recursal/Fanatic-Fandom huggingface dataset:
Zingaran Language

The **Zingaran Language** (zing. *Zaingûk Nilâr* “dwarves' words”), also known simply as **Common** **Dwarvish**, was the language spoken at the time of the Great Dwarven Empire’s rule over Barasud. For centuries it remained the *lingua franca* of culture and commerce between the different dwarven clans and was preserved in its original form almost unchanged.

## Etymology

The exonym *Zingaran* originates from the Dwarvish word *Zingâra*, which meant "of the Dwarves" and was sometimes used as the native term for the language as well, though *Zaingûk Nilâr* was more formal and referred to the collection of dialects used by the nobility and scholars of the Great Dwarven Empire, and later Glaishkanurg.

## Phonology

### Consonants

The standard literary form of Zingaran possessed around 28 consonant phonemes, but a few of them merged with other sounds or disappeared entirely rather early in the development of different dialects, resulting in a smaller inventory, composed of 20 consonants with insignificant allophony.

### Vowels

Common Dwarvish included a simple three vowels system with length distinctions and one diphthong. It also included an unstressed, weak and extra-short central vowel, which appeared in certain environments (see Phonotactics).

 Mid
 Open

### Phonotactics

The maximum possible size of Common Dwarvish syllables was CVC, though some words are written with initial or final consonant clusters - these sounds actually belong to different syllables, with the first one having an unwritten schwa-like short vowel as the nucleus, such as in *Glaishkanurg* /gəlaɪ̯ʃkɔ'nʊrəg/. Additionally, *ng* couldn't appear word-initially, where it merged with *n*, so that the root \**ŋub* gave rise to words like *nubuz* and *dângub*. In clusters of obstruents, the second component assimilated in voicing to match the first one (eg. *vashtal* from *vash* and -*dal*).

### Word Stress

Usually, the last syllable containing a long vowel or a diphthong received stress, if there were no such syllables the penult was stressed (eg. *zi**ngâr***, ***kha**daz*).

## Morphology & Derivation

All root words in Zingaran named physical objects or experienceable phenomena, rather than abstract ideas or verbs. These simple morphemes could then be used unchanged (eg. *bal* "leader, ruler"), most often as nouns, or with affixes and other root words attached (eg. *hâdhin* "sea", from *ha* "bad, dangerous" and *adhin* "waters"). Other parts of speech were derived from these basic roots and appropriate affixes.

## Grammar

Common Dwarvish was mostly head-final, putting the possessor before the possessed, making use of postpositions and employing a default (but not dominant) SOV word order. However, adjectives were normally put after the nouns they modified and relative clauses came second.

### Nouns & Adjectives

Nominals in Zingaran were declined according to case and number. There were four declension patterns, which depended on the type of the root and whether it ended with a vowel or a consonant.

 Nominative
 Oblique
 Genitive
 Vocative
Has Tohrri

Has Tohrri (House Explore) is a Resil Fripvuc house enslaved as property of the Kotygre Krrt Tohrri after the Autumn Coup. It was formerly built around exploration, one of the Great Houses of the Kotgyre Krrt Tohrri. As their House Symbol showed, they were closely associated with Has Sor, and the two often collaborated. Has Tohrri maintained diplomatic contact with allies, discovered new areas, and did reconnoissance of coastlines, which payed for their Has Sor escorts. They were most famous for their Resil Directory, a comprehensive list of information about nations within Resil maps, sold to civilian populations in various different scripts and languages to provide entertainment for the bored and useful information for the travelling. It was created during the Fripvuc Expedition. It was succeeded by Has Swen/Trentohrri.
Allik Foot Rot

Describe what's going on in the image (TRY TO NOT PUT SOMETHING TOO NSFW?)

### Symptoms

**Early:** Swelling and inflammation of the skin between toes or fingers.**Late:** necrosis of the feet or hands, sepsis, death

### Fatality Rate

unknown

**Allik Foot Rot** or **Mam Wili** (Western Naguna for *Treacherous Step*) is an infectious disease that affects Allik and other even-toed ungulates such as goats or sheep. It is caused by the anaerobic bacterium Fusobacterium xantha. The typical symptom in Allik is the rotting (necrosis) of the skin between the toes of the hooves, or, rarer, hands.

The contagious disease is very painful and difficult to treat at an advanced stage, but it can be prevented with good hygiene. Mam Wili is one of the deadliest disease among Allik, with a higher mortality rate but lower contagiousness than Nneewa's Fever.

## Cause

Mam Wili is caused by the gram-negative bacterium Fusobacterium xantha, which is present in the feces of affected species. The microorganism enters the skin through small wounds or skin damage.

(tbc)

Though the cause of the disease is the same, there is no known cross-infection between Allik, goats and sheep.

## Prevention

Mam Wili can be prevented by good hygiene of the feet and hands. A progression to life-threatening stages can be prevented with antibacterial medicine.

## Treatment

(tbc)

If goat or sheep are infected, the diseased animal(s) must immediately be isolated from the herd and treated or disposed of. Otherwise, the whole herd might become infected.
The Urfel

The Urfel are a race of four-armed, 8ft tall hairy people native to the tundras and forests surrounding the Gulf of Whales, Despite the communal nature of their society and their disposition for helping each other, no great urfelian settlements exist in any kind of permanent basis. These folk are primarily nomadic and tend to live in small groups with no overarching hierarchy, in pilgrimage following the seasons of Barasud

## Places of Importance

### The Settlement of Uanam

What could be called the city of Uanam originally was just a spot where the nomadic Urfel gathered often due to the abundance of food in the surrounding areas, including how schools of fish and whales congregated just offshore, leading to a yearly rite of bands gathering there to hunt and process the whales, fishes and abundant shrubbery that grew there

It is yet to be a true city, but it is the place within the lands of the Urfel that is inhabited most often and for the longest during the year.

Unlike the traditional construction they use out on the tundra, the buildings within Uanam are made by piling up rocks in circular patterns making up the outer wall of these buildings, up to 3ft thick at the base and tapering out to the roof, which is indeed constructed from bone, driftwood and animal skins in the same manner as the huts they inhabit most of the year
Hrrito Chronicle

The records of Has Hrrito, the House of Knowledge, formed during the Fripvuc Expedition. This contains the flavour text for the Resil written during the Scooper Cut - a server testing a ruleset for A Thousand Crowns - and various other pieces of lore written. Canonically, most of this happens before or near the start of the project.

### Flavour text:

After reports of success in basic settlement of the Grainfields, more ambitious Fripvucs decide to form Has Sor, 'House Fight', forging basic weapons and setting out to protect trade flourishing in the area, as more of the lost Resil re-embrace their Fripvuc spirit and stop huddling in the caves they left behind long ago.

Of course, many things are important to a good society. Food, iron for tools, stone for construction, horses for transportation. But to the Resil, even those who voluntarily go into exile as Fripvucs, there is one thing paramount once the basic needs are supplied. Gold. For while it has no practical purpose, the practicalities are pointless without the aesthetic to go with it. As the Silkworms and Silkspiders create their clothing, the extraction of the gold begins. Powders are made into dyes and paints, and at last the Resil can feel comfortable. Where the silk does not cover, golden paint is applied in Haslat (House Patterns) to the skin.

But once the gold's purpose for the Resil is fulfilled, it has to be sold. While you would think the sale of such an important item would sadden, it does not. Celebration erupt as the first successful sale is made. For commerce means money for the Resil. But at the same time, it also means that others can enjoy what they have found or created. For any taint on Nature's beauty ruins the whole picture. While those Fripvucs who passed on that shipment of gold many never see the beauty created from it, they can sleep comfortable knowing that somewhere, it brightened the picture, just a little bit.

For the first time since arrival, the Resil move more than ten kilometres away from the coast. Of course, even if it is towards the embrace of mountains, not seelf respecting, proper Fripvuc would do this. Instead, even more adventurous Coreks (Prospectors) lead the search, hoping to find gold. Sadly, in the meantime they simply find particularly nutritious fish, the meat of which they send back to the more sensible sort of Resil to fund their vain glory seeking.

The Coreks find their true home in the caves of the golden mountain of Vry Greniki, establishing a second Vryfrip for the lost Resil. The main contingent get to establishing the Frip Hornt of Cryt, to fulfil the dreams of a Gren Kotygre, not even done at home.
Quinlin Vacker

## Quinlin Sonden

**Quinlin Sonden** is the Chief Mentalist, and the platonic spouse of Livvy as well as Alden's husband.

He identifies as male and gay.

## History

### Pre-Roleplay

Quinlin came out as gay when he was in Level Two, but his parents did not react well. He moved in with Livvy and her family, who he ended up liking better anyway.

Alden and Quinlin started dating when they were in Foxfire, but they were forced to break up when Nikita accidentally outed herself and her brother to Katya and Horacio. Quinlin was naturally very upset by this, and even went as far as to crash Alden's first Winnowing Gala.

### Roleplay

Quinlin was first introduced to the roleplay when he came onto the Vacker family therapy thread with Kesler. At the time, he disliked Alden for being homophobic, but once Alden became better they attempted to fix their cognatedom, and ended up falling back in love.

On September 18th, Quinlin took the chance he had to kill Dusk, because Dusk killed Kesler. This led to Fintan killing Livvy as revenge.

## Relationships

* **Livvy (platonic spouse)**

* **Alden (husband)**

Alden and Quinlin met at Foxfire and dated each other in level 5. After Alden was forced to end things with Quinlin, they didn't talk at all (other than when Quinlin crashed Alden's winnowing gala) until they were later chosen to work together for the Council, and trained as cognates for many years. Their cognatedom was ruined, however, when Quinlin admitted he was holding things back, and they decided they couldn't trust each other. Now they're married.

* **Kesler (friend)**

* **Rex**

* **Fitz** **(stepchild)**

## Quotes

"Alden. I like *dating* men. I am *attracted* to men. I am a *homosexual*,"

- Young Quinlin explaining to his boyfriend how gay people work
Alasteranism

# History

## Origins

Alasteranism was born in the north-east of Laetheril in the beginnings of the XIVth century, near the city of Khernye, on Naftyr territory. It started out as a relatively unknown belief system preached by the Queen in Alabaster, that spread across the nation with her pilgrimage.

# Beliefs

Alasteranism is a religion that preaches values of understanding, reflection, and self-control. Although it was originally more of a philosophy of life, the conviction and fanaticism of Alasteranists, as well as their devotion to the Queen in Alabaster (who they elevated to a mythical status) turned the movement into a belief system with adepts all over the nation.

# Religious figures

## Queen in Alabaster

The Queen in Alabaster is the religious centerpiece of Alasteranism. She was a woman that lived in the XIVth century, near the small city of Khernye. She was said to have a skin of an unnaturally-white color, and a charismatic personality that gave birth to the whole movement.
Serpent's Run

Serpent's Run is a continent in the Thousand Crowns world. It is located <location> and is known for its <information>. Add any more basic information here.

## Countries

### Quqac Ft'

Small but united nation of hardworking sentient hermit crabs, the Quqacru folk, that lives on a distant island Qarhile'r.

### The Psihóri Isles

Home to the voyager people of the Psihóri, this conglomeration of tribes with an intimate connection to the spirits of nature travel between their sacred Isles and new undiscovered lands.

### Hlehuiehl

A federation of small fishing comunities tied together by theire language culture and magic.

### Country Name

Write basic information about your country here...

### Country Name

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### Country Name

Write basic information about your country here...

### Country Name

Write basic information about your country here...

### Country Name

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### Country Name

Write basic information about your country here...

### Country Name

Write basic information about your country here...
Landaleitan

#### Overview :

Landaleitan was a renowned Valkadian explorator and diplomat who did lead the first sucessful expedition into Argossa in a flying fortress, bringing back the ancestors of modern Skaver in the Idarosian Valkadian mainland.

#### Attributed quote :

Our beloved Valkadish tongue has thirty-four words for leverage, ten for friend and only one for power.

### Distant past (- 6000DC) Landaleitan’s journal extract 1 *Extract from the copy of a decrepit journal*

This expedition was a great success. Well, not the spiders, mind you, those are enormous around here. All wildlife seems very prosperous, when I think about it, this is probably why I will win my bet. As you know, I am in course with [indecipherable gibberish] for the Imperator favors, we are supposed to scour the whole world to bring a way to grow Valkadia to new heights. The others thought the Eastern island were a fluke, that it was so close that our ancestors would have gathered everything of value long ago. Fools ! I found big furry creatures, everything seems big or bizarre here. But what’s important is that they use tool, I am sure of it, I saw them, they look like rat but with pointy sticks, some use rock hammer to open tough nuts. If they reproduce fast like other rodent, who knows what venture this will open to the empire ? I’ll bring a few hundred on my flight back to the capital. [the rest of this page is unreadable]
Vecc Castorea

Vecc Castorea is the ancient mountainous homeland of the wise and old Castorean beaver-folk, a proud race of engineers and tunnel-diggers.

## Castorean People

Castoreans are a race of Beaver-folk, mostly quadrupedal with each paw ending in 5 opposable digits with sharp digging claws. In pre-times, these claws would be used for combat as well, but they have since developed much more dignified weapons of war. They have thick waterproof pelts and large flat tails, which make them incredible swimmers, as well as keeping them warm during harsh mountain winters. The castoreans adorn their ears and tails with piercings, which help identify family line, occupation, and even personal interests.

## Castorean Culture

### Jewelry

Castorean culture has a complex social ladder built around piercing of their large flat tails, and so jewelry, especially jewelry with fine gems, have become incredibly important over the centuries. Some individual items have been handed down through families from matriarch to matriarch for thousands of years.
Mabaw

Topographic map of Mabaw.

**Mabaw** (Western Naguna: *Mbow,* Eastern Naguna: *Mbaw*) is the westernmost island of the Fusiit archipelago in the northeastern Everchains. It belongs to the confederation of Heif Lla Mbow and is inhabited by Allik. The island has a size of roughly 80,000 km2 (30,800 mi2).

## Features

Mabaw's three longest rivers are the Otter River (*esh shutsʼun*), the Falcon River (*esh kxessan*) and the Pika River (*esh llelto*). The largest city is Lubuu mun Tleemtsʼe, the capital of Heif Lla Mbow.
Rex Dizznee

Art by Keeper of the Forbidden Cities

**Rex Dizznee** is one of three Dizznee triplets. He's considered talentless like his father, but that hasn't stopped him from training to become a physician. His hobbies include playing Minecraft and experimenting with alchemy. One of his notable inventions are Happiness Bubbles, which are unpoppable bubbles.

The roleplay account for him is RexDizzneeeeeeee, created by Keeper of the Forbidden Cities.

He identifies as male and aroace.

## History

\*lots of stuff to be added\*

On March 20th, 2023, Rex left a goodbye note in his room, promising his family that he'd be back soon and telling them not to worry. Of course, everybody worried, and Rex was found about a day later in a cave by Fitz with a knife in his chest. He came back to life a few days later.

As of now, Rex is in a coma and it's unsure when or if he'll wake up. The cause is most likely all the elixirs he was trying out on himself that did not do anything good for his health.

## Personality

### Positive

Rex can often be seen doing things to make people feel better, or attempting to distract them with something happy. He always tries to hope for the best, even when the future isn't looking too bright.

### Protective

He loves his family very much, and anyone who does anything to make them sad will immediately get on his bad side. He's known to throw shoes at people who upset the people he cares about (for example, Horacio or Dusk).

## Relationships

* **Kesler (father)**

Kesler and Rex have always had a very good relationship. They can be seen doing silly things together, and comforting each other during hard times.

* **Juline (mother)**

* **Dex (brother)**

* **Lex (triplet brother)**

* **Bex (triplet sister)**

* **Fitz (like-sibling)**

After Fitz started dating Dex, she became closer to all the Dizznees. Rex made a habit of checking up on Fitz frequently, especially when things got really hard for both of them. Rex seemed to approve of Fitz's relationship with Dex, several times calling Fitz his brother-in-law until the two broke up. Rex and Fitz still care about each other like siblings.

* **Quinlin**

* **Clementine/Ida (best friend)**

Clem and Rex met at Foxfire when they were both Level Twos. They connected quickly and have been good friends ever since. Nothing really split them apart, even when Clem accidentally sparked the Everblaze fire that killed Rex and burned down Everglen.

* **Amy (friend)**

Despite the difference in species and the distance, Amy and Rex often talk online (on the wiki) or over imparter.
Niinestat

Niinestat is a nation controlled by the Great City of Niinki. Niinki is ruled by the Council of Commerce, which was originally made up of several rich traders. The council later evolved into a republic-like structure, but instead of the people voting on who would govern the city, the seats were sold at a large auction, with the only rule being that only people born in the city could buy a seat.
Flora, Fauna, and Fungi of Kashar-Maht

Kashar-Maht is home to many diverse climates and ecosystems. Because of this, there is a wide range of wildlife and plants that vary greatly in appearance and use. This article will document the names, taxonomy, distribution, and properties of the flora, fauna, and fungi of Kashar-Maht.

## Fungi

Aqua-radix
Kashari Hot Desert
So-Kan Commonwealth

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THIS SITE IS VERY MUCH WIP

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So-Kan Commonwealth is a **Thousand crown project**'s nation with associated cultural identity and story.

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## The So-Kan

>
> The people:
> The commonwealth is a state of Akranids - a spider like species of artisan's and engineer's. They are best described as thrify, industrious and friendly. They are separated into splinter or under hives (depending on weather they lived within cities or not) that take on the social and economic role of a fammily unit.
>
>
> The commonwealth:
> Before mentioned under hives are all parts of a greater hive - those grand hives are what makes up the common wealth. While there is some competition between the five grand hives are have the greater goal of prtecting the hives heart - quite literally.
>
>
> The heart:
> The heart hive is seperate from the other five - it remains neutral and takes on the duty of educationg next generations, taking care of the old and sick as well as producing hives blood - the rejuvenating honey necassary for hatchlings and offering great benefits to adults. The heart hive has only one under hive located deep under the abanddoned capital city of Sorian.
>
>
> The Archivists:
> The true leader's of the commonwealth are those in charge of the commonwealth. Having lived since its founding over 700 years ago they are without a doubt the most ancient being in the nation. Offcialy tasked with recording the history of the hives as well as gathering knowladge and developing technology they are mostly preocupied with reaserching the arcane remains of the of the red.
>
>
> The Red:
> Red is seldom spotted during the daily life in the commonwealth and for a good reason - dating back to the war that lead to the founding of the state red was and still is the mark of soldiers. The war so creativly named after the color is the only military conflict in the history of the country. A slaughter of scale and horror few understand today. But perhaps it is better this way - information about a portal to hell just under what used to be your capital is bad for economy
>
>
> Hell:
> While hell might be a bit of a hyperbole make no mistake - what lies beneth Sorian is no joke. Untold kilometers of tunnels leading to an underground citadel filled to the brim with occult knowleadge and artifacts. Sacrafice pits, summonig circles and laboratories created ages before the first Arkanid awoke above. The archivist are the only ones who know of this place - thier mission to study the secrets of the arcane so that the terror that lead to the war may never return - becuase if it does they are unsure weather the commonwealth could possibly hold
>
>
>
Razgatal

## Basics

Razgatal is a nation run by dragons who practice cultivation. They live on the erlatious river. The balance of power is based on the 5 official sects and the 6th unaffiliated sect. While the moral values of razgatal are varied, the general rule of thumb is honour above all else, and might makes right.

## Government

The Government of Razgatal does not exist in a traditional manner. The nation has no set overarching government and is governed by 6 sects that all hate/love each other to various degrees. The 5 sects are the wood, fire, earth, metal, and water sects. These are the official sects with defined headquarters. There is then the demonic sect that believes in might makes right and victory at the expense of dignity. All of them have various levels of harmony among themself, but push comes to shove and they will all work together. Sects will get their own pages

## People

The people of razgatal are Chinese dragons. They come from carp swimming up a waterfall and jumping through a dragon's gate. From this, they turn into 50-foot-long dragons. Every 100 years they grow 50 feet and add a new pair of legs. All dragons practice a form of life cultivation, however, one tends to need to join sects to get proper methods rather than innate practice. Should a dragon not practice any cultivation whatsoever, they have a lifespan of about 300 years. Should they practice innate methods, this jumps to 2000. Should they join a sect and become inner disciples, they can potentially live forever, though most ascend before their 5000th birthday so this is speculation.

## Magic/Qi

Now the people of razgatal do not use magic ( still on the fence about the whole using magic to make an rpg system.) they do however use qi. Now what is qi, qi is life force that is naturally spread around the world. Unlike mana it does not come from a practically unlimited source but is limited. Qi is used to reinforce the soul, reinforce the body and fuel techniques. There is the body: this is your flesh, blood and crucially your mind. Your body and mind take information to and from the soul acting as a filter and power source The soul: the soul is made up of two parts, the psychic energy and the life force that powers it. While the body provides both psychic energy and life force, the soul has its own. It takes information from the body interprets it and sends out commands.
Leech Wyrms

### Biology

A creature that could be classified as a dragon, albeit a small one. They have 4 limbs, not including their wings. Their front legs are good at grabbing and holding onto caught prey. Their wings are typically tucked at their sides. Flight is typically used to track down prey from above or escape danger. They are small when compared to other dragons. They are about the size of a large moose, but look smaller since they are typically crouching.

Since these dragons are stalkers, they are incredibly stealthy. They’re all nocturnal, and seem to be harmed by prolonged exposure to sunlight. Their scales are pitch black which allows them to be almost invisible in the Night sky, only detectable by a spot where the stars seem absent.

#### Hunting Habits

These predators stalk their prey until they are vulnerable and then they strike. They exsansinguate their prey, sustaining themselves on blood. Unlike birds, these dragons don’t dive at their prey, instead stalking them like a lion to a gazelle.

### Cultural and Historical Importance

#### Vazhaneyil

These dragons are said to be the early experiments of the Fell Star, Vulra, who was working to create a people strong enough to challenge the gods. To do that, it experimented with blood and blood magic.

#### Sika'cesn

Known as Ţáska (IPA: [ʈaː.skɐ]) in Trukhinian.

It is seen as an especially high honor for any Sika to somehow kill a Ţáska, and one of the riskiest and most daring things most young Sika wouldn't even be able to stomach. When it is pulled off, something shifts in the Sika'cesn dynamic that lasts for a months (if not the whole year). Unlike other meats, the carcass is taken to the top of the mountain to be butchered, to keep the meat as clean and fresh as possible. The skin, brain and skeleton are given to the killer or their family, but the rest of the animal belongs to the tribe. Ţáska meat is one of the highest forms of cuisine among the Sika'cesn. Traditionally, the meat bordering pockets of fat is divided into small chunks (consisting of ½ meat and ½ fat, respectively) and dried into jerky, where it is used for the women's mining expeditions and the men's solitary prayer huts. These last throughout a whole year. The larger portions of meat are saved for extra special occasions. Mainly: holidays, births, tribal feasts and other special occasions. The liver is eaten as soon as possible and is shared with the entire tribe in a celebration honoring the victor's triumph. The most common way to eat Ţáska is as an unseasoned pot roast.
Valkadian sociology

## Valkadian sociology & Hierarchies

The Valkadian social life revolve a lot around their game's of power, so deceit and treachery abound. Yet they are surprisingly friendly with eachothers, the empire citizen tend to have a deep understanding of their social hierarchy and look to get every possible edge. This civilisation revolves around three big pillars : the Tiers, the Houses and the social circle.

### Social roles

Valkadian society don't understand, nor bother with genders. They do differentiate parental duty based on birthers and tend to respect their own ancestors, but that's as far as their social assigned roles goes. They still do have matrilineal lineage recognition and tend to trace their ancestors.

#### Valkadian individual psychology and sociology :

See more about how valkadian individual psychology interacting with their social structure, like gender roles, parenting, friendship ties, here

#### Familial structure and social unit:

Click here to learn more about valkadian families and small groups

### Excerpt of Valkadian cultural iconography :

Valkadians uses lots of gold, red, blue and purple in their ornament along with curves symbolizing their never ending story.
Etheril

## Overview

The Etheril tribe are the least populous but most powerful culture of Laeth, and leaders of Laetheril.

## History

### Pre-Unification

The Etheril were originally a small tribe of elves that inhabited the western peninsula of the island. They had a historical rivalry with the Syndrion southern tribes, that put both of them at continuous odds and often resulted in small-scale raids between them. The breaking point happened around the year -50AS, when the tribe found a secluded valley lush with fruit and game. They rushed to settle it, and a short period of unstable peace with the Syndrion allowed them to thrive in this rich environment and multiply their numbers. The next enemy raid happened a few years later, and was supposed to be the end of the Etheril, as the Syndrion marched on them with massive numbers for the time. But the result was the opposite: the aggressors were slaughtered in droves in the chokepoints at the entrance of the valley, and the few that escaped only lived to tell the tale and sink the morale of the southern elves.

The turning point that would condition the rest of Laetheril's history was the choice made by the tribal chief of the Etheril: for the first time in ages, they were in a position of power over the Syndrion tribes. They would make use of that power, and swiftly march to the south in an offensive of their own: many settlements surrendered before the valley elves even arrived, and the ones that didn't were so terrified of the northerners that they didn't take long to fall.

### Post-Unification

Following these battles and skirmishes, the Etheril found themselves in control of what was effectively a burgeoning nation: their ambitions grew, and while it took time to gather the necessary strength to properly manage this suddenly massive area, the time eventually came, and the expansion continued to the north.

The nation of Laetheril was founded in the year 464AS and led by the Ruling Council, of which the majority of its members were Etheril, and by the XIth century, most of the island was under Etheril control.
May Sancoeur

## May

**May Sancoeur** is an unknown entity that enjoys breaking the fourth wall. She identifies as female and uses she/her pronouns. She seems to be the same species as Iris Olive Eversong.

## History

In October 2021, May popped out of nowhere and appeared in the KotLC wiki. Around November 2021, she created her Della account, which was to be her first roleplay account of many future ones.

## Personality

### Manipulative

You can easily tell that by looking at all the alts she has (more than ten). She enjoys messing with Della especially for some reason.

### Sadistic

May is known for loving angst and being the cause of trauma for several characters.
Dagmir Wetlands - Province 1860

These wetlands are the origin location of the Klinc species. Somewhere within these wetlands lies the magic-infused spring of which the water is used by Klincs to gain sentience. The spring is deep within the section of land protected by the Brim Dagmir faction. These wetlands are shared by all six Brim factions of Klincs. Spread throughout the Dagmir Wetlands are dozens of small Klinc villages. Due to bottles not requiring sleep, these villages are bustling with activity throughout the day and night. Hidden are the bottles that reside outside of the villages in small dirt cellars. These cellars are hard to spot due to being covered by grass.

## Cork Town

Consisting of a cluster of several Klinc villages, Cork Town boasts ample supply of nearly every trade the species is skilled in. Tucked into a flooded forest on the southeastern corner of the Dagmir Wetlands, it is constantly preparing for visitors from the neighboring territory. Each village contains both a floating section with small wooden huts tied to the trunks of larger trees, and a hanging section where specialty trades or higher-class bottles reside. Due to the flood of traffic that Cork Town endures, it is not well maintained, and it is a daily occurrence to see rope bridges or even entire floating huts collapse. If not working, most bottles will simply avoid the walkways and float in the water under the shade of the forest. While the Dagmir Brim heavily populate the western portion of the wetlands, the South Tonica Brim typically keep within the southeastern corner of the province. The South Tonica Brim take it upon themselves to police Cork Town but are clearly overwhelmed.
Valkadian Houses (nobility)

## The Valkadian Houses :

In Valkadia one's house is attributed by birth (from the *mother* side) or from choosing by adoption or bestowal. Only a house lord can adopt one into their house ; while only the Darklord can bestow one with a new house. Each house is responsible for a duty ; the great houses have dominion to administer wholes provinces, Valkadia physical partition. The minor houses have more focused responsibility like a town lordship or an administrative duty. Rules of inheritance, roles and progression in the houses are heterogeneous and evolve with each lordship.

### 11 Great (major) Houses

There are eleven great (or major) houses, each supposedly in charge of one of the eleven state duties. Theses hours claim to be able to trace their lineage to the Valka imperial era, in the far past. Incidentally theses 11 houses are also those with the higher political weight in the empire. Each of these houses developed a specific culture with varying degrees of sophistication and their proper goals in the Game. Then tend to share some contempt toward the most ambitious minor Houses nobles and commoners, yet are eager to adopt the most promising and politically savvy of them.
### The minor houses

Aside from the major house, the Valkadian nobility exists in an embroiled tapestry of minor noble houses, often raised to fulfil a Darklord wish or a social need. Theses houses abound, some lost to time, war and intrigue, they might get absorbed by a major House while other sprout following a new Darklord coronation. Such Minor houses could arise when a border expands and new stretch of lands need to be administrated, some houses appeared following the birth of new social rituals, at least fifteen are dedicated solely to defend strategic locations and twenty to oversee local use and raising of undead. Some houses might gain full ownership of a town, while other second rank cities share their governance with multiples minor houses.
Hill Ueif

**Rabeurt Ueifs** (*Ueifus Ueifus Collis*) are a race of sentient mustelids in the sub family Lutrinae that live on the **Kanyar Island Chain** and on the southern part of **Hyperborea**. Most of them live in walled villages in the hills.

## Etymology

The name *Rabeumn* *Ueif* is of Proto-Duirwagg origin and means "people of the hill", consisting of the noun *Rabeumn* "a hill" and the plural noun *Ueif* meaning "tribe/community" or "people".

The name Badwainnueir is of Proto-Duirwagg origin and means "red people", consisting of the adjective *Badwainn* "Red" and the plural noun *Ueif* (turned into the suffixal singular collective noun "*Ueir*" due to a description) meaning "tribe/community" or "people".

## Description

Their fur colour can vary from Burnt Umber to the rare pure ginger orange. They are generally smaller than their lowland cousins

## Society

Few ueif openly fear Norsumerians except for those on the border where it is easier for Norsumerian raiding parties to access. This danger of living close to or even inside Norsumerian territory has made many hill clans more warlike than their eastern cousins. They have a greater hatred of Norsumerians and enjoy fighting. Their red tinged fur and aggressive nature lead to the saying "beware of those with fiery fur for the flame would have been ignited from the inside" , commenting on the anger that supposedly burns in all of the hill clans but it is mostly just a stereotype as not all of the hill clans are raged berserkers who thirst for blood. This could stereotype could be attributed to warriors of the hill clans nearer to the northern coast as they consume the holy "herb" constantly while on service as a warrior. This practice is considered blasphemous by other clans who they believe only those like priests and druids should be able to consume it. The ueif have a general belief that the herb makes you be able to sense spirits more and so for the tribes in the hills and north they argue that it is used for warriors to connect to ancestors and become better fighters by gaining knowledge from their predecessors during battle. Even after they have stopped consuming the drug and when they finish their service, they are prone to anger issues and quite damaged minds. They are called "embers" (Warrior apprentices are called this sparks as they will start their own fire) as they are fires that have gone out after a long time burning - though the wood that they have burnt on has been damaged and they are left as husks of their former selves.

## Language

Most **Rabeurt Ueifs** speak Duirawgg - which literally means mouth of the Dueir, though a completely different dialect that becomes more unintelligible to a Duirt Ueif the higher into the hills you go.

## Trivia

The ueif hero Cwain was a hill ueif

Badwainnueir and Rabeumn Ueif are used interchangeably, however Badwainnueir was usually used to describe a specific group of hill ueif with extremely red fur

## Player Info

The Duirt Ueif Race was founded by Cwäin.
Nature

Nature is the chief deity of the Resil, from which their ideals of Beauty in all it's forms stem from. Nature is believed to be the sentience of the world the Resil inhabit, which connections to it getting stronger the closer you get to its heart, in the centre of Caunvoria. Nature is worshipped through the spreading of Beauty, a matter which is highly subjective, but often manifests in pursuit of a goal or activity - an aesthetic - by an individual or House.

## The Cult of Nature

The Cult of Nature is the unofficial name from the various priests that preach the word of Nature throughout Resil society. The Cult of nature is less developed among Fripvuc compared to Resiks, but still remains the state religion of the Kotgyre Krrt Tohrri.
Isuta Seto

Isuta Seto is a beastkin nation on northern region of the continent of Cy'ǧetauria.

## Government

Isuta Seto is a collection of semi-autonomous city-states, each with its own form of government. They are connected by trade, common, culture, and intermarriage between the nobles of the cities. In addition, they are unified by the divine Monarch of the Isuta, although in practice the Monarch rarely interferes with the city-states.

## Religion

The Ishta worship the goddess of the earth and fire as the mother goddess of all, believing the land to be her body and the running lava to be her blood. In that vein, they view volcanoes to be sacred, and many are pilgrimage sites for them.

## Flag

The flag of the Isuta is composed of three colors: red, white, and black.

Red represents fire, with the double-peaked mountain representing the volcanoes they worship and the diamonds representing flames.

White represents the snow that blankets their region in the winter.

Finally, black represents ash, earth, and the fertile soil of the goddess.
Crytik

Crytik is the largest city on Caunvoria, the largest Resil city. It stretches through both the surface and caves of Hyperborea, below Swenfori. The surface section of the city acts as the capital of the Kotgyre Krrt Tohrri, while the cavernous section of the city holds The Court of Seasons and other Resik government. Both halves of the city refer to the other as the 'False Cryptic'. It is known colloquially as the City of the World's Desire.

## Crytik Below

Due to the Collapse of the Underground, details of Crytik Below are vague and rare.

## Crytik Above

Crytik above is the Fripvuc section of the city, in the surface province of Swenfori. Its position in the Kotgyre Krrt Tohrri has shifted over the years, as power has oscillated between Has Tohrri and its successor. It was founded after the Fripvuc Expedition arrived at Hyperborea, comprising of Four Quarters in its initial centuries. These Four Quarters: The Sea Quarter, The State Quarter, The Fur Quarter and The Clay Quarter; now compromise the Old Boroughs of the city.

Crytik Above is a cosmopolitan city, containing large populations of the three peoples of the Kotygre Krrt Tohrri, the Resil, the Eidolons and the Nursumians. Various other peoples from Hyperborea and The Everchains can be found in the city. It acts as a trade hub for the continent, with the fur trade being the oldest and still most profitable area of contracts.
BrûnIldMwa

# BrûnIldMwa: "The Family Who Walks"

## Notable Figures

Here you should include your leader or leaders, and anyone else significant.

## Crafts

Here you can list how your people process items, what sort of items they make, how they react to new materials, etc.

## Government

Here you can list how your government and politics function

## Ideals and Philosophies

Here you can put how your people view day to day life.

## Geography

Your nation or culture's location and circumstances. Most of this can be covered by regional pages.

## Miscellaneous

Feel free to add any points after this to fully fill out your deepest desires. Add in cuisine, or how they dress, how they communicate. Whatever else you would like to add you can add here.
Rusmentar Action Logbook

```
This page is just for me to be able to keep track of what Rusmenstar does each week in the game. All links will be to specific Discord messages, so they will only work if you're a part of the Thousand Crowns Discord Server.                                                                  _                                   ----TeenageWiredWeird#0915, owner of Rusmenstar

```

#### Bronze Age

```
Rusvanfral gets rebuilt. Rusmenstar performs Architecture Research.

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Rusmenstar loreposting. Rusmenstar expands. Rusmenstar elections are held. Rusmenstar performs more Research.

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Rusmenstar expands again. Tiosqiur gets rebuilt. Elections. Warehouse.

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Elections again. Warehouses 2 & 3. Lore. Regalia wall. Buy & use resources. Thialmal wall. More lore.

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More elections. Tiosqiur & Rusvanfral walls. First contact with The Institute. Thialmal library. Tredaile rebuilt. Lots of lore. Kithli Diary.

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Elections. Pruftred rebuilt. Wiahd rebuilt. Capitol building in Thialmal built. Wiahd & Oopma walls built.

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Elections again. Oopma & Thimentre rebuilt. Tredaile & Thimentre libraries built. Market stuff. Oopma library built. Wiahd warehouse built. Sunjigs discovered & domesticated.

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Democratic elections. Fake capitols built & rebuilt. Fake capitol buildings built.

```

```
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```
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Fusiit Archipelago

The **Fusiit Archipelago** is one of the three island chains that make up the Nagunan Islands in the Eastern Everchains. It consists of Mabaw, Haot, (Island 3), (Island 4) and (Island 5).

## Etymology

The Western Naguna name *Fusiit* for the island chain originates from Proto-Naguna *Pusiget* which translates to "tired haunch(es)", based on a folklore that the islands were formed when an exhausted giant laid down to rest in the ocean.
The De(u)van Isles

*Institute Standard: **Acimonei Devis**Old De'van: **The Deuvin Isles**Pjuurakian: **Tefiin-iin-ooka̯ruf-ufiimak***

## Overview

The De(u)vin Isles are a group of islands located on eastern Kashar-Maht. It is home to 3 nations: The Institute, Avalonia, and Ãangtje-te*.*

The largest island is called **Great Devin** (Institute Standard: *Grandevis*, Old De'van: *Deuvin*, Pjuurakian: *Ka̯ruf-ufiimak)*, and is split between the 3 powers. The northern island chain is known as the **Dildic Isles**, or simply the Dildics. It is split between Avalonia and Ãangtje-te. The small island west of Great Devin is called **Terminus**, while the 2 small islands to the east is called **The Dordic Isles**. Terminus and the Dordics are both owned by the Institute.

## History

#### Prehistory

Civilisation first began on Great Devin around 1000 years before the founding of Avalonia and the Institute (-1000 Post Consellem; After Foundation). These ancient De'vans used stone tools for agriculture and city constructions and prospered forming complex democratic and mercantile societies ahead of its time. Around -150 AS, a Witch Queen named Rivin came to power and dominated the entirety of Devin. Though her rule gave greater stability and prosperity to the island at first, she grew increasingly corrupt as the years passed. However, the discovery of the Elder Texts in -19 AS on the hills of what would later become the First Bastion proved to be a turning point in her reign. As she obsessed over the Texts, funding for expeditions ever increased.

One such group of explorers, who would become the Founders of the Institution, abandoned their loyalty and went into hiding in West Devin. The First Bastion was then established in -17 AS. There, the Founders slowly gathered popular support against the Queen, preaching of the Texts' powers and prophecies, promising prosperity and freedom from the Queen. By -14 AS, most of West Devin was in the hands of the Institute, and the Founders built up defences in the First and Second Bastions in preparation for conflict. During this time, Republican factions sprung up throughout all of Devin.

In -3 AS, a group of nomadic Pjuurak tribespeople, who would later form Ãangtje-te, arrived in the largely desolate northern part of the island. Ãangtje-te was confederated in -2 AS.

In 0 AS, the Xin uprising overthrew threw the Queen, and both the Republic of Avalonia, in the East, and the Institute, in the West, were officially founded. Republicans are purged in Institute-controlled Devin, and negotiations immediately break down.

The Triple Concordat was then signed on verge of the Bronze Age, mediated by Ãangtje-te, which established a formal peace in the De(u)van Isles, dividing the archipelago equitably among the three powers.
The Hawk

## Abilities

### Supernatural Abilities

* **Divine Empowerment**: To Be Added
	+ **Superhuman Strength**: To Be Added
	+ **Superhuman Durability**: To Be Added
	+ **Superhuman Speed**: To Be Added
	+ **Superhuman Agility**: To Be Added
	+ **Superhuman Reflexes**: To Be Added
	+ **Superhuman Stamina**: To Be Added
	+ **Enhanced Senses**: To Be Added
		- **Enhanced Hearing**: To Be Added
	+ **Regenerative Healing Factor**: TBA
	+ **Electricity Manipulation**: To Be Added
Valkadish (language)

## The Valkadish language :

Valkadish regularly evolves to encompass the multiples ethnic speech structures from the Valkadian empire as it grows. It is a smooth flowing language, with thousands of words to express small variation of one thing. Multiples words can be substituted, lots of them taken from cultural ties with other ethnicities. This makes the language easy to grasp for the outlander and merchants, knowing only a handful of words and the basic grammatical structure is enough to go by and trade. It also signals an uneducated, a lowborn or one with little knowledge of the land, neither being too good in the land of leverage.