recursal/Fanatic-Fandom huggingface dataset:
Taurell

The trees of Drassfell grow less wild nearer the edges of the woodland. Here the inhabitants of the Eastlands have domesticated the trees and grown large orchards. Beneath the trees themselves stand the last remains of the Elven kingdom, cleverly hidden away from human eyes.

Populated with Halflings and Elves, it is a calm and peaceful country.

## Geography

Taurell lies on the eastern side of Drassfell Forest and stretches into the Eastlands. It is bordered in the south by the Thera mountain range and the Silver Run river, and stretches east across the plains between the forest and the hills of Flowershire. It is a calm and peaceful country, with many small woodlands, some of them carefully cultivated into vast orchards. Farmlands are common, and here and there the Old Faith is still practiced.

Throughout the land, in places of mystery, ruins can be found. These are remnants of the ancient High-Elf society. Beneath the trees of Drassfell there live elves still, less affected by the strange magic that seems to permeate the forest. Their capital, Taurunn, is cleverly hidden among the trees by crafty camouflaging and powerful spells.

The Great Green Road leads through the county.

## Government

Elves generally do not care very much about government, believing in the power of a free spirit. However, when they became part of the Kingdom Aenín, they formed a council to run the newly established county Taurell. Aliänna Goldmoon is only nominally Count of Taurell because someone had to, and she was practical enough to see that. The council meets only every so often if there is something of importance to discuss, leaving the elves to govern themselves.

When more structure is needed, inhabitants of the Eastlands answer to Governor Alton Starosta, a halfling who manages the affairs out of the forest, of Halflings and Humans. The Governor works under the council, but sees to practical matters like guards, road maintenance and tax collection.
Masfeld

Masfeld is a small, dwarven village, between the eastern edge of Drassfell forest and the Thera mountains. It lies near the edge of the woods, and is populated with hill-dwarves who still practice the Old Faith.

The ancient druid Sasifix, of the druidic Order of Caelereth lives nearby the village. Halifax, a student of his, hails from this village.
Tristan's Hills

Many small villages dot the hills of southern Merryville, of which Meadow is of course the most well known. This is of course where the fable hero Tristan started his journey, where he left all those years ago to save the world. And it is the village where he still resides, retired of adventuring and enjoying old age together with his wife. Tristan's Hills have been named after him. Other halfling, dwarven or human villages are mostly too small for any map but Oaksby, a human town on Sionna Creek deserves a mention.

## Geography

### The Coast of Wonders

The Coast of Wonders runs along the southern edge of Tristan's Hills. The end of the known coast is marked on a small peninsula on the south-easternmost point of the Hills. Here a solitary beacon stands, by sailors referred to as the Last Lighthouse, where a fire is always kept burning to warn passing ships not to venture any further past East's End.

### The Silver Run

The Silver Run flows southward through the hilly landscape, and in some places it has carved valleys and small gorges into the hillside. Numerous smaller streams flow from the hills into it, as well as Sionna Creek from the east.

### Shimmervale Forest

To the north-east of Tristan's Hills is a woodland called Shimmervale. Here live some wood elves that occasionaly venture into the hills.

### Towns

Small villages and hamlets are commonly found in Tristan's Hills. Small human farming communities are complemented by some larger dwarven villages, but lonely homesteads are also common. They include Willowby and Hillbarrier, but Meadow and Oaksby are the most notable of these towns. Through small valleys lead many roads connecting these commuties.

Nearer the mouth of the Silver Run the land gets flatter, so there are more people found here. This is also why Gellarney Port, Merryville's capital, is situated there.
Great Green Road

The road East is dangerous. It used to be the great highway between the regions of the West and the Eastlands, traveled by many merchants and adventurers. The Elves were at the height of their power and everything they built seemed everlasting. But things changed. Their grand cities in the North crumbled, and the old forest reclaimed its own territory. The Great Green Road. Ha! Almost no path remains...

## Locations

Half a day of riding from Narnmor's capital, the Great Green Road starts at the edge of Drassfell Forest. The entrance to the forest is marked by a large stone arch, once beautiful but now in ruins.

The journey through is long and dangerous. Since old times the trees have crawled up to the stone paved path, growing wide and tall. Roots, leaves and dirt have fallen on the stones, in some places even covering the path entirely. Branches loom ominously over the road, blocking the light that it is only a faint twilight.

Eyes prey on you in the gloom, and you hear the sound of the woods creaking, sounding almost alive. In the peripheral of your vision werelights start to appear. When you look at them straight-on they vanish.

Farther East the trees get friendlier. More light streams past the green leaves, and magic not from the forest itself permeates the air. For those who know where it is the Elven capital of Taurunn offers shelter and protection from the malevolent forces of Drassfell.

Once out from under the trees the path leads into the Eastlands. A small town welcomes you to the grassy hills and plains, and orchards line the road ahead. Here the Great Green Road lives more up to its name. Back in civilized lands the pavement is well-kept, though not by the Elves of yore, but by the Halflings. Many merry settlements sit along the Road, all filled with the welcoming Small Folk.

Past the Olburrow the Road curves North, following the Mistwash up to the Mountains and the ancient Elven Kingdoms.
Society of Rubixs

The Society of Rubixs is a tinkerer's guild. It has its headquarters in Warrict, the City of Engineers, but it has many enclaves all across Aenín.

## Notable members

### Waldon Jinxdawdle

Elderly gnome, Guildmaster of the Society. He lives in the guild HQ, at the top of the ant-hill like mountain that is Warrict. He has frazzled, white hair that sticks out in every direction except for where his ginormous, strange tinkerer's goggles sit on top of it. He is always busy, running around his office, which is his workplace at the same time.

### Dimble

Dimble is a young gnome, not quite sure of her place in the Guild. She serves as assistant for the Guildmaster, and she can be found running all throughout the city, running errands and helping where she can. Though it does not help very much that she is quite awkward and maybe a bit clumsy.

### Brocc Berrydyne

A deep-gnome alchemist and Golem constructor. He lives quite solitary in Dunric, but has ties to Sólved's College for the Many-Gifted.

### Dorric Ironfist

Dorric is the Guild Representative of Gellarney Port. He is an elderly dwarf, with bent shoulders and long grey hair. He has an extensive knowledge of cranes, dockworks and other sea-side logistics, as well as the tinkering required to keep up their maintenance.

### Crajilk

Grandson of late, but high-esteemed goblin Cragragg. Although he is a goblin, he is also a master artisan. He is one of the representatives of the Society in Taurunn, the wood-elf capital.

### Lithian Norvyre

An elf, and the adopted son of Rylian and Arilynn Norvyre. He once lived in Taurunn, but after discovering his long-dormant powers of sorcery he left. Now he is wandering around the land, slowly trying to get any kind of information concerning his origin. He makes a day by day living using his tinkerers knowledge, with the secret help of some small sorcery.
The Aenín Wiki

## Welcome to the The Aenín Wiki

The Wiki for all stuff related to the fantasy world of Aenín, by its creator.

### What is Aenín?

Aenín is a fictional world, built by me as a setting for all of my fantasy adventures. Lately I have been using it as a setting for a D&D adventure campaign I am DM'ing. Hence, some stuff on this wiki might be very D&D oriented, but I try to keep it as generic fantasy as possible.

This Wiki describes everything from the geography of the land to single towns and cities, from individual people to global politics.

## Disclaimer

Every Wiki is always being modified. But at this point in time, The Aenín Wiki is still under even more construction than other Wikis. I have a lot of stuff planned out in my head, now is just the job of converting it all into this digital database.

So be wary that it still is very messy out here.

## For my Players

Hey! Well done, you have scoured the internet and found my personal little corner of it. Now, you may be wanting to look around here a bit, but I will tell you now: BEWARB OF SPOILERS!!! Many pages on this wiki include the full information on locations, allies or adversaries, or even your own character! My advice is to click away from this page right now. If you insist on being a nosy little goblin, know that this will affect your gameplay experience. Try not to spoil your fun ;)
Silver Run River

The Silver Run is the large river that flows down from the Thera mountains. It is named for the unnatural shine of its waters coming down from the mountains. It has many tributaries due to the hilly landscape it flows through.

## Geography

These shining waters come down from the northern slopes of the Thera mountain range, flowing eastward through Odyssa county. The Silvercut Byway follows the Silver Run, leading away from the southern Dwarven stronghold Rhûn and past the village Daggerford.

The river Steady then joins the Run from the Eastlands, before it reaches the city of Dunric. From there the river veers southward and enters Tristan's Hills, where Sionna Creek flows into the Run from the east. The land gets flatter as the river nears the ocean, and at it's mouth sits Gellarney Port, the county capital of Merryville.
Harper

Harper, of Harper's Travelling Curiosities, is a traveling Enchanter who wanders around Aenín trying to sell his magical goods.

## Personal Information

### Appearance

Harper is a human male, on the smaller side. He wears a flamboyant outfit of oranges and purples: a frilly shirt, wide pantaloons and a large, billowing cape. He has black hair, slicked back under a tall, floppy hat of the same colors as his outfit, a carfully curled mustache, and his chin ends in a small, pointed, curly beard

### Personality

His personality somewhat matches his showy exterior. He can be quite theatric and flamboyant when trying to sell his magic items or performing demonstrations. He always wishes to impress people and appear in-the-know, even though sometimes he isn't as wise. Confronted with danger or unforseen circumstances he is a bit helpless, and might return to a more cowardly attitude.

That aside, Harper is a learned student of the arcane. He has quite the knack for magic, if he sets his mind to it. He knows his way around magic items and their properties, their components and more importantly their values.

## Harper's Travelling Curiosities

Harper travels around with his cart, which is the core of his business. Wheeled around on two wheels, it is drawn by Harper's only companion, Puzzle the Donkey. It is quite tall for a cart, though not very wide or long. It has a curved roof and two panels on either side, all made of wood and painted with Harper's favorite colors of orange and purple. These panels both swing up with a few magic handmotions and a cleverly hidden button, swinging two supports under them, attached to the cart. The below there folds out a small counter, and the cart forms essentialy a small marketstand for our Enchanter.

On one side are revealed all of Travelling Harper's Curiosities, which he sells and demonstrates which pride and pleasure. The other side is for personal use, and features his alchemy setup and his other tools that help him craft his wares.

When the cart is closed pickpockets might try to steal the enchanted goods, but they are in for a nasty surprise. The cart itself is magical, and will splash poison into the faces of trespassers.

## History

In the month Goldleaf of 863 AA, Harper got captured by a group of goblins on the Shimmervale Road, whilst trying to make his way to Ithildris. They were out to plunder his cart but were foiled by a group of adventurers, who killed most of the goblins and freed Harper from their tent. He then traveled with them for a while, and they helped him gather some of the Blue Witchcaps that grow in Shimmervale Forest, before they went off on their own business in the woods.
Oasis of Jezwae

Far to the South lies a mysterious place. Some have never seen it. Some claim to have seen it but never have. And then there are some who have returned from the mystic Oasis of Jezwae as changed beings, with happiness and fortune accompanying them.

This mirage, as some claim it is, is in fact nothing other than the home of a marvelous Genie. Jezwae the Luminous has built her palace floating in the coulds high above this desert spring, which she can make appear and disappear at will.

## The Oasis

Somewhere in the South of the Dune Seas is this magical desert spring. A small waterfall gurgles over a little rocky hill, and a lush grove of trees and bush is spread around a crystal clear pond. Small animals, especially birds, make their home in this safe place in the desert. The temperature here is moderate, not the searing hot of the sands. Coins, gems, gold and other treasures sit at the bottom of the pond. These are offerings from previous visitors to the oasis, either in the hope that the spirit of the oasis will grant them boons, or from gratefulness that she has.

This oasis sometimes appears to visitors the genie deems worhty. If they appease her enough, the Djinni might come down there herself, first appearing as a blue mist emanating from an oil lamp within the pond. She might then grant the traveller a small boon. If she is truly invested in the lives of these characters, or if they show such signs of veneration, she might send them a skychariot. This living cloud will then take these characters up to the genie's palace in the clouds.

## The Palace

Built on a semi-solid cloudmass and held together by magic, the palace of the genie features many tall spires rising taller than gravity would allow, with large open-air windows and tipped with the typical union-shaped domes. The color is mostly of marble, with hints of pearl and silver. Intricate designs and inhumanly beautiful craftsmanship show the extent of the genie's imagination.

Once in this elemental plane of Air, skychariots arrive at a giant hardwooden door, with silver knockers way above the average headheight of a human. They swing open with a gentle breeze, granting entrance to a grand courtyard, with lush green palm trees and perfectly clear blue water spouting from a fountain. Through arched galleries you gain entrance to numerous chambers, stairwells, gardens and more courtyards, each glamorous and magical and filled with wonders and sensory delights. Shimmering silks and comfortable pillows adorn much of the furniture, the sounds of chimes or harps are common in the abundance of chambers, and delightful smells of fruits, fine wines and exquisite perfumes are carried throughout the airy palace.
Necromantic Beacon

A Necromantic Beacon is a dark item, created by the necromancer Azrexius the Hollow in the Mountains of Madness. It has the ability to, once activated by it's command word, continuously animate the dead around it. Thus, it is very effective when placed in areas with a high concentration of corpses, such as cemeteries, historic battlegrounds and shipwrecks.

## Appearance

The Necromantic Beacons created by Azrexius where large icosahedra, nearly as large as a head, with the magic runes needed for the enchantment to work etched on each of the twenty faces but one. One of the faces bore the crest of Azrexius himself, enhancing the magical effect with some of his power. They had a detailed iron ring around them in which the icosahedron could spin freely.

## History

Several of these Necromantic Beacons were placed in Merryville and Odyssa counties by Jerazhul, Azrexius the Hollow's Lieutenant in the south, to make prepare the land for his eventual invasion. However, a Beacon in Donegal Quarry was activated early and drew the attention of a group of adventurers. They found the Beacon and destroyed it. Planning to research where this item had come from, they eventually found themselves in confrontation with Jerazhul.
Olburrow

The Old Hills are filled with laughter and music. Lights permeate the night sky, and the smell of good food is carried by the wind. Here the merry halflings dance and sing their tunes. Beneath an oak tree, before the doors of Greenbottleburrow a feast is going on. Errich, count of Flowershire, has turned a respectable eleventy-two years old.

Here, in the heart of the hills, the ancient home of the halflings, lies the Olburrow. This township has been here since the old times. Tunnels connect together the homely burrows, snugly fit into the hillside. All the old families have their ancestral homes in the Olburrow, and all know each other. There is Greenbottle, Proudhorn and Brownfoot, Fiddlebow and Halfbarrel, Gaffin, Duggins, Took and Grafftucker.
Dune Seas of Caradah

Travelling to the far South, the grass of hospitable lands disappears entirely. Hot winds blow over even hotter hills of dry, fine sand. The sun shines ever bright and unforgiving over dunes, seas of sand, with sometimes a rock formation. One would expect these parts to be inhabitable, but one would be mistaken. No small towns or nomadic tribes are here, indeed. But before Aenín's southern border, in the Valleys of Sand, stand the grandest cities known to man.

## Locations

Past the Steppes of the Shunna the vegetation becomes even less, and the temperature picks up more and more. Soon the only things left are vast dune hills of hot, dry sand. No more than three counties exist in this arid landscape, though it is one of the largest regions in Aenín.

### Xarahad

The smallest of the three, and the Westernmost. The shadows of the rocky hills in the North of this county offer the tiniest bit of cover from the blistering sun. Here more animals live, though few people call it home. Its capital is Farquar, and there exists one other big city; Marahkal.

### Caradah

The sprawling hub of city life of the desert. The largest of the Valleys of Sand lie within Caradah, and also the Sultan sits here on his pillowed throne. The many grand cities are the pride of the South, most notably Sal-Ihirah, the Desert Sapphire. The other cities are: Sal-Sura, Amahdina, El Bahadem and Kartif.

### Chara

Largest of the desert lands, the county of Chara runs the entire Southern border. From the Golden Mountains on the Coast of Wonders to the Western horizon where the sun slowly sinks beneath the sand. The last of the Valleys of Sand can be found here, in which sits Jar'el, Capital of the Camel Riders.

Large caravans of camels haul cargo from the Bay of Habdulla to be sold in the Valleys. The riders of these beasts of burden are the primary inhabitants of Chara, and other than in the cities no one else lives here.
Ûrad-Dum

Up in the North of Aenín the county Ûrad-Dum sits on the highlands of the same name. Here the Dwarf Lords of old still hold power. From the mountain city of Barûk Hold, capital of these highlands, King Durûk, son of Darûk, son of Daín, fifty-fourth Lord of the Hold rules over the dwarves of the surrounding lands.

 Geography

Mountains surround the highlands of Ûrad-Dum, and the terrain is characterized by cliffs and plateaus. Many cities lie hidden within and in between the mountains. Biggest of these is Barûk Hold, great capital of the dwarf lands.

## Government

Long and deep go the memories of the dwarves, and they themselves are not easily changed in their traditions. During the age of the Great Unification it took many deliberations and even more gifts from the human negotiators to let the dwarves finally accept their terms. Even then, they insisted on keeping the rule over the lands in the hands of their King, come to power by dwarven tradition and the will of the gods, and not some count appointed by the human sovereign. Thus, King Durûk, son of Darûk, son of Daín, fifty-fourth Lord of the Hold still remains seated on the Granite Throne after three hundred years.

Each dwarf city, as well as the surrounding lands, is governed by a different clan, and the clan leader holds the ultimate say in each dispute presenting itself in their court. Only the Dwarf King rules all other dwarves, as it is since the dawn of time.
Kobold Dice

Kobold Dice is a game of deceit, popular among the back-alley dealers and scum of the larger cities. It is a gambling game using dice and cups, and features a heavy bluffing element.

[A/N: Kobold Dice is based on the real-world game of *Liar's Dice* or *Perudo*]

## Gameplay

A game of Kobold Dice is played with any number of players, though three to six is standard. Each player has five six-sided dice with pips counting one up to six, and a cup to conceal them with. Players might choose to play for coin, in which case each player places a wager before a round starts. Players then take turns betting and raising before any die is cast.

A starting player is determined, usually the one who placed the highest wager, and each player casts their dice, concealing them with the cup. Players may look at their own dice at any point during a round, but may not change them. Starting with the first player, a player calls out a number and a value. This is how many dice with that value face-up that player thinks is on the table, among all players. An example bet would be "Four Fives", or "Two Threes".

The next player may now raise the bet by calling out a higher number, a higher value, or both. In the example of "Four Fives", the next player might bet "Six Fives" (raising the number), "Four Sixes" (raising the value), or even "Five Sixes" (raising both the number and the value). Play continues clockwise.

Ones are considered "Wild", and count as any value. If, for example, the bet was "Four Fives", any ones on the table would count as fives. A player can make a bet of ones, but may not start a round with betting ones. Any bet of ones counts as double the number of any other value. For example: "Five Sixes" might be raised to "Three Ones". Seven of another value (or "Four Ones") would then be needed to bet in order to raise again.

Alternatively, the next player might call "Liar". When this is done, all players lift their cups and reveal their dice. If the total of dice with the correct value matches or exceeds the bet, the player who called Liar loses one of their dice. If, however, the bet was not met, the player correctly called a Liar, or *Lying Kobold*, loses one of their dice. If a player has no more dice, they are out of the game. Play continues this way until all players except one have lost their dice, in which case that one player is considered the winner. Alternatively, players might stop after one round, with the loser paying their wager to the other players.

## Variants

Variants on Kobold Dice might feature additional rules like:

* anyone can raise the bet
* a bet might include matching the current bet
* a player can bet *exactly* to win back a die
Belóna

The lands surrounding the Anadurna are rich and beautiful, as are the people that live there. Belóna is one of the Southern Provinces, home to many nobles and merchants.

## Geography

The county sits nicely between the large bend of the Anadurna and the south-western edge of Drassfell forest, where the trees are beech, poplar and willow. The people here have cultivated some of the woodland expanse, so beside the rich farmland the Anadurna creates large orchards and vineyards can be found. The simple countryfolk don't venture too deep into the woods, but the nobles have villas and mansions stowed away among the trees. Belóna is traditionally home to the grand estates of these nobles. Leisure boats accompany the bulkier trade vessels and gardens line the shores of the Anadurna as it passes along the border of Abydos and Bélona.

Several larger cities are built on the banks of the river, and the plains between it and the forest. Meloran is the name of one of these cities, and the capital of the county.
Scamandros

Scamandros is one of the Seven Isles in the Aegaic Ocean, being the one furthest away from the mainland. Officially part of the county of Thrai, it actually recognizes no government, as it is infamous for being the one true pirate haven in Aenín.

## Geography

Scamandros is similar in geography to the other Isles, shaped by tectonic activity in aeons past.

When looked on from above, the island takes the shape of a big kidney bean, running east-north-east to west-south-west. A solid ridgeline runs along its southern edge, met by a dense jungle on its north-eastern end and a series of coves on the south-west side. Its upper half is covered by the infamous Black Beach, named after the many flags of the same color that fly on poles high and low everywhere along its length. When merchant vessels set eyes upon that dreaded place, they know they are in bad waters, for those are pirate waters.

## Cities

Scamandros has one major settlement. Its original name has long since been forgotten, but nowadays it is known as Flintlocke. Originally intended as at trading outpost, it is now a bustling hive of scum and villainy. Its harbor is full of ships, but these are all pirate vessels. Situated on the Black Beach, it houses some of the most infamous establishments, such as the Broken Bottle Inn, where every glass of rum comes without charge as long as you bring your cutlass.
Zaid el-Shahid

## Zaid

Hasan el-Shahid, grandfather

Ismel el-Shahid, uncle

Anbara el-Vaziri, aunt

Samir, Najeeb, Zaidan, Abdul, Sindbad, Najwa, Ramziyya, Shaahida, Zuhra, Sheherazade and Arwa el-Shahid, cousins

### Affiliation

Monzen the Ever-Flowing, patron

Zaïd is a Genasi warlock and adventurer in search of his Genie parent.

## Backstory

Zaid grew up in the town of Shamal with his 5 brothers Samir, Najeeb, Zaidan, Abdul and Sindbad, and is 6 sisters Najwa, Ramziyya, Shaahida, Zuhra, Sheherazade and Arwa in the care of their grandfather Hasan el-Shahid. His life growing up was peaceful and quiet, but as he grew older, he noticed he was a bit different from his siblings. His skin had a blue-greenish tone and his hair had a different color. When his grandfather passed away from old age his part of the inheritance made everything clear: he didn’t have the same parents as his siblings, they were his cousins.

His mother had fallen in love with a Genie and they were head over heels with each other. They had a child and named him Zaid. He was their only child, but they wanted him to have a normal childhood so they left him in the care of Hasan. He raised them with his other grandchildren, because Ismel and Anbara (Zaid’s uncle and aunt respectively) had died in a Federation shipwreck. His part of the inheritance wasn’t wealth or part of the estate, but a stoppered bottle filled with water from the deep sea and a note that read:

> To our beloved son Zaid. We know you are going through a lot of hardships now. When you are ready to meet us, know the sea is calling for you. Have a sip from this bottle to gain the power needed to make the journey. We wish you best of luck on your travels and we know you will make it. Mom and Dad
>
>

And thus, after an extensive farewell to his cousins and his hometown, he set off on his journey to finally meet his parents.

Zaid worked as a deckhand on a Federation ship to get free passage across the Everblue. On one of the port towns where he's stopped, Vistola, he saw a book written in a strange language. It had spells and also a strange map, and it seemed written for *him*. He left it there, but the next morning he attempted a ritual he remembered from it. The Book appeared in front of Zaid, and he knew he was meant to have it. Trouble is, a ranking navy commander thinks it belonged to him. He claims his book has disappeared and Zaid is the one that stole it. That is how he ended up imprisoned in Vistola Fort, together with three others.
The Eastlands

The Eastlands are an expanse of sunny plains, sometimes dotted by grassy hills. The people that live here are a gentle folk, content with cultivating the land, making it into outstretched fields of crops. For how long this landscape contines no one knows, but Aenín's border is generally placed no further than the town of Easthaven, as beyond that live only hermits.

## Locations

From where the trees of Drassfell stop, to the sunrise overtop the hills reach the Eastlands. From the town of Weldon on the forest edge, through the deep valleys of the Mountains of Madness, to Cloudfall in the distant north goes its northern border. From the tailbone of the Thera mountain range, east along the Coast of Wonders to where the Last Lighthouse marks East's End goes the southern one.

### Taurell

The trees of Drassfell grow less wild nearer the edges of the woodland. Here the inhabitants of the Eastlands have domesticated the trees and grown large orchards. Beneath the trees themselves stand the last remains of the Elven kingdom, cleverly hidden away from human eyes.

### Flowershire

Northernmost, nearer the mountains are more grassy slopes and hills. Here the halflings have built burrows into the land. Music and laughter roll between the hills in the valleys. This is the land where the halflings originate from.

### Merryville

To the south of the Eastlands there are more hills, before the Ocean swallows the land with her waves. This is also the country where the fabled hero Tristan originated from. The small village of Meadow is where he started his journey, where he left all those years ago to save the world. And it is the village where he still resides, retired of adventuring and enjoying old age together with his wife. Tristan's Hills have been named after him.

### The Great Green Road

The road East is dangerous. It used to be the great highway between the regions of the West and the Eastlands, traveled by many merchants and adventurers. The Elves were at the height of their power and everything they built seemed everlasting. But things changed. Their grand cities in the North crumbled, and the old forest reclaimed its own territory. The Great Green Road. Ha! Almost no path remains...

## Culture

This land is populated by humans as well, but in earnest this is the country of the Halflings, who are little, and appreciate the little things in life. They have established towns all over the Eastlands. Small, mostly farm-based towns, where the men drink their brown ale and smoke their pipes, where the women dance jigs with their long skirts lifted slighty as to not trip and fall, and where the children play in the grass that tickles their bare feet.
Ellestra Twinkledancer

Ellestra Twinkledancer, *Grand Monarch of the Faeriefolk*, *Matriarch of Og'Laichean*, *Lady of the Twilight Forest*, is the Queen of all Fae. She lives in the heart of Drassfell Forest together with all her folk. The most magical of her people, she is many things. She is Singer of Plants, Friend of Animals, Curer of Disease, and Bringer of Light. But she is also the Trickster Queen, Lady Charmer, and the Deceiver in Green.

## History

Many eons ago, when the world was young and the creatures of magic roamed the earth, Ellestra Twinkledancer was crowned Grand Monarch of the Faeriefolk. Ever has she reigned in her twilight domain. And while the lands around her changed, the forest of Drassfell still holds her magical touch.

## Personal Information

### Appearance

A circlet of silver sits atop her long, light hair braided with fresh spring flowers. Grace speaks from her, her face delicate and whimsical, yet inscrutable at the same time. She looks regal as any king, yet playful as any child. As if she would cry over the most petty worries, yet stand fierce in the most gruesome battlefield. Ellestra stands tall for a faerie, her height exceeding the one foot mark. Behind her back her delicate butterfly wings are covered by a gown of summer leaves that adorns her shoulders. Should she drop it the beautiful wings would extend, their color unmatched except perhaps by the evening light.

## Bonds

### Oldron Tempus

More than just an adviser for the Queen of the Faeries, Oldron is a close personal friend. The two go way back, and have formed a bond that transcends the lifespans of mortals. He helps her maintain her realm, by taking care of the beasts and the plants. And in turn she has granted him some special abilities to aid him in this task.
First Race

The First Race. The first creatures ever to roam this world, this Aenín.

They are gigantic, ancient, and the most powerful beings to walk the Material Plane.

## Typhoron & Scorchyra

Rumors have spread about the lands North and South of Aenín, and all the terrible creatures living there. Every now and again there are reported sightings of a Dragon, so terrifying it will drive anyone insane. They say it is as tall as the mountains themselves, with teeth as big as full-grown pine trees and claws that could rip open the earth itself.

Factually they are Two. He is Typhoron, Son of Air. She is Scorchyra, Daughter of Fire. They were the first creations of the Sundering Sky, laying waste to the World in the Time before Time.

In the Mountains of Madness there is a valley. In this valley there stands a singular mountain, or large hill, right in the center. At first glance it is ordinary, blending in with the black rock and snow-capped peaks. But when he Awakens, this mountain is revealed to be the dragon Typhoron himself. The mountain cracks open, and it looks as though an entire side of the mountain rises upward. Then another side. Then they burst open, folding out into two giant wings. A large chunk of the remaining mountain snakes outward then,
Elbius

Located in the foothills of the Thera Mountains, the town of Elbius is a small trading post between the dwarves of Rhûn and the grand port city of Ismarus.

## Location & Layout

Elbius is situated at the southern tail-end of the Thera mountain range in Odyssa County. With Mount Caïda at its back, it has served as a secure place for trading for generations.

It is built like a fort, with three low stone buttressed walls arranged in a square, and the mountain behind them functioning as its fourth. Its front gate, located in the southern wall, is large enough to accommodate the many merchant travellers that pass through here.
Halifax

Halifax is a Hill-Dwarf Druid and part of the Order of Caelereth. After arriving in the village of Oaksby on his way to a meeting of his order, he joined up with a group of adventurers who later became known as the Saviors of Shimmervale.

## Backstory

Let’s start at the beginning. Halifax was born in the small dwarven village of Masfeld at the eastern border of Drassfell Forest at the western side of the Thera mountains where they still practice the Old Faith. His parents names were Aina en Ulfred. They have a brewery, named the Hoppy Hill. Here Halifax learned to make drink as well, and he loved to experiment with new flavors. (His favorite brew consists of meadowsweet and alder.)

He was a bright child and at the age of 20 they sent him to the druid Sasifix to learn the Old Way. He is an elderly dwarf who has spent hundreds if not thousands of years in the woods surrounding Masfeld. The next 60 years was spent studying under his mentor.

As Halifax grew older, His master trusted him to guard more and more of the forest. Eventually I became initiated in the druidic Order of Caelereth, the protectors of the forests everywhere in Aenín. Their duty is to protect the balance from the otherworldly evils that threaten nature.

One evening Sasifix had a vision: a terrible evil would befall the forest. For this reason he planned an emergency council where the heads of the order would discuss this vision and how to react. The meeting is to take place in Shimmervale Forest, on the second full moon of the month Goldleaf. Sasifix, however, couldn’t risk leaving the forest, fearing the evil was too near already. So he sent Halifax to go in his stead. Halifax has now traveled across the Thera mountains and along the Silver Run, arriving in Oaksby just a week before the meeting is to take place.

Before arriving in Oaksby he was once captured by a group of marauding orcs, until Vall Homeseeker arrived and battled the orcs. Together they managed to escape.
Inachos

Inachos is one of the Seven Isles in the Aegaic Ocean, being the first and the biggest you will come across.

Its shipyard is renowned by seamen all over the continent, having produced many a nautical wonder, such as the *Trident* and the *King’s Courage*.

## Geography

Inachos is similar in geography to the other Isles, shaped by tectonic activity in aeons past.

When looked on from above, the island takes the shape of a chestnut. A ridgeline of mountains forms the northern edge of the island, and another ridgeline runs from the chestnut's tip halfway up the island's eastern side. Along the coast lie several small towns, mostly fishermen’s villages. The inland is a dense jungle, full of hidden dangers and secrets.

## Cities

Where the mountains slope down to the ocean, lies the great city of Mykenai, sheltered from the elements by the cliffs. It is the capital city of Thrai county and a mighty port city, home to many merchants that use the sea as a mode of transport. The Harbor of Mykenai is also home to the King’s Navy.
Order of Caelereth

The Order of Caelereth is an ancient group of Druids. Their duty is to protect the forests, and other aspects of the Old Faith, all over Aenín.

## Notable Members

### Cynnan Melianmë

Wood-elven Archdruid of the Order. Tall, long white hair. They wear a long white gown with gold trimming in celtic shapes. A headband with large antlers rest on top of thier head. A trail of floating leaves seems to always follow them. Near two thousand years old. They oversee the entirety of Shimmervale forest.

### Halifax

Halifax was born in the small dwarven village of Masfeld, where they still practice the Old Faith. At the age of 20 his parents sent him to the druid Sasifix to learn the Old Way. The next 60 years he spent studying, guarding more and more of the forest. Eventually his master received a terrible vision and planned an emergency meeting. But, fearing the evil was already too near he could not risk leaving his forest, so he sent Halifax instead.

Halifax has now traveled across the Thera mountains and along the Silver Run to meet the heads of his Order, arriving in Oaksby just a week before the meeting is to take place.

### Sasifix

Hill-dwarven Master of the Order. Around four hundred years of age. He oversees a large part of eastern Drassfell forest, near the town of Masfeld. Not long ago, he had recieved a vision a terrible evil would befall the forest. This lead to an emergency meeting of the heads of the Order in Shimmervale forest, on the second full moon of the month Goldleaf.

### Elaim

An elderly mountain dwarf from the Thera Mountains. He is very old, with long white-grey hair and beard and a sallow face. He is quit tall for a dwarf, but leans on a great staff most of the time. He is an oddball within the Order, for he mostly whispers in dwarvish and prays to Sindrí, the dwarven earth-goddess.

### Estelle Clearwater

Elderly human Druid who lives near Dunric, and oversees the lands around the Silver Run River. She lives in a small hut surrounded by a low earth-wall. Many small animals live near it.

### Belvedere

Human Druid from the Mountains of Madness. Full brown beard, and wears a hat of grey wolf-fur. He is somewhat blunt, but has a theatrical flair. Strange things are happening in the mountains where he lives. Something is chasing Orcs out, and monsters are drawing closer to civilisation. After some investigation he came upon a terrible truth: Undead.

### Anando Brighteyes

A human Druid and representative from de Dune Seas. He has the typical dark skin of the region, and wears a leopard-skin toga and a bronze circlet on his head. Almost always he dresses in a large, toothy smile.
Beretta M1934

## Einleitung

Die Beretta M1934 ist eine Deutsche Handfeuerwaffe des 2. Weltkrieges. In Heroes and Generals wird sie "Modell 1934" genannt.

Sie wird mit der "Taktik" Spange Rang 1 Freigeschaltet.

## Einführungsdatum

Die Model 1934 wurde mit dem Update 1.07 "Care Package" am 22.05.2017 eingeführt.

## Sonstige Infos

Das Magazin kann bis zu 8 7,65mm Kugeln fassen und hat eine Feuerrate von 240 Schuss pro Minute. Sie wurde in den 1930er Jahren von Beretta hergestellt.
Games

This page details some of the games that are popular in the land of Aenín.

## Horizons

Horizons is a gambling dice game, popular among the sailors of the Aegaic Ocean. It is played on ships, in seedy taverns and in shanty-pubs all along the Coast of Wonders.

[A/N: Horizons is based on the real-world game of *Crown and Anchor*]

## Dwarven Four-Cards

Dwarven Four-Cards, also known as Barad's Skull, Dwarven Skull, or simply Skull, is a card and bluffing game originating from the highlands of Ûrad-Dum.

[A/N: Dwarven Four-Cards is based on the real-world game of *Skull*, or *Skull and Roses*]

## Kobold Dice

Kobold Dice is a game of deceit, popular among the back-alley dealers and scum of the larger cities. It is a gambling game using dice and cups, and features a heavy bluffing element.

[A/N: Kobold Dice is based on the real-world games of *Liar's Dice* and *Perudo*]
Portsdare

Portsdare is a small Island lying close to the port of Hedina. The name originates from the large number of cliffs and treacherous currents facing west of the island, to the big port city. Those who dared to take a closer look from the mainland were bound to wreck their ships against these cliffs. Thus, the island was quite isolated, and only had a few villagers, with the only connection being the numerous islanders and pirates coming by to trade for food and luxuries once in a while.

## History

The island was only settled a couple dozen years ago, by the crew of one ship that was wrecked on the island who miraculously survived.
Hill Folk

In a world dominated by humans, dwarves, elves, gnomes and halflings, the gentle Hill Folk have found peace in roaming and staying out of these smaller beings ways.

The Hill Folk are a race of giant humanoids, sometimes just called Giants, that live all throughout Aenín, roaming and wandering to their hearts content. Haystacks are their pillows, lakes are their baths. They take what they need from the land, but are careful around the smaller races of the world.

## Appearance

Their hands and feet maybe slightly larger, proportionally, but other than that they resemble humans in every way, except for the fact that they can grow to be between seven and ten meters tall. They make their own clothes from wool, sheared of of flocks of special sheep that are as big as they are. Some of the Hill Folk herd their own flocks around, carefully avoiding settlements of the small folk, while other Giants just accept clothes shared by other Giants.

## Culture

Many Hill Folk live solitary lives, away from civilization and the fuss it brings with it. As a result, long periods of time go by between meetings of one giant and another of its kind. When they do meet, the Hill Folk are happy to share all that they have. They have no materialistic desire nor care for money, as such things are of no use in the wild world.

## Giant Country

There is one place in the world where the Hill Folk have settled down. This last remain of the ancient Hill Folk culture is called Giant Country. It is a spectacular place, and the origin of the giant sheep as well as many other things the Hill Folk enjoy. Grapes as big as apples grow there, apples the size of pumpkins, and pumpkins the size of wagons.
Zoe Creed

Zoes Laptop

Im Alter von 16 Jahren begann die australische Studentin Zoe Creed über ihre Liebe zum Weltraum zu schreiben. Sieben Jahre später ist die ZOETROPE-Webseite eine der größten Internet-Communities für junge Wissenschaftler. Seit Kurzem arbeitet Zoe als offizielle Reporterin des Daedalus-Projektes und produziert täglich Blogeinträge und Videos. Sie wurde von der IASA als zivile Beobachterin und Chronistin des Testflugs eingeladen.

*"Hab meinem Professor gesagt, dass ich meinen Doktor wohl noch aufschieben muss. Und er dann so: Wenn du das nicht machst, zieh ich dich an den Haaren dahin. Dabei haben sie gerade erst den richtigen Farbton..."*
Malcolm Winters

Standard-Armierung

Testpilot Malcolm Winters wurde uns von der US Air Force ausgeliehen, um unseren Technikern beim Design des Landemoduls zu helfen und die Zivilisten zu trainieren. Er ist der menschlichen Expansion in den Weltraum gegenüber skeptisch eingestellt. Seiner Meinung nach sind wir noch nicht bereit für das, was uns da draußen erwartet. Dennoch ist seine Anwesenheit für die Bewältigung anspruchsvollen Geländes und für missionskritische Operationen empfohlen.

*"Mit unserer bloßen Anwesenheit da draußen öffnen wir die Büchse der Pandora. Hoffentlich können wir sie auch wieder schließen."*
Jibon de Chevrolet

Saviors of Shimmervale

Jibon de Chevrolet (birth name: Jim) is a human warlock of the Prince of Fools who delights in chaos and scamming the common people, although he is more mischievous than actually evil. After some misfortunes he arrived in Gellarney Port and joined up with a group of adventurers known as the Saviors of Shimmervale.

## Backstory

As a young lad, then named Jim, he worked under his parents at a goat farm not far from the village Applegarden. He often grew bored and ventured into the woods near his home. It was during one of these trips that he met a Fae servant, a pudgy satyr who told him that his leader, the Prince of Fools, could give Jim fantastical powers to counteract his boredom. The Prince did this mainly to create some more chaos on Aenín, but Jim doesn't really care. In the end he accepted the offer, left his parents, took a new name and traveled the world to see what mischief he could get away with.

Eventually he fell in with a powerful Mage, who promised him entertainment and scamming galore in return for his services. He called it “The greatest con of all. A scam so cruel, it’s to die for…’ Not knowing how literal those words would prove, Jibon was sent with a team near Daggerford. They smuggled one of many darker artefacts, conning a local church into accepting them and then burying it somewhere near. What Jibon did not know is that he was set up and it was he who was being conned. As soon as the deed was done and they were safely away, three large monsters attacked. Humanoid corpses with foul breath and paralyzing claws. The Un-dead attacked swiftly and killed most of the others, but through quick thinking and some clever magic Jibon managed to escape.

Jibon knows Jerazhul was planning to move east and to the coast. He has since drifted in with the lower classes of Gellarney again, trying to get his ‘business’ up and running again. It hasn’t been the best start, especially with all while plotting his revenge and trying to find out where the sneaky motherf- went.