recursal/Fanatic-Fandom huggingface dataset:
Gibbs Visenpe

Gibbs Visenpe was an army soldier that works for the Anencephalian Branch. He is listed as a war hero by Mentatenta IV, stated as being "heroic and valiant in the face of terror." In *The Book of Transcendence 3*, he destroys two attacking battleships from Kopplop I, smashing them together and winning the vital battle of the War for Mentite. He eventually came back at the end of The Book of Transcendence 3 to fight Öëëÿï, helping win the battle and subsequently the war. It is canonically stated that Gibbs Visenpe does later make it out of the collapsing Mentite, getting onto a ship and escaping to XXS43. After hundreds of years being granted as immortal by Pokoll, it starts to wear off as the Twilight Incinerator invades his brain. It finally culminates when the Siege of Sonoholinan VII begins, and Gibbs is murdered by shadowvines, which pour from his eyes and eat his brain. He is later freed and helps destroy the Twilight Incinerator as part of the undead army, fading away after the battle.
Torsenven

The vast coldlands and snowladden forests of Torsenven are a milder version of the icy climate of Vas’Ternia just north of the province. Its harsh climate lends itself towards little in the way of farming beyond the hardiest of crops. Many of the citizens of Torsenven turn towards hunting and trapping to provide for their families. The settlements of Torsenven are heavily influenced by its northern neighbours adopting their building, farming, and hunting techniques to allow them to better live in their colder climate. Despite the adoption of the knowledge of the Vas’Ternians there is still conflict between the Corazains and the Vas’Ternians leading to heavy patrols and fortifactions along the northern border of the province. To the east Torsenven borders Vacia and the city of Veundergurd straddle the border as a trade hub between the tradesmen of Vacia and the furs merchants of Torsenven.
Les Pascals

Les pascals sont des entités pouvant être trouvés dans des Boosters Pascal, dans la nature ou via des échanges. Il existe différents types de pascals plus ou moins rares et chers

## Histoire

La légende raconte que Pascal, le célèbre scientifique, voulu tenter une expérience pour se faire repousser les cheveux, malencontreusement, il fît tomber le sérum de clonage dans la marmite ce qui fît apparaitre des milliers de pascals qui partirent dans la nature. Mais cette théorie est critiquée notamment par Pascal lui même : "ça m'étonnerait, ils sont très bien comme ça mes cheveux".

## Classification des Pascals

### Les types de Pascals

#### Officiels

##### Communs

Pascal Classico : Le Pascal de base, il pue la merde

##### Collectors

Richard Boderman : Un Pascal grand, anorexique, et extrêmement dangereux

##### Ultra Collector

***Pascal Ultra Collector*** : Pascal extrêmement rare ne pouvant être donné que par Biggie Cheese

#### Non officiels

##### Contrefaçons

Dr. Rosenberg : Absolument pas un pascal

Walter White : Personnage principal de la fameuse série *Breaking Bad*

##### Autres

Pascal : Le Pascal originel. Il peut être considéré comme le pascal le plus rare car il n'en existe qu'un seul. Malheureusement le posséder est illégal car considéré comme de la séquestration
Cyanide Zombies

### Occupation

Beasts created on an unknown moon designed only to propel themselves to different Mentitian locations of interest and kill civilians

### Appears in

TBOT2

The Cyanide Zombies are a small species of lab-created humanoid creatures that attacked Pokoll at the very beginning of the War of Mentite during the events of TBOT 2. They appear in the first few chapters under the name 'zombies' as Pokoll does not know what they are or where they came from. The first Cyanide Zombie falls from the sky when Pokoll is in his bedroom at the very end of TBOT 1, and more continued to pour down as Pokoll and his knights fight them. Cyanide Zombies have brains (this was confirmed when a Cyanide Zombie spoke an ancient language). A Cyanide Zombie speaks *Sriba ooy ba Okllk, cniyade pioosn* before it fizzled away. The Cyanide Zombies are finally eradicated by Xvil Yusia, their fragile brains shattered by the explosions of Xvil Yusia's Stage II body.
Eras

There are 3 eras of the Book of Transcendence: The first era, second in chronological order, which includes TBoT 1, 2, 3, and Bloodburst, is called the Okllk Era, or Origin Era. The second era, placed first in chronological order, which includes TBoT 4, 5, and Ikoko, is called the Twilight Era, or Prequel Era. The third and final era, which takes place last, is called the Reform Era or Broken Era, and includes TBoT 6, 7, and 7.5 (The Pog and the Koikian). The eras each contain their own main character, respectively Pokoll, Wright, and Rock, with Amelia, Yillin, and Winter as deuteragonists, and have their own conflicts and antagonists.
Sishzakakle Dullpocket

Sishzakakle Dullpocket, né le 7 mai 1937 à Goblishtown et mort assassiné le 14 septembre 2002 à Goblincity, est un philosophe, politologue, activiste et intellectuel gobelin.

De part la complexité de sa philosophie, riche et profonde, Sishzakakle Dullpocket est considéré comme un des philosophes contemporains les plus importants.

Sishzakakle Dullpocket est aussi connu pour son engagement politique situé à l'extrême gauche. Membre de l'UCLG (Union Communiste libertaire de Goblinland) dés ses 18 ans, il est torturé par le gouvernement totalitaire de Ahmed Al'Grolobs III, fut mis sous écoute par les services secret gobelins durant les années 70, et fut emprisonné par les nurpos durant le conflit Nurpo-Gobelin. Il entrainera avec lui ses convictions politiques dans sa mort, lorsqu'il fût assassiné par un militant d'extrême droite.
Continents

Elvanius is split into 4 large continents that are separated by large bodies of water. Scattered through this water are a number of large islands or island chains.

### Idios

The largest of Elvanius’ four continents Idios is home to a wide variety of environment and cultures. Home to the prosperous Kingdom of Yeonder, the ruins of Drav’lore, the vast desert wastelands of Drag’hal, and the magical land of Veng’Shao. Idios is home to some of the world’s greatest kingdoms. Many smaller lands exist across the continent as well a, scattered and broken from eras of war.

### Argrees

Being the southernmost continent Argress is a savage and wild land home to ancient bestial races. Many that inhabit Argrees believe that it was the cradle for the first life on Elvanius. There are vast grasslands, towering forests, sprawling mountains, mysterious swamps, and rocky flats across the continent. The northern lands are hot and tropical while the southern lands are a frigid wasteland. Argress is home to some of the world’s oldest civilizations including the great clockwork city of Karloom and the fallen empire of Varakara.

### Halvan

Stretching from the Barren Tides to the Mér’colli Sea the continent of Halven is the second largest of Elvanius’ four continents. Home to much unexplored and wild lands as well as ancient and noble kingdoms. Much of the lands along the Mér’colli Sea remain unclaimed and unconquered. Great expanses of grasslands and wild tangled forests lay claim to western side of Halven. The eastern shore along the Barren Tides is home to a variety of kingdoms and civilization, including Havenrock, Exdora, and The Valley of the Seven.

### Escardo

Not much is known about the mysterious continent of Escardo that sits on the bottom edge of many of the world maps. Attempts to explore any deeper than the shore of this rocky barren of this land have failed catastrophically, leaving the contents of land a mystery.

### Islands

There are many islands scattered across the world. Some home the remnants of bygone civilizations, others unique creatures and plants, and others still ancient secrets lost to the rest of the world. These are some of the most well known as recognized islands in the world.

* Novas
* Vestkogee
* The Summersung Islands
* The Spittlespeak Archipelago
Vas’Ternia

Ice, snow, rolling tundra, and deep silent forest. Vas’Ternia is the wild northern land of Exdora and the last province to join Exdora. The people of Vas’Ternia are hardy strong people that thrive in the harsh northern climate. Vas'Ternia is an intemperate northern land filled with a variety of frigid landscapes. In the north, there is the vast tundra that runs across the land to the foot of the Far Watch far in the north. The center of Vas’Ternia is home to small mountain ranges and foothills overgrown with dense boreal forests. In the east the land falls away to the ice floats and coastlands that run into the Crackling Shores and extend beyond on its frozen surface. Dotting the land there are frigid lakes and rivers that twist through the deep natural landscapes that are mostly untouched by the natural settlers there.

Vas’Ternia has four duchies: Folthroth, Scio, Frostvael, and Daelso. Closest to the western Boundary is Folthroth, a duchy immersed in the cold forests of Vas’Ternia. Southernmost of the duchies is Scio which borders northern Corazan and is the most temperate of all of Vas’Ternia. Northernmost is Frostvael a cold and desolate place made of empty rolling tundra capped with Far Watch on its northern border. Easternmost is Daelso a mostly unoccupied landscape of deep forests and frozen riverlands that eventually give way to the freezing waters of the Crackling Shores.

Vas’Ternia was the last of the provinces to join with the rest of the provinces in Exdora. For years the people of Vas’Ternia fought, raided, and rebelled against Exdora even as it was forming and before. Even the great High King Andrus was unable to defeat the Vas’Ternia’s on their home turf being forced to retreat and dying before he could bring the northern lands under his banner. Eventually the Vas’Ternians did crumble and join the rest of Exdora but it was not through warfare that they joined the other provinces. Nearly 300 years after the death of High King Andrus the province of Vas’Ternia became the fifith province through a marriage agreement, in which the province itself made an inciting dowry. Of course the deal was not without its stipulations and Vas’Ternia is the only province that doesn’t have to give up citizens to the Royal Army or pay a tithe to the crown.

The people of Vas’Terina also hold a special responsibility to protect all of Exdora from the external threats to the north. Built in the early days of the alliance between the rest of Exdora and Vas’Ternia the Far Watch is a great wall in the north built to hold back the savage gnoll monsters that hunt the snowlands even further north. Far Watch is manned by Vas’Ternia’s or others who willingly sign up to the grueling task, which is a rarity. Most of the time their responsibility is just patrolling the length of the walls and ensuring that there are no signs of gnolls breaching the stonework or clambering over it. In the event that there is evidence of a breach they then also take it upon themself to hunt down any infiltrators and kill them before they can cause any trouble to the southerners they protect.
Central Corazan

Rolling hills down to forests and glens, to orchards and riverlands, and finally to the coastal tidelands of the Halcyon coast Central Corazan provides bounty to all the people that reside there. The foothills of the Craigmile mountains are shrouded in the dense woodlands of the Surrowood inhabited sparsely by hunting villages and few and far between trading posts. Further east in the plains and riverlands are the many prosperous villages of Corazan working their orchards and vineyards to produce plentiful wine and ciders for the rest of the nation. Where the rolling grasslands turn to the white warm beaches of the Halcyon coast trade turns to fishing villages and port towns that bring in wares from all across the world from the trades of the Summer Isle.

Central Corazan is home to some of the finest and most renowned winemakers and brewers in all of Exdora. The Malbrosi family tends to extensive vineyards across southern Corazan which produce the Malbrosi Silver and Mablrosi Crimson that are some of the most commonly accepted fine wines in Exdora. The Loundos family produces a rare and fine Elderberry wine, Loundos vintages can run for dozens or even hundreds of gold pieces depending on the viner of the year it was produced. Finally there is the Thod family who make a unique variant of apple cider from the Shimmerleaf apples that grow only along the Halcyon coast, the apples golden flesh produces a fine gold liquor that is a delicacy for those that can afford it.

In the center of Central Corazan is Lake Feanaynt a glistening placid lake that serves as a central hub for trade on the rivers of Corazan. The Silver River runs into Lake Feanaynt from the north and from the south the Ryde carries the current all the way out to Colcheft where it flows into the Summer Sea. Traffic on the Silver, Ryde, and Faenaynt is common as trade travels up and down the rivers transporting people and goods all across the province and to lands beyond. The rivers however are not always safe, vast swathes of the riverbeds run against uninhabited lands leading to great ambush opportunities for bandits and marauders. Many that travel the rivers hire on Iron Cloaks or Knights to accompany them on their journey but for those that don’t their wares end up on the black market and their boats line the bottom of the deep riverways
Barren Tide

The Barren Tides are a stretch of frigid, turbulent, sea between the continents of Idios and Halvan. The dark grey waters are know for being treacherous especially in the winter months where great storms can waylay even the most well prepared of vessels. As the name suggests it is mostly barren and without islands. The largest exception to these desolate waters is the Spittlespeak Archipelago, which enjoys relative warmth dude to its volcanic activity.

The Barren Tides stretch all the way from the frozen north of Exdora to the warming waters of the Phalphin Sea in the south, connecting Exdora, Havenrock, and the Valley of the Seven with their neighbors of Veng'shao, Drag'hal, and the Ebony Coast across the water.
Soanvra

In the northern reaches of Corazan along the border of Vas’Ternia and running along the smooth golden beaches of the Summer Sea is the Duchy of Soanvra. Half tucked away by the mountainous valleys between the Coldgaze Mountains the other sprawling out across the golden fields and river lands south of the mountains Soanvra covers a vast wilderness. At the heart of Soanvra where the rivers Chard, Alyssum, Hostas meet to form the great Silver river is the capital city of Florc Vaces. Home to the Vaces Castle, the Floating Gardens, and many beautiful sights and wonders to behold Florc Vaces serves as the seat of power for the Duchy. Surrounding Florc Vaces are hundreds of acres of farmland, growing flowers, orchids, grains, and livestock. Along the southern reach of the mountains rolling meadows are filled with grazing sheep and cattle. Small towns are nestled along the rivers that flow down from the mountains and in the forests and copses that dot the landscape. To the east the land becomes rocky as it meets with the coast of the Summer Sea. Cold golden sand beaches line the eastern board of the Duchy stretching out into the sea to the isles of Thornwatch and Great Bird Island. To the west and north the lands turn cold hugging the curve of the Coldgaze Mountains as they turn up into Vas’Ternia’s south. North of Florc Vaces is the Illic Valley that splits the Coldgaze in two. Between the mountains is the northern reaches of the duchy filled with foot hills, deep forests, lakes, and valleys. The wilds past the Illic Valley run deep into Vas’Ternia much of it untouched by civilizations for centuries.

In the north eastern part of of Soanvra is the volcanic foothills of Danse Arden. The volcanic region creates natural hot springs, steam vents, and sulfurous swamps that dot the foothills of the Coldgaze mountains. Some of the nearby towns of the region utilize these natural formations to create bathing houses and mines for the mineral rich ores produced by the region. It is said that the volcanic activity was created by the death of a great fire wyrm slain by a kindly giant. The death of both of these legendary creatures suffused the area with their fiery spirit, haunting in a manner for years to come.
Vacia

West, between the Craigmile Mountains and the impetatable mountains of The Boundary is Vacia, an arid, unwelcoming, dry, bleak place. Vacia is mostly redstone wastes, filled with canyons, shallow river valleys, steppes, and foothills. Its climate is hot in the summers bearing dry sweltering heat down on its red rocks and freezing in the winters with little to no protection from the vicious cold wind that blows down from the mountains flanking the province. Vacia is in all regards completely inhospitable to people, yet still the citizens of Vacia persist.

Vacia is home to five duchies: Sun Reach, Porti, Stonewall, Verdinwael, and Holeasda. In the north west of the province is Sun Reach, a surprisingly verdant area of the wasteland that runs along the length of the Goldswift river starting at Lake Voldent and running into the canyons of Porti. Porti itself is filled with winding canyons with shallow rivers that run from the Goldswift and down from the Craigmile mountains filled with sparse vegetation. On the east side of Vacia taking up the largest portion of the province is Stonewall, built out of the ancient dwarven empire that once occupied that portion of the Boundary. In the south there is Holeasda, the most easily farmed portion of the province that runs along the length of the gloomy forest of Mio’Tirion and Atardec. Finally there is Verdinwael that runs the length of the Craigmile mountains and is home to hardy redwood forests that dot the mountain side.

Vacia was once home to the proud and resilient Ruodnigar empire constructed and ruled by the dwarves that lived in the Boundary. The dwarven empire persisted even after the founding of Exdroa and the incorporation of the lands beyond their borders as Vacia. It wasn’t until much later and after many long and drawn out conflicts that the dwarven king, King Holfnir Ironbeard, last of his Name, made peace with High King Leonardo ll and signed a treaty for the empire to become part of Exdroa. Under these terms the dwarven capital of Fornkeep would become the seat of power for Vacia and the Mear of that city would be the only person that could grant smith the rights to legal work in Exdora. To this day many cities are built from the scattered ruins of the dwarven empire including still Fornkeep, the capital of Vacia.

The region is also known as the birthplace of the Church of the Hammer and Body, more commonly known as the Forged Faith. It was the faith of the Ruodnigar empire before its fall but even prior to that it had spread beyond the empire's borders to western Exdora. The Forged Faith is focused around two paternal deities: Gorne the father and Helena the mother. In the years since Vacia was unified and the growing prevalence of Unica within its borders there has much conflict between the two faiths. Eventually rather than attempting to snuff out the heretical faith they adopted the deities as angels of Unica, accepting the faith as a lesser but still pious version of their own. This tactic ended open conflict but those many still oppose this view of their gods.
Faiths

Exdora today is mostly a monotheistic society. The Church of Unica has positioned itself as the sole religion of the state as well as the most popular religion amongst the common folk. However, Unica was not always the sole deity of Exdora and in the past the many religions flourished across the lands, some of which have survived in small sects to this day.

* The Church of Unica
* The Church of the Hammer and the Body
* The Silver Sisters
* Greenpath
* Disciples of Anonat
* Followers of the Moonwalker
* Children of the White Lady
Roka Arlet

Roka Arlet

**Roka Arlet** is the younger brother of Madame Limone Arlet. He is known in niche circles for having miraculously survived several near-death situations.

## Biography

Roka grew up on the planet KO-35 with his sister a famous figure to the Galaxy, Limone, or otherwise known as Madame Aria. Even since Roka was small, he always felt as if he was living in his sister's shadow. He has never felt like the main character of his own life. He is timid and can be cowardly. He is a shy person who has been struggling his whole life to set himself free from his sister's shadow. He loves shiny objects like the neon yellow hair accessories he wears. He treasures them because his sister bought them for him at that one moment he actually felt as if his sister acknowledged him for the first time. Even though Roka is a weak person, somehow he has managed to escape close to death situations several times.
Daelso

Easternmost of the four duchies is Daelso the coastal boreal forest. Most of Daelso is taken up by the Flickerfrost Forest, a vast evergreen forest nearly permanently blanketed under a layer of frost. The area is home to a scattering of trapping villages throughout the woods that harvest the rare pelts of Flickerfoxes. Flickerfoxes have a unique pelt of pale blue and white which has an almost ephemeral shimmering texture to them. The pelts sell for a tidy some across Exdora and in lands beyond providing a steady stream of income for the locals of the forest. Attempts to farm the foxes elsewhere have failed as the foxes seem unable to survive anywhere except for the Flickerfrost Forest.

Daelso is also home to a hefty amount of whitestone ruins hidden away in the deepest part of the forest. These ruins are mostly unexplored, some of them large enough to encompass the size of cities. Many Merrymakers and Keepers have attempted to research the ancient ruins to poor results. Dozens of people have vanished in their attempts to find out the secrets of these strange ruins. Sometimes it's just a single member of an expedition sometimes a whole group of scholars will vanish. For this reason any expedition is always heavily armed, but this done little to prevent those that travel that deep into the woods from vanishing.
Mullem

Beyond Laridwayr is Mullem, the farest east province of Perlane. Seeped deep on massive bogs and marshes, Mullem is most occupied by the few people willing to eke out an existence farming the swamp lands. Cranberries and peat are the two main exports of the duchy, moved through the swamps to the duchies capital city of Keep Weltin. From Keep Weltin they can be shipped all across the Summer Sea and traded to all the other port cities that line the Halcyon Coast. Mullem has many isolated towns and villages that have little interaction with the outside world besides the occasional visit to a larger town once or twice a year to sell their trades. These isolated places are where many of Perlane’s pagen gods are worshipped. From the Yhele who worship a great multi eyed toad that provides them with visions of the future to the Nathorize who believe that the spirits of the swamps can take physical forms and to kill any creature in the swamp is a slight against their gods the people of Mullem hold all sorts of strange beliefs.

One export from Mullem that is especially coveted is its so called “Toad” Liquors. While it is true that some components of the alcohol are made from the secretions of special amphibians the belief that they all come from toads is incorrect. They come from toads, frogs, salamanders, newts, and axolotls found throughout the swamps. These special creatures are farmed, bred, and cared for to produce the most potent of their secretions. The effects of the alcohol are said to be a mild hallucinogen allowing those that imbibe it to see new colors, or even spirits. The effects of the undiluted secretions are much more extreme including stopping the heart or causing brain bleeding. Of course these potent versions of the secretions are never sold or used as poisons.
Frostvael

The northernmost of the duchies of Vas’Ternia is Frostvael. Home to empty tundra, dense unexplored snow laden forests, and Far Watch it is an inhospitable and dreary place. The snowfall in Frostvael is nearly year round and for some months nights can last for days before the sun emerges again. Those that live in Frostvael survive almost entirely off hunting and trapping making use of the huge herds of caribou that call the area home. Of course the area is not without its own predators. Nocturnal wolves large as horses stalk the deeper wilderness, some say they can even control the weather, bringing snowfall with them wherever they go.

The crown of the Frostvael is Far Watch the northernmost border of Exdora. Far Watch is a huge stone wall rumored to have been constructed with the help of a race of giants. The wall runs along the entire northern border from the Boundary to the Crackling Shore. It is marked with ten forts built along the wall, each with a small garrison of watchers to keep an eye on the tundra on the other side of the wall. The main purpose of the wall is to keep back the ravenous hordes of gnolls that stalk the north. Before the construction of the wall the gnolls cause all manner of trouble to the northerners. There are also tales of worse things than gnolls stalking the lands even further to the north, an icy race of creatures that live in ever frost castles of ice and can conjure flames of blue. These stories of course might just be the idle talk of weary northern soldiers.
Benith

Benith clams a small area of land land between the much larger Far Marshes and the vast woodlands of the Surrowood above. Since travel through the Surrowood is impossible for all but the most skilled woodsmen and only the brave dare to venture into the Far Marshes, this stretch of land offers the only passage from western Exdora to Corazan in the east. As many merchants and travelers pass through small provinces. Its main source of income comes from the many travelers that pass through its borders looking for anything to take their mind off the dreary swamplands that surround them. The perpetrators of Benith’s inns and taverns have found all manner of different forms of entertainment to distract and attract their customers. From frog racing to even more dangerous forms of dagger, axe, sword throwing there is always some new way for the travelers of Benith to be entertained.

The capital of Benith is Silverfork. The city of Silverfork is built entirely inside the walls of a melted shadowstone wall. While many would have reservations about residing inside the cramped quarters of the great circle of stone that surround the city the people of Silverfork are thankful for the protection the walls provide. Due to Silverforks location it is almost always surrounded by a deep silver fog. Until the discovery of the safe haven of the inside of the shadowstone wall passing through the fog of the area had waylaid many travelers. Now Silverfork serves as a safe haven and stopping point during a traveler's journey from Atardect through Perlane.
Colcheft

Along the Halcyon Coast and the Daggerwind river delta is Colcheft. Boarding the Summer Sea, Perlane, and the greater of Corazan Colcheft provides a unique trading mix of three provinces. The province is mostly made up of small towns that line its river delta and fishing villages along the white sand shores of the Summer Sea. The largest city of Clocheft is Dawnspoint. Built across a dozen or so of the keys in the river delta the town is connected by a series of high stone bridges that span from island to island. Some of these bridges can even be lifted and lowered to allow for the passage of boats under them. The keys themselves are heavily developed with buildings and docks hanging over the sides of the limited land, suspended over the rushing waters of the Ryde as it crashes into the sea.

The riverlands to the south east of the Ryde are fed by the swamplands of Perlane and move slower than the energetic Ryde. These salt water marshes are filled with swamp towns and villages that leverage the unique biome to fish and trap crabs. Travel through this area rarely requires land travel as there is almost no land to speak of, in these cases a skilled boatman to navigate the mangroves is needed, less you get lost in the endless marshes land and die of thirst surrounded by water.
Havenrock

Boarding the south of Exdora is Havenrock a smaller human kingdom known for its excellent craftsmen and artificers. Havenrock is most well known for its invention of the so-called Flarestick. These powerful modified crossbows leverage alchemical powder to propel sharpened bits of metal at astounding speeds.

The capital city of the Kingdom of Havenrock is Havenrock city. The city is build atop a rocky bluff overlooking the Bay of Men. At the top of the bluff is the Black Keep, the royal home, as well as the Alabaster Arnethium, a university of magi, and the Court of the Dawnstars, the holy temple of the Dawnstar faith. Below the Cloudmount district is the rest of the city built up along the gently rise of the bluff. Here you can find such amenities as cozy inns, bawdy taverns, and comfortable rooftop relaxation spots said to be the favorite of the legendary hero prince Galtorious Ide. The city’s docks district sees ships from all over the world, from Veng’Shaoian gem traders, Ravonian silk dealers, and master dwarven artisans. Out in the bay is the Isle of Man where the druidic tribe of the Kilis watch over Havenrock and advise their ruler. The streets of the city are filled with colorful shop stands, welcoming taverns, and ornate guardsman with unique winged armor.
Folthroth

Folthroth runs the length of the Boundary from the southern border of Vacia to the Far Watch in the north. It is filled with vast boreal forests and frozen lakes as well as the home of the capital city of Brunith, built on the shores of Lake Thillsador. Brunith is often referred to as “The Frozen City” set deep in the wilderness away from the rest of civilization. When snow falls bad the city can be isolated from the rest of Exdora under sheets of snow as high as houses. For this reason the city keeps deep stores of food, water, and other supplies in case it must survive for the winter months without any cause for relief.

Lake Thilsador is also the home to a strange phenomenon. When the moons align right and both shine full upon the lake it can be seen to glow, hundreds of sparkling points of light beneath its surface. Scholars who have studied the strange lights report that their source is a city sunken beneath the lake's water, made of white stone. The city is reported to be vast, one of the largest collections of whitestone ruins ever discovered, The city has been named Thilsador after the lake's name and is the topic of much debate. Some speculate that the city was somehow sunken into the lake as the result of foul magic, while others make the claim that its location must mean that the previous denizens of the city were water dwelling, a claim that confuses the existence of other whitestone ruins nowhere near water.
Holeasda

Just north of Mio’Tirion is the grassy prairies of the Holeasda. Holeasda may be greener than most of Vacia but is only marginally more hospitable than most of Vacia. The sandy soil is barely suitable for farming even the simplest of grains and is home to dangerous predators. Prairie wolves, scorpions, many types of snakes, and birds of prey vicious enough to attack livestock and farmers makes survival a difficulty even when food is plentiful. In the winter months the prairies can be buried under several feet of snow enough to bury a village under a permanent and deadly coat of white for the winter months. In the summer the head can burn hot enough to cause even the hardest of farmers to collapse under its heat. All in all, despite its extra greenery, Holeasda is no more welcoming to humanity than the rest of Vacia is.

The most prominent feature of Holeasda is Fort Rhudhul, or as it is better known by the common folk, Fort Rundown. The fortress was one of many built along the border of Mio’Tirion when conflict with the elven empire of the south was still in its full flame. Long after the conflict has ended and the elves have all passed on to the next life the fort remains. Years passed as it slowly sank into the mudflats around it. New buildings built upon old, reaching ever higher as the ground beneath slowly swallowed up the older stones. Now half the old fortress is sunken into the midlands, rooms and great halls filled with mud and sealed deep beneath the earth. The town surrounding the fortress is one of the most prolific in the duchy and safer than most places. While Fort Rhudhul is the most remarkable, there are a dozen similar forts along the border, abandoned and forever watching for a threat from a long dead attacker.
Stonewall

Stonewall is the largest of Vacia’s provinces running along the length of the Boundary. It is home to the capital of the province, the heart of Vacia, Haldkatr. The rest of its lands is filled with the winding canyons and desolate deserts of western Vacia. Most of the citizens in Stonewall cling to the well travelled and relatively hospitable cities and landscapes along the Brun’wuild, the central river that cuts through the duchy. The Brun’Wuild provides life to the areas immediately surrounding it; most of this area is within the Grand Sheer, a massive canyon that spans miles and miles. Towns, villages, and waystops are built in, atop, and around the Grand Sheer relying on the water provided from the river and the coin provided from the travelers passing through this central highway on their way to and from Haldkatr.

Haldkatr is the old capital of the Ruodnigar Empire and has since been expanded and built upon by its Exdorian conquerors. In the heart of the city is Kartkolgian, a massive stone fortress built from the face of the Boundry and home to the Iron Regent, the Maer of Vacia. Kartkolgian is not just a home for the nobility of Vacia but also serves as the main hub for commerce for the city. The lower levels' vast stone halls are filled with marketplaces, forges, foundries, and smithies. The vents that wind their way from these interior halls emerge around the fortresses parapets causing rivets of smoke to keep the fortress cloaked in a perpetual shadow of smoke. On the highest levels of Kartkolgian are the noble residences and their gardens. Due to the smoke produced from the city traditional gardens fail to grow atop the noble terraces. The dwarves of old found an elegant solution for this, building their gardens from crystal, glass, stone, and gems. The Frozen Garden’s of Kartolgian are said to be one of the most beautiful places in the world, a garden filled with the splendor of centuries of the finest sculptors.

Besides the grandeur of Haldkatr Stonewall is home to one other famous site. The Foundry is said to be the place from which the god Gorne began his work forging the world from the body of his wife, Helena. This holy site is rumored to be hidden somewhere in the labrathyne canyons of the Grand Sheer, its true location known only by the high shaman of the Forged Faith. Rumors about the location are common in myths and legends. Some say a fiery pool exists there from which a person can draw forth a weapon for any foe, others say it is a fountain that can turn back the time on one's age, and some whisper that it is the secret gathering grounds of the Forged Faith, the location in which their secret army gathers preparing to take back their holy land. Of course, this Foundry has never been found with credible proof but many still search the canyons in hope of coming upon the sacred location.
Porti

Along the eastern border of Vacia, bordering both Vas’Ternia in the north and Corazan in the east is Porti. The smallest of the five duchies, Porti is rather unremarkable. Most of its land is empty wasteland of the Lostr Expanse. Few people are brave or foolhardy enough to attempt to eke out a living in the harsh rocky landscape. A life under the blistering sun and freezing night winds, surviving the local hungry animals, and attempting to survive on the meager offerings of the land is not wanted for many. Those that do accept that life usually have no other place to go or a desire to remove themselves from society at large. There is also a criminal element that uses the remote location for secret hideaways and smuggling routes, finding unpatrolled areas of the borders to sneak items over the borders between provinces.

Running along the west side of the Craigmile Mountains is the Thimbledown, an expansive woodland that runs along the foothills of the mountains. Thimbledown is home to a wide variety of dangerous wildlife not found in other parts of Exdora. The beasts of the Thimbledown are much larger than in other places in Exdora, often called “dire” beasts. Bears as large houses, wolves as large as horses, and birds that can carry off a grown man. Legends say that the woodlands and the mountainside were once home to a race of giants who protected the realms of men from monsters and demons. The giants themselves are long dead but their ancestors, the Goliaths, still reside in the densest forest and foothills, travelling in herds as a nomadic people. Goliaths rarely emerge to trade with other races but there is rarely conflict between Goliaths and other peaceful races.
Nobility

Of all the Factions throughout Exdora those of Noble Blood are the most prestigious and well known. The Noble Blood rule Exdora from the seat of the High Regent all the way down to the lower nobility of Margraves and Barons. The Noble Blood control the armies, be it the Royal Army, or their own personal militia. They pass laws, set taxes, negotiate treaties, and when the time comes command in wars. The Noble Blood is not always well liked by the peasantry of Exdora depending on their style of governance. Most positions in the Noble Blood are passed down through lineage from the current to their eldest heir. The biggest exception to this rule is the High Regent themselves who is elected through either popular vote or an ancient religious ritual. Regardless of a High Regents role when they die a new one is picked through the same process as it has been since the beginning of Exdora.

As for the rest of nobility upwards mobility is the dream of their lives. Even the lowest of Margraves dreams of becoming a duke, a count, or even the Maer themselves. Most noble families are tightly bound together focused on the goal of elevating the family as a whole and willing to cast aside the family members who step out of line. Some can get dangerous with their ambitions, plotting and scheming, murdering and starting wars is fanciful grabs for power. However, the nobility is kept in line by the Order of Portius who, if provoked, can cast an entire house down from their station and back into the peasantry they once ruled over. For this reason, if a noble is planning on any sort of dark dealing it is done in the shadows, far from the eyes of the Knights who could cast them down.

The nobility has ten ranks in the hierarchy to which they organized themselves. At the top is the High Regent who is the supreme ruler of all of Exdora. Then come their Maers each of which rules one of Exdora’s six provinces. Under them are the Dukes, Counts, Barons, and Margraves. There are other smaller or more niche positions detailed below but understanding these basics of hierarchy is as far as most people's understanding of the Noble Blood goes.
Laridwayr

The central province of Perlane Laridwayr is the most stable and normal of the sullen provinces four duchies. Most of Laridwayr’s settlements are built around the Aghast Bay, an important trading port for both internal Exdorian trading and trade with the southern lands of Havenrock and the Valley of the Seven. However, Laridwayr is not without its own darkness. Aghast Bay itself holds a somewhat tarnished reputation due to the presence of the Bastion of the Keepers in its center, and the tragic fate of the town that once surrounded it. East of the bay is the Deadland, a dark, dead, bog infused with the necromantic energies of the treacherous elf Duke Hestus. Most of Laridwayr is built on the outskirts of the large swamplands that take up its center. In the heart of the swamp is High Moat, built on a raised hill of land in the swamps center.

Cladshore is the duchies capital city and main trading port. Its proximity to the Bastion allows for a heavy trade of knowledge, technologies, and passengers coming and going from the hub of knowledge. Cladshore is also an active port for trade with Havenrock which has allowed it to become a hub for the revolutionary technologies that the Haventies are known for. While Flaresticks are uncommon in most parts of Exdora in southern Laridwayr they are commonly seen on Havenite traders and their guards as well as sold in some shops or exuberant prices.

In Between Cladshore and its sister city Farcross on the other side of the bay is the Bastion. Home to the Keepers the dark town of stone in the center of the bay as a somewhat sinister reputation. The people of Exdora rely on the Keepers for their advancements in areas of science, medicine, philosophy, and once magic. However, while many would trust a Keeper with their lives few truly trust the Bastion itself. Many consider the dark tower and the bay it resides in to be cursed, a stain of bad luck on the otherwise peaceful waters of the bay.
Far Marshes

The people of Benith will take pleasure in explaining to any passerby that the lands to the south of them are the most despicable, dangerous, sudden, tangle of weeds, vicious animals, even more vicious people, and creatures that will scare the skin right off your back. In almost all accounts that description of the Far Marshes would be true and many would be right to avoid the duchy. Most of the land is uninhabited, or at least uninhabited by civilized people. Near the driest part of the swampland is the largest, and only, city of the Far Marshes Illou. Ilou sits at the edge of the northern marshes half built on the unstable ground of the shore line and half supported by wooden stilts that stretch out to small islands in the nearby marshes. A few other settlements, small villages or isolated homes dot the northern marshes but beyond a days travel from Ilou the number of standing settlements diminishes quickly. Only the truest survivalists inhabit the southern marshes and rarely emerge from their willing exile to interact with the civilized world.

The northern marshes are host to all manner of dangers, poisoning reptiles and amphibians, bloodsucking insects that can form swarms large enough to suck a grown man dry in minutes, giant snakes, crocodiles, and fish that can snap a boat in half. Not to mention the groups of unwelcoming locals you might run into.

The southern marshes are even more hostile than the northern ones. Where the marshes bleed into the cold waters of the Barren Tides the water grows deep, able to hide hungry sea creatures that lurk beneath the surface. Swamp sharks that can leap from the water and deliver paralytic bites, poison octopi that's mere touch can cause the most excruciating pain, and carnivorous primates that can copy the call of any creatures they’ve heard before. All these natural dangers compare little to the threat of the Yulgnakr. Unlike other orc clans across Exdora who benefit from the peace and land guaranteed to them by the treaties with the crown the Yulgnakr hold no such benefits. Part because the existence of the isolated orc clan is up for debate and part because the tribe is far more savage then even the most vicious of the other 13 clans. Travelling into the lands of the Yulgnakr is a death sentence and since the full extent of their lands is not known its best to avoid the southern swamps altogether.
Greenven

Rolling fields of golden wheat, vast apiaries abuzz with swarms of dutiful bees, and busy breweries a turn on the many rivers and lakes of the province. Greenven is home to the most prestigious of farmers in all of Exdora. Most of the settlements in Greenven are farming villages with few larger cities scattered throughout the countryside to provide to these smaller villages. The largest of these cities is Greenport, built at the Verdant Mouth this port city ships the bounty of Atardec all across Exdora and to lands beyond. Greenport is not a large city when compared to the much larger cities of Chilva or Florc Vaces but serves its purpose of allowing the many exports of Greenven and Atardec to reach the further world.

While most of Greenven is populated with plains and farmland but the duchy is not without its own deep woodlands, in particular its large border with Mio’Tirion. The ancient woods of Mio’Tirion is universally feared by the countyfolk of the the province. Ancient stories tell of an elven kingdom hidden deep within its trees, a violent and hostile people towards humans the elves would emerge to take humans that wandered too close to the woods for their pleasure and cruel desires. While the elves are long since gone the superstitious still free the woods, legends of the cruel ghosts of the once great elves haunting the woods as still prevalent. Stories of elf ghosts ready to possess those that wander in before using their bodies to inflict their evil desires on the human’s home village. Of course there is the more tangible threat of the Varbeasts that lurk deep in the woods. Created as protectors by their elven masters and since allowed to run wild after their masters downfall the Varbeasts are part forest cat part monster. Perfect stealthy predators the Varbeasts can snatch a person from the middle of a hunting party with nar but a sound, and as such even those that don’t believe in the legend of the elves avoid the cursed woodlands.

Greenven is also home to the prestigious Goldfall clan of halflings. Known for their famous Goldfall Mead this family of halfling owns dozens of apiaries across the duchy and beyond and several breweries in which they produce their famous mead. Known for its warm flavour and variety of seasonal flavors, Goldfall is popular all across Exdora, with the exception of the far north of Vas’Ternia where the hardy folk scoff at the thought of drinking the “honey water” of the southerners. Because of its popularity the Goldfall family are a powerful merchant force in Atardec able to pull enough clout to influence the cost of tariffs, taxes, and other political nuisances to better benefit themselves and their industry.
Scio

Scio is the southernmost duchy of Vas’Ternia and as a result is more temperate than its neighbours. It enjoys gentler winters and even a modicum of summer warmth. Scio is dotted with farms and pastures where the northerns raise herds of yaks and goats for food and wool. The villages and towns of Scio are plentiful and diverse, scattered throughout the docile countryside along its rivers and glens. The largest city in Scio is also the largest city in Vas’Ternia, Ulghir’s Rest. Ulghir’s Rest is a sprawling city that spans a good space on the countryside of the duchy, hundreds of homes and small farms stitched together in the general semblance of a city.

Ulghir’s Rest is a resting point for merchants that travel all throughout Vas’Ternia as well as a general pitstop for those wishing to venture deeper into the frozen province. It has many meadhalls, inns, and restaurants to cater to its transient crowd. While the size of the actual city is rather small its outermost reaches are miles out from its center and the whole area is patrolled by the city watch, making it one of the safest areas in all of Vas’Ternia. The watch of the city are part of the larger Scioro Guard who patrol all of the duchy, a special armed force put together by the Duke of Scio centuries past to deal with bandits that were causing trouble in the area. Ever since they have remained, keeping the peace and protecting Scio’s citizens.