athletics, spring, self-perfection, vitality and youth. He favored those who dispelled the undead and blessed those who planted new life. Iora was also the god called upon to bless birth and fertility related ceremonies. Some saw him as the neutral good aspect of Sorel but the two were considered separate deities. He was killed over a thousand years ago and none have seen his return since.

## Worshipers

Novices in the Iorian faith are called the Awakened, while clerics are known as Dawnbringers. The full priests take a new name in his service when they are ready to signify that Iora personally recognized and accepted them. This new name can either be used instead of their old name or simply used only when addressing other Dawnbringers and when in solitary prayer. Other titles included: Dawngreeter, Dawnlord, High Dawnlord, and Dawnmaster, while an elite cleric was referred to as a Morninglord. All followers are required to be of neutral to good alignment.

All of Iora's clergy respect art, liberty, nature, and culture; promoted betterment of oneself; and strive to bring hope to their followers and others. Many of these followers work in various creative arts. They are intolerant of evil, especially undead and inaction that caused evil to prosper. Most ceremonies of Iora are held at dawn and actions and contracts agreed to at sunrise are said to be blessed by him. Funerals, among his followers, are held at dusk, and followed by a wake that lasted until dawn.

Some followers of Iora insist that he was in fact alive, but corrupted. They believe he suffering, and wishes for true death in a prison of his own making.
Akomicles, the God of Knowledge

### Worshipers

Artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes, wizards

The god of knowledge in the Korinthian Pantheon. Along with his insatiable desire for hoarding all knowledge, he sees humanoids as his little workers giving him new information for his to consume. Nature bores him, for he already knows everything there is about it, and actively supports the progress of industrialization. He never cared about the politics of his family and steered clear of them. He spends most of his time down in the mortal realm collecting new information to be put in his collection. His pet wolves keep his library safe from unwelcome guests, and each night he reads to them a new story he found in the mortal realm. Always seen with his satchel of books and writing equipment, he tends to keep himself covered and out of the limelight so he may study and research from afar. His followers leave him new books and sometimes secrets that nobody else knows in order to curry his favor.

## Worshipers

Those who worship Akomicles include artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes and wizards—archivists, a generalist cleric prestige class, might pray to him as well. They can be of any alignment, unlike most neutral gods. They often wear his symbol, a silver scroll on a chain, as a necklace.

They follow a simple dogma:

Knowledge, particularly the raw knowledge of ideas, is supreme. An idea has no weight, but it can move mountains. The greatest gift of humankind, an idea outweighs anything made by mortal hands. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem; rather, let them be heard and considered. Never slay a singer, nor stand by as others do so. Spread knowledge wherever it is prudent to do so. Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them. Write or copy lore of great value at least once a year and give it away. Sponsor and teach bards, scribes, and record keepers. Spread truth and knowledge so that all folk know more. Never deliver a message falsely or incompletely. Teach reading and writing to those who ask (if your time permits), and charge no fee for the teaching
The New World Races

The New World hosts a significant amount of exotic and new races that have never been seen before on the Korinthian continent. This is largely due to the lush and varying biomes that exist here, ranging from arid deserts to drenched rainforests. It is here you will find that life is very different among the people that have never dealt with the ever looming threat of the Mourning Lord.

## List of Races

### **Olorians**

A proud and lively race that once solely live among the high reaching trees in forests and tundras. Resembling their apelike cousins, they are covered in fur with gold coloration being the most highly revered and muddish brown being the least. This is due to their views on the land, where the highest object in the sky (The Sun) is revered among them, while the mud and the dirt is deemed to be the land of violence and greed. They are commonly seen as peaceful people among the other races, and often seek peace beyond anything. They will sacrifice their own comfortability to seek peace, which has lead to several tribes being annexed or enslaved "peacefully". They are a curious bunch, but also very fearful of anything living down below the canopies of their cities built high among the branches of the elder trees. Their family oriented life has led to deep connections with those they are close with, and they have an even deeper connection with the spirits. Known to have powerful sages that speak with the spirits, they are typically the leaders in their societies.

### **Tekala**

From all that you have seen, they are small avian creatures resembling magpies. The only one you have witnessed is in the Flaming Dragon Inn, and they stood to about 3 to 4 feet tall.

### **Komodans**

Large reptilians that have lived in the deserts and enjoy the warmer climates. They are proud and warlike, conquering each other as well as other races. If one were able to unite them under one banner they would be a nation to be feared of, however due to their warlike tendencies they don’t really get along with one another all too well.

### **Thrum**

An ancient race dating back to beyond the birth of the gods if you believe the tales. They have power beyond imagining, and each Thrum has a special purpose. Some may be shepherds to the land, enhancing life and keeping it maintained. While others may be geared toward the destruction of it, providing well needed nutrients for the soil below. They appear to be a dying race, their power is fading quickly and nobody seems to know why.
Zephrun

The quiet fishing town of Zephrun

**Zephrun**, a small fishing town on the edge of Hastia Lake, is a prosperous trade stop for those entering into the Kingdom of Lyria by boat. It is found south east of the city of Lyria.

## History

Founded soon after the Lyria was in the early 400s, sea elves and water genasi found this lake side to be the most hospitable place for them. They were able to fish and find trade goods such as pearls and gems from the lake bed to make a profit off of wandering traders.

They soon discovered tritons native to the lake itself. Because of how water genasi and sea elves are able to swim deep under water, the tritons saw them as a threat and soon raided Zephrun over the course of a few years. This led to an all out war between the two, eventually resulting in the royal house submitting for peace as trade was being interrupted by the tritons. A non-aggression pact was formed known as the Hastia Accords, resulting in stalemate between the two nations.

Upon the discovery of steam power, water genasi's became adept crewmembers for steam engines. This led to a naval base being built in Zephrun allowing the construction of steamboats which were manned by water genasi that supplied the engine with their innate water abilities.

## Government

Ruled by a mayor, they are commonly elected by the citizens after elections have commenced. The mayor is in charge of overseeing the town, electing trusted officials to specialize in trade, coin, triton relations, and militia. However, this can lead to corruption very easily as they put their friends in charge more often than those that truly deserve it.

## Military

The town has no defensive structures to speak of. There is a dilapidated stone wall that is crumbling and in disrepair, but none have attempted to rebuild it after the triton raids. The town consists of 200 militia that are ready at a moments notice. There are no mages to speak of, however the innate magic of the water genasi helps with triton raids.

## Trade

Using their aquatic abilities, the sea elves and water genasi living here comprise of most of the workers. They dive and scour the lake bed for precious goods, such as gemstones and pearls, and trade them in the market. The fish farms here are all made out of respect for the wild and to keep overfishing from happening. With the newly invented steam boats, trade up the Speared River has become far easier and quick that trade has exploded in the region. The town is becoming prosperous being the major port of the Kingdom.

## Rumors and Legends

Locals believe that the Goddess of War, the namesake of the lake itself, visits after every battle with the tritons. This has led to the Festival of Blood where sanctioned ritual bloodletting occurs on a blood moon.
Foli, the God of the Moon

### Worshipers

Female spellcasters, good and neutral lycanthropes, navigators, Sun Soul monks, sailors

The god of the moon. He is a silent watcher during the night. He is chaotic, using the seas as his source of enjoyment watching the tides rip through the land. He governs the cycle of the Moon, pulling it among the stars and giving his pale light out to those in the night. He also governs scrying and future-telling, and created the first scrying pools for mortals to use. He does have a temper however, and he often fights with Shimardis. Depending on what is asked of him, his followers tend to leave offerings of mirrors, marine animals, or even their own eyes. He has two different depictions, one of a beautiful silver cloak with jewelry made of ivory. The other is a blackish torn robe with claws instead of hands.

## Worshipers

Foli and his teachings of patience and guidance are appealing to all folk who lived their lives by the moonlit night sky, and hence his faithful are a very diverse group. He is followed by those who are lost and those who are questing. Sailors and navigators, who travel by the stars, often pray to the Night White Lord to protect them from monsters. Others who labor by night at honest work pray to him for similar reasons. Some seek him for protection in the dark or from the dark forces of evil. Lycanthropes, whether those of good heart, neutrality, or a few who relished their condition, honor the Moonlord as the master of their nature. Astrologers, diviners, fortune-tellers, mystics, and those just curious about the future acknowledge him as a ruler of fate. Female spellcasters revere him, particularly those born during a full moon or who had an interest in divination, and a few dedicate themselves to him. He is also worshiped by illusionists, some sages, and good thieves.

In particular, he is commonly worshiped by human men. They looked to Foli for guidance, courage, and strength, while couples hope he would bless them with an heir when the time is right.

Meanwhile, the church's philosophy of self-reliance and finding one's path make him popular with all kinds of mavericks, eccentrics, and outsiders, such as adventurers and outcasts. He is one of those gods worshiped by non-wicked tieflings.

Even those not dedicated to Foli would pay their respects to him. For example, a band of adventurers on a night-time raid might make an offering to Foli for guidance. Most goodly folk paid homage to Foli during the full moon. Even evil thieves would try to placate him.
Mad Meal 2

Mad Meal 2 promotional image.

**Mad Meal 2**, officially the **Mad Meal Battle 2**, was an online international beatboxing competition organized by Jayton and Pash, best known as the beatboxing duo Mad Twinz. The event took place from December 18–19, 2020 and was livestreamed on the Mad Twinz' YouTube channel.

## History

Mad Meal 2 was initially teased by the Mad Twinz on social media on November 16, 2020. It was officially announced one week later on November 24 with more details regarding the event, such as registration requirements and judges. Participants were announced on December 14.

## Participants

### Solo

  Warlet
  Given

### Loopstation

  Mr. Y
  KSH
  Feel
  BTK

* Yaswede acted as a replacement for  Tink.

## Judges

  Pash

* D-Koy replaced Inkie halfway through the event due to the latter not feeling well.

## Results

### Solo

* Jayton did not give a visible vote in Xiphire vs. DeMellow.
* Pash did not give a visible vote in DEN vs. Yazid or Given vs. Match.

### Loopstation

* Rythmind did not give a visible vote in Copycat vs. BizKit.

## Prizes

The prizes for winning the competition were distributed from a pool of €6,010 worth of Eurocoin, sponsored by the cryptocurrency exchange Bitexfin. The original amount was €5,000, but for each person that submitted a wildcard and registered on the Bitexfin website, €5 was added to the prize pool.

The 1st place winners of each category (DEN for Solo, Yaswede for Loopstation) received €1,500 in Eurocoin.

The 2nd place winners of each category (Xiphire for Solo, Rushy for Loopstation) received €750 in Eurocoin.

The 3rd place winners of each category (GTS for Solo, M-Age for Loopstation) won €250 in Eurocoin.

## References

1. ↑ https://www.instagram.com/p/CHp1ZzOlK6d/ Accessed November 26, 2020.
2. ↑ https://www.facebook.com/madtwinzreal/posts/1267147200315309 Accessed November 26, 2020.
3. ↑ https://www.instagram.com/p/CIyZyEylzKh/ Accessed December 14, 2020.
The beginning

a mysterious murder happens in Bakersville, inside Freddy fazbears pizza.
The police had to condemn the restaurant for further investigation. One year later,

The murderer comes back to the scene of the crime, to find the spirits of the victims

taunting him. He puts on a spring lock suit of bonnie, in order to disguise himself, but

it malfunctions and he dies.
Glade of Hypatia

**Glade of Hypatia**, named after the guardian of the forest Hypatia, is found in the Kingdom of Lyria.

## History

In 1291 BS, the elves tried to settle in the forest. However the guardian at the time requested that their presence be removed. They refused, and the forest responded in kind under the guardian's orders pushing them out of their glade.

In 105 BS, Aedari Sicarus attempted to invade the glade but failed due to the raw natural power the guardian controls.

During the entire reign of the Kingdom of Lyria, the rulers have attempted to make contact with the legend of the guardians, however none have ever been seen. Any attempts inside have been halted due to attacks by beasts.

## Notable Information

Hypatia is the current guardian of the forest and is known to be a gentle soul. They patrol the forest every day, making sure any intruders are dealt with. They aren't afraid to use force if the intruders are armed.
Aurum Wiki

## **Introduction to the Setting**

### **Character Creation**

* Rules and Setup
* Origins
* Corruption

### **Races**

* Korinthian Races
* The New World Races
* Fel-Istralian Races

### **Religion**

* Korinthian Pantheon
* Fel-Istralian Religions
* Animist Cult

## **Common Knowledge**

### **Korinth, the Western Paradise**

#### **Nation**

* Vostarian Empire
* Batu Khanate
* Kingdom of Lyria
* Democratic States of Mercalia
* Free Cities of Korinth
* Kormyr
* Theocratic Union of Mitanni
* Acryos
* Principality of the Coin
* Republic of Myr

#### **Independent Factions**

* Kestrels
* Angrun
* Khaz'Azril
* Bryngrun
* Klungaraz
* Karaz'wyr
* Az'Unbak
* Eluveria
* Island Nations of Azure
* Aldthari
* Virtine

#### **Hostile Factions**

* Clan Kushlak
* The Mourning Lands
* The Undead Lords of Undyrwyrd

## **The New World Knowledge**

### **Nations**

* Ungombo Tribe
* Shavot Empire
The Undead Lords of Undyrwyrd

The **Undead Lords of Undyrwyrd**, known as the **Tomb Kings**, are the undying rulers of northern Korinth, an ancient Human kingdom that formed a great and powerful empire some two thousand five hundred years before the birth of Sicarus. Out of all the unliving creatures that would claim dominion and royalty over the dead, only the Tomb Kings could truly claim such masterful and undisputed sovereignty. For they had once ruled a mighty and far-flung empire during a time when the rest of the races were little more than savage barbarians.

## History

Long ago, during an ancient and forgotten age, Nahakara stood as a shining beacon of civilisation and human achievement; a golden age when its cities shone with a majestic splendor, its buildings crafted from magnificent marble and limestone, its armies capable of conquering entire kingdoms. In this long-lost age, Nahakara's mighty rulers reigned as living gods amongst men. But this great realm was destroyed millennia ago through acts of great treachery and powerful sorcery. The living perished long ago in a single, mournful night, and in their absence, the dead stirred from their graves and claimed the land anew.

Even as their ancient civilisation now lies buried beneath the ground, its once verdant plains turned to searing wasteland and their mighty and glorious empire fractured and in ruin, the Tomb Kings have once more awoken from their deep sleep. Rising from their decrepit sarcophagi, the mummified rulers of Nahakara awoke with eyes of burning balefire, their thirst for power, conquest and vengeance just as strong in death as in life.

They have returned to reclaim that which is rightfully theirs, their legions uncountable, rising up from their graves brandishing weapons of polished bronze and priceless gold. Ancient, emotionless and spiteful to all those that have slighted them, woe betide those foolish enough to stand before their silent onslaught.

## Notable Locations

Capital City

* Undyrwyrd

Cities

* Mycroft
* Barren Necropolis
* Fyrdspar

Forts

* Margrave

Landmarks

* Ironwood Grove
* Griffintop Mesa
* Forest of the End
The Mourning Lands

The Mourning Lands were once a vibrant and lush landscape with kingdoms and nations populating the terrain. Now, it is nothing more than a desert full of monsters and Shadow. It is here where the Mourning Lord resides, it is here where evil lays dormant until provoked.

## History

In the late 300s AS, an army invading from the North lead by the Mourning Lord swept through the kingdoms here. Little is known from what remains of these times and what kingdoms used to reside here. Many stayed to try to fight against the Shadow, but they were all slaughtered under their might. The remaining few that did not fight fled to the west and to the south where they settled an built new nations.

For hundreds of years nothing was seen or heard from the Mourning Lands again. Any attempts that have lead to push back the Shadow from these lands have all failed, no survivors are said to return from these expeditions.

This remained this way until the mid 1000s, when the Mourning Lord led a siege against the dwarven stronghold of Angrun. Due to their significant defenses and their ability to gain supplies through the Deep Roads, the siege has remained for 200 years and is active to this day. Whatever lies under Angrun, the Mourning Lord will not give it up.

## Geography

The land is devoid of all life. Corruption has taken deep roots here and has poisoned the land strangling the life out of it. Anything that was once alive now serves the Mourning Lord. The sand and dirt can be seen for miles upon miles leading beyond the horizon, the land is hot and fuming as if the ground itself burns. Large rocks and outcroppings dot the landscape acting as the only landmarks that one may find out it desert. Monsters lurk behind every dune, as if the shadows themselves hide their approach. You will find nothing but death here, and all that have tried to enter have proven that to be a fact.
Makidona

**Makidona** is a city-state in the Democratic States of Mercalia located in their northern region.

## History

Founded 891 BS, its location was discovered by Leandros of the Spear, a war-hero that has proven his name in battle many times. He was awarded a landed title for his valiant efforts, but was disliked among the congressmen of the nation and was given land that was though to be infertile and without water. Upon his arrive, this was proven to be true for the most part. The land is dry, rocky, and too steep to really grow much on. It is said that the goddess Hastia grew furious upon learning one of her most devout followers was treated so poorly and thrusted her sword into the land causing a spring of water to burst out of the rocky terrain. However this is commonly disputed by historians as they believe it was just another story crafted by Leandros to spread his fame.

In 562 BS, the city-state went from a destitute wasteland into a thriving and booming town. Hundreds flocked to Makidona to study warfare and swordplay under Leandros' descendants, to taste their famous olive oil that they grow here in the hills. They began to have enough soldiers to create their own army, nowhere near the size of Iskander's but one that has quality fighting skills. They won several skirmishes with other city-states, and built a name for themselves among the battlefield as Hastia's Favored.

In 409 AS, a war hero called Tchazzar rallied the Makidonian people under his banner and fought off the oppressing Kalimtyr Empire and forced them into the Bladed Mountains. He was considered a hero among his people and those of the city-states finally freeing them from oppression. He was declared their ruler and claimed Makidona as the capital of Mercalia.

## Government

Ruled by their city's elected War Hero, they are both commander of their army and their political leader. They over see all matters under a committee of elected officials that the public has voted for, which tend to the minor problems of every day life in the government. Their current leader Askos the Bloodied, was elected due to his infamous battle rage and smearing himself in the blood of the fallen enemies. His rule is one of fear and intimidation, often pressuring other villages and towns for fealty or they shall lose support of the city-states.

## Trade

Olives and silver are the primary exports in Makidona. Their rocky dry hills provide excellent nutrients for olive trees and have made it their staple. Anyone from Korinth has more than likely had their olives at some point. The hills are also filled with silver veins, providing the city-state with much needed
Cymede, the Goddess of Winter

The goddess of winter.

### Worshipers

Druids, avariels, elemental archons (air or water), fey, frost giants, inhabitants of cold climates, rangers, spriggans, bheurs (winter hags)

The goddess of winter in the Korinthian Pantheon. A cold and unforgiving goddess, she is not to be trifled with and a single mistake with her may be your last. Her worship is done in cold regions in the hope of her making winter easier to live through. The slumbering goddess, she oversees the cycle of winter among the earth before she goes back to sleep till the next cycle of winter. When the earth grows cold during the first days of winter, she is just yawning and waking from her months of hibernation. Often seen as the laziest among the gods, however she has one of the most important tasks as life can not go on without the coming and going of the winter season. The goliaths often worship her as winter is harsh and brutal where they tend to live and need her guidance to see through it. She also created the first elemental, ice elementals, to protect her domain while she slumbers. Followers will leave comfortable clothing, pillows, and blankets for her so she may have a good sleep and not create a harsh winter in the coming year.

## Description

She is often seen with a pale blue robe lined with white fur. She wears a six pointed snow flake necklace around her neck. Her snow white hair drapes across her face to hide her malicious smile. Her skin is white, and she wears a crown of antlers. It is said that when she laughs it is nothing more than a chuckle with her icy breath freezing anything in front of her. She trails behind her a blue-white aura that chills the ground beneath her. Her face is often expressionless, with hair that emits a snowy mist.

## Worshipers

Sacrifices to the Frostmaiden were common, especially in the North, as people hoped to appease her and thus avoid cripplingly cold winters. She also had many secret temples along the Bladed Mountains that brought terror and dominion to small settlements of people trying to eke out a living.

Her clergy is loosely organized, and the main goals of most followers is to intimidate common folk and make them venerate the Frostmaiden to avoid reprisals from her clergy, or to have them make donations to her church. Some of her powerful clerics accumulate impressive personal wealth in this manner, some of which they sacrificed as offerings to Cymede. Her priests wear ice white robes with blue trim, and were easily identified by the dire warnings they proclaimed of the wrath of Cymede come the winter.
Loa, the Goddess of Magic

The goddess of magic and the creator of all the gods in the Korinthian Pantheon. She is neutral, and only wishes to seek balance in the weave. Wizards and mages revere her as the Overgod, the one that created all. Loa is said to be a manifestation of the Cosmic Balance—maintaining order in the world of magic by correcting great inequalities if things went askew. Indeed, in the wake of the Iora's Death, one of her first acts as the Lady of Spells was to ban the use of all magic greater than tenth level. Among sages and historians this was known as Loa's Curse. She was not as concerned with the ethics of Good versus Evil as long as the laws of magic are upheld.

## Worshipers

The church of Loa typically do not employ idols like statues of the goddess, but have no commandments against it.

The church sent out communiqués to its members with news of the opening of new temples and such.

The church also found a duty to help folk driven insane by failed spellcasting.

Many Loa clergy wandered the land as itinerant clerics, seeking out and preserving old magic.

The church of Loa preserves magical lore so that magic would continue and flourish in the future even if the dominant races of Korinth were to fall. Its members also search out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics are encouraged to explore magical theory and create new spells and magic items. Sites dedicated to the goddess are enhanced by the Weave to allow any spell cast by her clerics while in them to be affected by metamagic.
Alamon, the God of Song

The god of song in the Korinthian Pantheon. The patron god of all bards and songwriters alike, also revered among the satyrs. He favors those that play for the merriment and joy, he views songs as a way of making the world a little bit happier in the darkest of times. As a whole, his ideology represents the concept of a finished thought, as well as the process that takes an idea from conception until its completion. His ethos teaches to consider the world as a continued process, comparing it to a song that begins at birth and finishes upon their death.

## Worshipers

The faith of Alamon is an organized group that attracts attractive, sensual and musically-inclined followers. In addition to their affinity with song and musical instruments, they tend to appreciate good food and wine, the beauty found in both nature and civilized society. The church is comprised of primarily clerics, but also includes bards, mystics and spellsingers.

They believe that life is a song, beginning at birth and only silenced with the final chord. They strive always to make the whole song, not just the lyrics and music, more beautiful. They destroy no music or instrument, nor stop a singer before the tune is done. They listen to the world around as well as filling it with your own sound. One singer's music is another's noise, so still no bad music if its making be joyful. They spread the teaching of song and musicianship always. To them, music is the most precious thing folk can create—so they encourage its training, use, and preservation at all times and in all possible ways.
Virtine

**Virtine** is a young country of considerable wealth and prosperity governed by its merchants. It is located on the southern coast of the Azure Sea in central Korinth, which put it in the path of many trade routes. Although they suffered over a century of subjugation at the hands of the Merchant Princes, with only the city of Virtine maintaining their independence. They once again became wealthy, independent collection of city-states following the fall of the Merchant Prince.

## History

Settlers from Merchant Prince arrived to the region where Virtine would grow in 884 AS, after gaining their independence following the Battle of the Singing Arrows. The nation Virtine was founded in 913 AS by Rothgar Feldhammer, a dwarf war-leader who gathered and commanded a standing army to police the roads of the fledgling human territory. He formed a government led by a merchant's council, who elected an Overmaster that served 7-year terms.

Despite Virtine's aversion to outright war, they did engage in a drawn out conflict with the Myrians and Azurians. In the middle of the war however, they assassinated several Myrian bringing an end to the war.

A civil war was fought in the 1100s AS which weakened them considerably. The Merchant Princes took advantage of the situation and claimed the realm as a free protectorate. Currently as of 1256 AS, Virtine has seceded and fighting a civil war with them to reclaim their independence.

## Culture

City life dominated the lifestyle of these people. Their culture is seen as superior to those of other cities from across the Korinth.

They do not share the lavish lives of other mercantile nations, such as the Merchant Princes, but its abundant wealth attracts desperate people from across the lands, usually in the form of secret cabals or villainous cults.
Eluveria

### Exports

Fine bows and arrows, wood carvings, tapestries, herbs, medicinal plants, exotic fruit

**Eluveria** is a small elven refuge where wood elves mainly live but also several other elven races. It is a tribal society where they survive off the Ashen Forest and all of the beasts within it.

## History

After Sicarus' Crusade in 1 AS, elves were next to nothing. Nearly extinct and barely alive, something reached out to them. Nobody is sure of what it is or as, but during this time and for a few hundred years after the elves migrated to what they called the Promised Home. It is at Eluveria where most came to, one by one they trickled in seeking a home that was once ripped away from them. And it is here that they settled, and Eluveria was founded in the trees of Ashen Woods.

For hundreds of years they remained unnoticed and it wasnt until 852 AS when they stepped out of the forests shade and befriended the lords of Kormyr and made an alliance so they may protect on another. They presented themselves as tribal and feral people so they would not think that the elves have begun to rise again.

## Government

Eluveria has no formal leadership and no formal laws, but nevertheless the inhabitants are able to live in harmony with each other and with the land.

The local Herald office is known as Moonsilver. Elanil Elassidil holds this position currently, she is the public face of the elves here. The heraldic symbol of the elves that populate Eluveria is a black oval with the long axis oriented from lower left to upper right, a silver crescent moon drifting downward, trailing silver stars from each of its points.

## Trade

Eluveria is home to a number of fine bowyers and fletchers, as well as wood carvers. It also produces herbs, medicinal plants, exotic fruit, and tapestries. It imports swords, armor, parchment, wine, and seafood.

It is not on a caravan route and there are no trading houses. Supplies are brought to the town and carried away by trading parties. When the rare caravan did stop in town, it is considered a festival and the community came together to buy directly from the merchant.
Meletis, the God of Revenge

The god of revenge in the Korinthian Pantheon. A bloodthirsty god seeking his pound of flesh or more when getting his revenge. He stands for what justice can’t do, and will happily kill those that have wronged another. He is a bitter deity, prone to mood swings and fits of violence.

## Worshippers

Aside from a handful of scattered temples, the church of Meletis is composed primarily of lone wanderers who travel the world, agreeing to pray for Meletis' aid on behalf of those who seek or fear vengeance, in exchange for a small fee. Charlatans who try to scam people in this manner quickly felt the punishment of Meletis. His followers seek out victims of injustice, hear and appraise their stories, and track down the perpetrators in order to inflict a fitting form of punishment. No injustice is too small or too large for revenge to be sought and a fitting punishment meted out, earning the church of Meletis the ire of town watches and Oreskians alike as well as the adulation of the downtrodden.

If one wants to seek vengeance on another by praying to Meletis, it is believed that writing prayers down made them more likely to be answered. To ensure a long-lasting reach for prayers, some vengeance seekers carve them into items made of lead. These are then buried to keep others from knowing about them.

Temples to Meletis are rare, and usually found in antique parts of Unther.
Sicarus' Rest

The dour city of Sicarus' Rest.

Sicarus' Rest, named after the infamous Aedari Sicarus, is located on the north western coast of the Kingdom of Lyria.

## History

In 139 BS, the continents were being cleansed by Aedari Sicarus, a lich that commanded a horde of undead. He believed that the elves were an abomination on the world that sought to eradicate their race. Sweeping across the world, he almost succeeded in his attempt to do so however he was eventually defeated in 0 AS by a group of adventuring heroes that banded together from all across the world. Little is known as what transpired as no survivors are recorded, but the fact remains that Aedari Sicarus was never seen since then. It is believed by historians that where Sicarus' Rest is founded is the location of the body of the ancient lich, Aedari Sicarus.

In the early 400s, refugees settled here after the Sacking of the North seeking a place far away from their turmoils. They found a cragged landscape with nothing living here, however the reason they settled is the abundance of ancient artifacts found in the area. They were sold in great numbers, allowing the town to built a sizable and wealthy port in the Bay of Bahari.

## Geography

The area around the city is a decrepit place. Nothing really grows here and anything that once did is now dead and petrified. It is a cursed land, filled with fog and howls of monsters. The rocky ground and muddy roads give little desire for would be travelers to visit here. However it is an ideal place for factories to be built, and several have popped up.

## Government

The city is lead by a Baron, often one that is the owner of the most profitable factory. They buy their way into office, offering vasts amount of gold to the current Baron to step down so they may take office. This has lead to a city of crime, however with the Baron's hiding criminal actions it is difficult for the Order of the Black Rose to hunt them down.

## Society

Most citizens are found in their homes during the night, even taverns leave their doors locked at night. Anyone arriving after dusk is often left to their own devices to find a place to sleep. People here tend to be pale and dour due to the lack of sunlight here. Dwellings arent well taken care of and often seen in disrepair. Children are often put into labor in the factories so they can make a living and eat.

## Trade

The city is more of a way station than a place to trade. The port is only used so that merchants can offload their cargo and send it toward Lyria. People making a living through scavenging the land and working in the factories.
Noctus, the Goddess of Endurance

**Noctus** is a goddess of the Korinthian Pantheon whose portfolio includes endurance, martyrdom, perseverance, and suffering. She is the goddess of those who suffered, the oppressed, and the persecuted, who offer them relief and support, encourage them to endure, and who encourages others to help them, to take their burdens or take their places.

## Worshipers

Those who are oppressed, sick, lame, or poor are likely to be worshipers of Noctus, and people who have been injured or are otherwise suffering would often call upon her for aid. Her faith is popular among the poor in big cities, and with serfs and slaves, as well as merchants, thieves, and a few guards. Although people of any alignment could worship Noctus, she is largely followed by folk of a lawful and good alignment, especially among her own clergy.

Noctus' clergy numbered clerics, paladins, and monks. They are organized into the Church of Noctus, with many affiliated knightly and monastic orders.

Across Korinth, the hardy people of the harsh and war-torn land of Unther particularly venerated her. In Andros, Noctus is one of the most frequently worshiped gods, especially among the lower classes and slaves.

Attending clerics during a battle are recognized by the coarse furred shirts they wore. It is considered a great wrong to harm these priests as they helped ease suffering. Even orcs and goblins hold them in esteem for ministering to their fallen people and not just humans.
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