recursal/Fanatic-Fandom huggingface dataset:
Kihirrin

Flag of Kihirrin

Kihirrin within southern Pydwell before it was conquered by Thalmonia

The **Imperial Province of Kihirrin**, formerly the **Union Realm of Kihirrin**, is an autonomous province of the Thalmonian Empire, one of only two alongside the city of Thalo. One of the southern realms, it borders Niildard to the north, Tarv to the west and Thalmonia to the south.

Kihirrin's culture is perhaps the most unique in all of Pydwell, primarily due to its geography: it sits within a vast, flat plane entirely surrounded by mountains and the Astralis Ocean. Its isolation allowed its people to develop independently of the rest of the continent; it was also the only realm of Pydwell that was not a kingdom or republic, but a union of feudal lords. Known for their ancient traditions and talent for warfare, the people of Kihirrin fought bravely to repel the Empire during the Great Sun Crusades, ultimately failing when the Empire mounted an assault from the sea. Today, Kihirrin Province retains semi-autonomy: it remains led by the feudal lords, who all answer to the Emperor.

## History

### Prehistory

The formation of what is now Kihirrin occurred during or shortly after the reshaping of the world during the conjunction. Geologists theorize that the landmass Kihirrin occupies was once attached to Far Seen (or, rather, the submerged landmass that Far Seen and An Harg are part of) and broke away before colliding with the mainland, which created the Fael'Dryell mountains.

Unlike most of Pydwell, where elves typically ruled, prehistoric Kihirrin was dominated by early humans, possibly the first of the gammera, that would go on to become the scion group known as the "Kihirrini". During the Years of Light & Dark, the Kihirrini developed agriculture and metallurgy independently of other human civilizations; crops were typically semiaquatic, such as taro, and the Kihirrini were the first humans to create bladed weapons made of metal.
Soulbinding

**Soulbinding** is a process by which the souls of two or more individuals become inexorably linked. Those who become soulbound feel one another's thoughts, feelings and pains as their own. Typically used to share power between individuals, soulbinding is a notoriously difficult process and is considered a form of dark magic; nonetheless, several notable heroes have been soulbound, most prominently Raiden Felldragon - who was soulbound to the World Serpent - and Dragonlord Thanel.
Mortal: The Marks of Power/Part I

***Part I: The Pride of Pydwell*** is the upcoming first instalment of *Mortal: The Marks of Power* that will release in 2022. It will consist of eight episodes, and a second instalment is in development.

## Plot

*Hundreds of years before the adventures of Hermoor McDulff and his company, the world is gripped by a magical plague of madness. The realms of Drakengard, Bohaem and Sinder, once mortal enemies, have united for a single purpose: the demise of the elven kingdom of Avarlell. Unwilling to watch her people suffer, an adventurous princess begins a pilgrimage to repair old wounds and establish new alliances, only to cross paths with a mysterious traveller whose destiny is tightly woven with hers. Thus begins a chain of events that will not only decide the fate of nations, but also the future of the entire continent of Pydwell.*

## Characters

### Main

* Ilona Hadra: an alder princess who departs Avarlell to repair relations with the avari, only to discover a new evil threatening all of Pydwell
* Wren the Undying: a half-elf beachwalker from a remote Sinder village who bears the Mark of Twinn and decides to seek fortune in the land of Pydwell
* John Godwin: a knight of Wesaxe and a soldier of the Last Alliance, later known as the Lion of Wesaxe
* Sivard Aulfhedinn: a knight of the House of Ice, Godwin's oldest friend and rightful heir to the fiefdom of Chel
* Frode an Shen: an Archipelagan pirate who becomes stranded on the mainland
* Dell Diggle: a halfling treasure hunter seeking the Treasure of Errindor
* Morgan Fortz: an enchanter of the Circle of Magi from the realm of Tarv, last free kingdom of the Southern Realms
* Morgott: the creator and master of the orcs who seeks the power of the Rune of Darkness

### Supporting

* Galad Hadra: the last king of Avarlell and bearer of the Rune of Knowledge
* Rothadt: leader of the orc legions invading Pydwell
Clan an Kett

**Clan an Kett** is one of the most powerful Archipelagan clans and the rulers of Ard Shen, the largest island in the Archipelago and second-largest in all of Pydwell. Their colours are blue and white.

Founded by legendary hero Thanel an Kett, Clan an Kett was the Archipelago's royal family until Brynjar I died heirless, forcing the kingdom to switch to an elective monarchy. Clan an Kett subsequently became a major clan of the islands, with at least five kings in the family tree, until they were almost completely wiped out by their cousins, Clan Druwso, during the Coup of Iron in 8:492, allowing Clan Druwso's patriarch, Arn Druwso, to seize the throne from King Brynjar an Kett. This left the king's niece, Minerva an Kett, as the last surviving major member of the clan.
Server Commands

## Dog Days Server Commands

**Saving and Quitting**

When you're finally ready to log off, stand still in one spot and be sure that you can logoff in that location by looking at the bottom left. Once you've verified you can exit, type /savenquit and wait a few seconds for you to safely disconnect.

**Party Commands**

To create a party type /party anynumber

To get a friend to join your party have them type /party and then the number you chose.
Ilona Hadra

## Illona Hadra

**Illona Hadra** was the youngest daughter of Galad Hadra, the last king of Avarlell, whose quest to reunite the alders and the avari led to her destiny becoming bound to the sole beachwalker of the seventh age, Wren of Hoth, and the fate of the entire continent.

## Powers, Equipment & Abilities

### Equipment

#### Weapons

* **Ellandual:** Illona famously wielded Ellandual, a saturnite sword said to be forged from the shards of the Fallen Blade. While Ellandual did not possess the power of the Fallen Blade, due to the absence of its handle, the sword was nonetheless capable of absorbing tremendous amounts of physical and magical force.
Sinder

Flag of Sinder

Sinder in Pydwell

**Sinder**, officially the **Kingdom of Sinder**, is the fourth largest and second-poorest country in northern Pydwell. The third-oldest realm on the continent, Sinder is known for its rich culture and tribal parliment, making it the only true parliment in Pydwell. It borders Norgard to the south and east, Bwemer to the southwest, the Serric Desert to the south and Araad to the north.

The first nordling kingdom in the north, Sinder arose from a confederation of tribes that inhabited the northern dunes of the Serric all the way up to the frozen region of Kwaiden.

## Geography

Sinder has a vast and diverse geography that ranges from the ferocious Serric Desert in its south to the region of Kwaiden in the north near the border with Norgard, with a dense series of forests and marshlands between them.
Second War of Succession

### Result:

Imperial, Wesaxe and mortal victory* Sivard Aulfhedinn is slain and reborn as the Dead King Gekydo
* Marika III Felldragon is named empress
* Drakengard Empire ceases to exist, transforming into the Kingdom of Medina
* Collapse of the Kingdom of Chel
* Founding of the nonhuman realm of Bwemer
* Kovric and Caellon become independent realms
* Sinder regains its southern territories
* Norgard expands southward

## Casualties

The **Second War of Succession**, also called the **War of the Bastards**, was a brief conflict within the Drakengard Empire over the matter of succession to the imperial throne after the death of Raiden III left just two bastard heirs: Sivard Aulfhedinn of the House of Ice and the legitimised Marika Felldragon. Beginning shortly after the Great War, it lasted just a few months before Aulfhedinn, corrupted by the Forbidden Rune, marched an undead army on the city of Tir Draco. During the subsequent battle, Sivard was slain with the sword Himinsverd before returning to life as the Dead King. Shortly after Gekydo was banished, a regency council elected Marika III Felldragon as empress, who agreed to deconstruct the Drakengard Empire and rule the remnants as the Kingdom of Medina. The war brought an end to the Drakengard Empire, at that point the most powerful empire in history, and facilitated the rise of the Thalmonian Empire in the south. It was also the final significant event of the Age of Madness.
Bohaemian Plateau

The **Bohaemian Plateau** is a volcanic plateau in central Pydwell, extending westwards from the bounds of Mistwood and Dol Elga to Pydwell's western coast. It is the largest plateau in Pydwell, bordering the Hertch Peaks at its southern boundary and the Endia Hills to its west. It is effectively a massive extension of the Gnawed Mountains, formed from ancient eruptions of the three volcanoes on the plateau - Olym, Tantarra and Velles. The plateau is the namesake of its dominant nation, the Kingdom of Bohaem.
Repatriation

**Repatriation** is the ability to return to life after death by moving ones soul through the Beach and back to their mortal body. Those who have successfully repatriated are known as **repatriates**. Repatriation is an almost impossible feat for mages to accomplish, while beachwalkers are able to repatriate endlessly, making them immortal.

## List of Repatriates

* Minerva an Kett
* Wren the Undying
The Blade and The Pygmy/Part I

***The Blade and The Pygmy: The Crown of Antlers*** is the upcoming first instalment of *The Blade and The Pygmy*. The story follows Hermoor MacDuff and Zolton Brievor, two unlikely companions, as they travel to Vladland to track down a mysterious beast terrorizing the region.

## Plot

*An unlikely friendship begins as two adventures, unalike in every way, answer the call of the fair land of Vladland as a merciless beast preys on the populace.*
Age of Contempt

The **Ninth Age of Pydwell**, named the **Age of Contempt** by the Gesserit, is the ninth and current Age of Pydwell's history, following the Age of Division.

Beginning in 8:492, the Age of Contempt has marked a dramatic end to peace across the continent, triggered by Thalmonia's invasion of Kovric and Caellon and the subsequent Third Northern War. The ninth age also marked the ascension of the Hero of Mortals, and thus fears of Ragh nar Roog.
Mortag the Hidden

**Mortag the Hidden** was a bastard son of Raiden Felldragon and the first recorded blood mage. Born a hideous omen, he spent much of his life locked away, where he slowly learned to conjure bloodflame from his own cursed blood. Through a network of loyal mages, Mortag was able to spread his teachings outside of his prison cell and thus became worshipped by mages seeking similar power. Strengthened by their worship, Mortag finally broke free of his bounds and incinerated himself in bloodflame, allowing him to ascend to the Wild Lord pantheon as **Morag, Lord of Blood**. As the Lord of Blood, he is the patron of blood mages and the accursed, the latter of which includes omens.
Nithing

A **nithing** is a curse of sickness and misfortune that is cast by the jealous or the manipulated, usually via a **nithing pole**. Nithings are known for being particularly cruel curses, causing slow and painful illness and eventual death.

## History

### Notable Cases

In 1183, famed mercenary Hermoor McDulff and his partner Zolton Brievor took on a contract to stop a nithing that was plaguing the entire town of Oartd, Vladland.
Hollykit

## Specklekit

**Hollykit** is a golden tabby she-cat with amber eyes.

**Hollykit** is a kit in ShadowClan under Tigerstar's leadership. She was born to Tigerstar and Honeyshine alongside her littermates, Goldenkit, Dustkit, and Specklekit.

## Kin

### Members

**Mother:**

Honeyshine Living (As of Book 1)
**Father:**

Tigerstar: Living (As of Book 1)
**Sister:**

Specklekit: Living (As of Book 1)
**Brothers:**

Dustkit: Living (As of Book 1)
Goldenkit: Living (As of Book 1)
**Half-sisters:**

Willowpaw: Living (As of Book 1)
Cherrypaw: Living (As of Book 1)
**Half-brother:**

Thornpaw: Living (As of Book 1)
Lord Commander of the Wardens

"*I always believed...you had it in you. That you would...lift that sword...**forged from the night sky**...unite us. Burn away the **blood feuds** and the **hideousness** of some of our kind. It could have been **you**. **The Night King!***"
—Esken St. Raivan rants to MacDuff[src]

The **Lord Commander of the Wardens** is the leader of the Order of Wardens. The title is also colloquially known as the **Night King**, named for the sword wielded by all Lord Commanders, the Nightblade. By virtue of the office, the Lord Commander is also the functional ruler of all the warden disciplines and all of the castles they call home.

There have been 500 Lord Commanders since the Order's founding in the Age of Curiosity; when the Order crumbled in the early eighth age there became no use for the title, and thus the position of Lord Commander has been vacant for centuries.
Hallowing

**Hallowing**, also called **mage rot** or **dark rot**, is an incurable and invariably fatal degenerative disease of mages, characterised by gradual and incurable necrosis of soft tissues. It is caused by repeated and prolonged exposure to magical energy, meaning all mages are doomed to eventually succumb to hallowing.

It begins with the loss of feeling in the hands that progresses to dark patches on the fingers, then to the slow decay of flesh that works up the arms, down the torso and up to the skull. As the rot seeps below the skin it begins to decay vital organs; if it reaches the brain, the mage becomes "rot mad". The mage is eventually reduced to an immobile living corpse, half-rotten and in incredible agony, before death comes as a result of organ failure. The onset and progress of symptoms varies between individuals; some can live for centuries before and after the rot begins, while others last only a few years.

Hallowing does not occur in wardens due to their lack of innate Power, which catalyses the rot in mages; while extremely rare, it can occur in non-mages that have been exposed to intense magical energy. Several organizations have sought a way to cure or prevent the condition, most recently the Knot, but most mages learn to come to terms with it. The condition's name is a result of a study by the White Orchid, an anti-magic paramilitary group, which believes the rot to be a "cleansing" of those born with magical blood.
Oasis of Serrica

The **Oasis of Serrica** is the southernmost region of Drekosgard, bordered to the north by the Welen Desert. An exotic land home to desert pilgrims, sages and ancient rituals, Serrica is also the origin of the magical art of wordwielding.

## Trivia

* The Serric Desert in Pydwell is named for the Oasis of Serrica.
Saga de Marselo

La saga de Marselo fue creada por Bogie el 30/12/2019, un día el le escribió al privado en Discord al otro autor Uby que tenia ganas de hacer una película de Marselo, ambos autores estuvieron charlando sobre como seria Marselo, sus poderes, como empezó a tener vida, etc. Al mismo día se hizo el rodaje, como un dato curioso, la primera película no tuvo un guion en si, sino una base y se fue improvisando, obteniendo de resultado lo visto en Marselo 1. La película fue un éxito y se continuo con 2 películas mas las cuales son queridas en el publico de Ferox, de hecho, Marselo 2 por un tiempo fue incluso considerada la mejor obra de Ferox. Sin duda, nadie esperaría que un meme tan simple como MARSELO tenga una trilogía que este bien hecha.

## Pequeñas controversias

Si bien Marselo obtuvo una buena trilogía querida por todo el publico, esta tuvo unos pequeños problemas y esto debido a su personaje principal, Marselo. Hubo una época en donde recibió demasiado hate simplemente por el hecho de ser un meme, sin embargo, en la actualidad esto ya no es así, por lo tanto, hubo un Good Ending en esto

Otra pequeña controversia que hubo fue con la serie de Danieluis, Juan Bros, la cual por el simple hecho de que ambas series estaban sacadas de shitposting, eran cada rato siendo comparadas e incluso haciendo una especie de ''competencia'' por así decirlo. Dentro de esta pequeño controversia, hubo otra dentro de esta misma, el cual fue que en Juan Bros se utilizo a Marselo sin permiso de Bogie (Si bien Danieluis pregunto si podía usarlo, Bogie rechazo)
Dauðstaður

"*...upon its name is **Dauðstaður, the Land Beyond Time**, where the Dragon King rests and the dead undying wait, buried behind the seal unbroken until the blood of Ælenishaff maketh its spoken spill...*"
—Part of Revachol's Prophecy that mentions *Dauðstaður*, read by Adam[src]

**Dauðstaður** *("Dead Place" in elvish)* is the remains of an Old Kingdom city that was dragged onto the Beach during the Conjunction, therefore lying between the lands of the living and the dead. Called the **Land Beyond Time** in Revachol's Prophecy, it is said to contain lost time magics and a creature called the Lichdragon, which guards the realm. The Knot seeks to access *Dauðstaður* and thus a multitude of lost magical powers, forcing them to hunt for *Ælenishaff*, the "Serpent Reborn", whose blood can supposedly open the path to the Land Beyond Time.
Alder

**Alders** were one of the three branches of the elven race, alongside the avari and the nandor. The fairest of the elves, the alders ruled the kingdom of Avarlell, where they refined their art, architecture and magical prowess. The alders were eventually driven to extinction following the Collapse of Avarlell; their fall is often linked in folklore to the Dead King. While some alders remain alive, the race itself is considered extinct.
Avari

The **avari**, better known as the **dark elves**, were a branch of the elven race of Pydwell. Known for their proficiency over dark magic, the avari were expelled from the alder kingdom of Avarlell in the Age of War, at which point they swore loyalty to the Harbinger. Decades of experimentation and inbreeding has transformed the race as a whole into the orcs, which dominate the island of Far Seen since their defeat at the end of the Age of Madness.
Gammera

The **gammera** are a race of humans native to the southern realms of Pydwell, generally defined as south of the Gnawed Mountains. They are in contrast to the nordlings, those native to the northern realms, and the amatera, humans that arrived from the Blackreach during the Reclamation.

The realms of the gammera have typically been the lands of Tarv, Niildard, Kihirrin and Thalmonia. For thousands of years the people of Tarv, Niildard and Kihirrin shared worship of Lanis, personification of the Moon, while Thalmonia worshipped the Great Sun. This *status quo* ended in the Great Sun Crusades, in which Thalmonia forcibly spread worship of the Great Sun to its neighbours; when the conquered realms were assimilated into the Empire, all gammera were legally bound to worship the Great Sun.
Draconis (Series)/Part III

***Part III: The Tower of Dust*** is the upcoming third instalment of *Draconis*. It will be written in 2023.

Divided after the Battle of Hog, the Black Blade Company each seek an asset in the coming fight against the Dead King: MacDuff seeks out his mother, the powerful witch Vedma; Minerva trains with Isolde and the Knot; and Zolton, Fiona and the others head north to find the Sunscale.
Magic

**Magic** is the metaphysical manifestation of the unique form of particle and electromagnetic radiation known as Power. Believed to originate from the mysterious Void, it is able to enter the mortal plane via the Beach, which acts as a buffer between the two realms.

It serves as a prominent plot device in *Draconis*, with a small population of humans, known as mages, capable of controlling it. When combined with the language system known as the dialect, mages can manipulate magic to cast spells. Conventional magic is possible by drawing mana from Power; dark magic is possible by drawing Power directly from the Beach; blood magic is fuelled by the raw magical power in blood, which manifests as the bloodflame; and draconic magic does not require Power at all and instead uses the innate power of living souls, albeit at great cost to the wielder.

## Branches of Magic

There are many types branches of magic, with mages usually having more natural affinity for one area and thus study more extensively, though they can have skills in another. Some though are considered taboo and have been banned by certain mage organizations.

The suffix "-kinesis" involves physical manipulation of given element (like inflaming objects with pyrokinesis or moving them around with telekinesis), while "mancy" generally refers to communication with and interpretation of it (like learning people's fates by fire-gazing via pyromancy or forcing the dead to speak through necromancy).

### Divided by Element

**Mind-based magic (psionics)**

* Telekinesis
* Telepathy
* Telempathy

**Air-based magic**

* Aerokinesis
* Aeromancy

**Earth-based magic**

* Geokinesis
* Geomancy

**Water-based magic**

* Hydrokinesis
* Hydromancy

**Fire-based magic**

* Pyrokinesis
* Pyromancy

### Divination magic

* Aeromancy
* Ceraunoscopy
* Astromancy (Astrology)
* Chiromancy
* Cleromancy (Sortilege)
* Geomancy
* Hydromancy
* Numerology
* Oneiromancy
* Pyromancy
* Tyromancy

### Banned magic

* Goetia
* Necromancy
Saturnite

**Saturnite**, also known as **black steel**, is a rare metal harvested from asteroids that impacted Draconis during the Conjunction. Saturnite is deep black, force-absorbant, magic-resistant, corrosion-immune and toxic to magical creatures, making anything forged from it a formidable weapon. It is also one of the few materials capable of destroying undead and harming the anathema. These properties mean it has been used by the wardens to make their weapons for centuries.
Fiona Tenarb

**Fiona Tenarb**, better known by her nickname **Fadyn** *("Fox" in elder speech)* by Zolton and the giants, is a master archer and thief who hails from the town of Earlcopse in rural Sinder, where she barely scraped by with her elder brother Olgierd, who disappeared shortly after a fearsome creature appeared near the village. She later formed a friendship with the Black Blade Company when they visited her village on a quest, and later joined them on their mission to track the creature. Upon discovering it was a wendigo - none other than Fiona's own cursed brother - Fiona helped slay it and subsequently abandoned her home to seek a new life with the company.

## Overview

### Physical Appearance

Fiona is a fair-haired girl with an appearance very similar to Minerva: brown hair, high cheeks and athletic. Her lifetime in an impoverished village has left her gaunt and lithe, but she begins to build body strength during her travels with the company.

### Personality

Toughened by bigotry, cruelty and the harshness of Sinder, Fiona is hardened, stubborn and wary. She dislikes receiving aid from others and is quick to act on her emotions, even if it puts herself in great danger. She is also loyal, kind, empathetic and brave, and has come to see the company as her new family after leaving behind everything and everyone she knew.

## Powers, Equipment & Abilities

### Abilities

* **Master archer:** *To be added...*
* **Expert thief:** *To be added...*
Harz

**Harz**, officially the **Free and Hanseatic City of Harz**, also called the **Island City**, is an independent city-state located on Harz Island, across the Harz Strait from mainland Pydwell. A former capital of Norgard, it is the second-largest walled city in the north, after the city-state of Wesaxe. It is one of the five city-states of Pydwell and one of the three Hanseatic Cities.

Originally a castle built on a calm island, sheltered from the eastward wind, Harz quickly grew into a major trade hub between the mainland and An Harg. A coalition of merchant clans came together to form the city's government, the Traders Assembly, which remains in power to this day. A centre of commerce, the city is also known for its rich seafaring culture, educational institutions and entertainment industry. It is notably the only realm in Pydwell without a state-endorsed religion.
Treasure of Errindor

The **Treasure of Errindor** is a fabled lost treasure within the abandoned Great City of Errindor on An Harg. The treasure is believed to be linked to the sudden disappearance of Errindor's population, as well as the early collapse of the dwarven tunnel system beneath Pydwell. The treasure has been sought for centuries, but remains undiscovered.
Second Northern War

## Casualties

The **Second Northern War** was a conflict fought between the Drakengard Empire, later alongside its ally Wesaxe, and the Kingdom of Bohaem over the territory at their respective southern borders along the Gnawed Mountains. It was the largest of the Great Pydwellian Wars of the fourth age and the largest war in Pydwell's history until the Great War. The war concluded with the northern expansion of the empire, the southern expansion of Bohaem, and the independence of the Free City of Wesaxe.
Wyvern

**Wyverns** are a race of draconids and close relatives of dragons. Like their larger cousins, wyverns are large winged reptiles covered in scales; unlike dragons, wyverns are unable to breath fire and instead possess potent venom. Smaller than dragons, but no less ferocious, wyverns are much more common than their larger cousins, usually dwelling over open plains where prey is common, be it deer, sheep or humans. There are four extant species of wyvern: wandering, desert and royal.
Dark Magic

**Dark magic** or **black magic** is any type of magic that is strictly outlawed by the Circle of Magi and includes practices such as blood magic and necromancy. All forms of dark magic draw upon energy from the Beach, the metaphysical realm between the lands of the living and the dead, instead of the metaphysical Power.
Conjunction

The **Joining of the Living and Dead**, better known as the **Conjunction**, was a cataclysmic event that destroyed the Old Kingdom and reshaped the world into its current form. The event also bound the Beach to the souls of all living things and caused the cosmic force called Power to leak into the mortal realm

## Overview

The Old Kingdom was a mysterious civilization armed with technology far beyond that of any race that would follow. They ruled their world for untold millennia and built vast cities. Their rulers were the Archons, people of undescribable power that sought to become immortal, allowing them to rule their kingdom for all eternity.

The Archons sought to join the realms of the living and the dead together, thus allowing the Archons to live in death. The ritual that followed unleashed untold magical power; for just a moment the worlds of the living and dead were joined, but immediately pulled apart, creating a realm in-between called the Beach. The catacylsm tore the world asunder in a series of earthquakes, eruptions and tsunamis that reshaped the world, erasing almost all evidence that the Old Kingdom had even existed. The world was born anew, and the Beach was intrinsically tied to the psyche of all living things.

It is widely predicted that the world's current form will end by being reshaped anew by a second cataclysm or conjunction.
Years of Light & Dark

The **Years of Light & Dark** were a period of Pydwell's history that lasted more than 10,000 years and ended roughly 3500 years before the Age of Contempt. Also called the **Time of the Elves**, it defined the period of elven dominance across Pydwell, when the nordlings and gammera were still barbarians warring with giants and the dwarves lived in their underground cities.
Wildlings

**Wildlings**, also called the **Wild Folk**, are humans that inhabit Pydwell's wilderness, free from the rule of any kingdom, much like the barbarians of old. They are divided into innumerable tribes, each with their distinct culture and even languages, that span various ethnic groups. Fiercely territorial, wildlings primarily live as hunter-gatherers, although some are not above raiding trade caravans and the more remote towns of the continent. In the Archipelago, wildlings are known as skogarmaor, or "clanless".
The Pygmy Giant

**"The Pygmy Giant"** is the upcoming first episode of *Part I: The World Beyond*, the first instalment of *Draconis*.

## Plot

*Famed mercenary Hermoor McDulff, one of the last of an order of warriors, reunites with his company as they scour Pydwell for coin and glory. A young baroness finds herself plagued by strange dreams.*

## Trivia

* First appearance of Hermoor McDulff
* First appearance of Minerva an Kett
* First appearance of Zolton Brievor
* First appearance of Adam
Werewolf

**Werewolves** are therianthropes who transform into wolves or half-wolves. As other such creatures, they are hardly hurt by steel but very vulnerable to silver and saturnite.

There are two most common ways to aquire lycanthropy: the first one through a curse and the second is to simply have a werewolf parent. Being bitten by another werewolf, while popular in folk tales, gives only a very small chance of becoming one in reality, though it is still recommended to get magical treatment. Those who are born as werewolves are able to fully control their shapeshifting abilities, while those cursed or bitten change into their werewolf form only during the full moon. Those who became werewolves during their lives however are the only ones who can be cured. The wolfsbane is said to mitigate the illness' symptoms.
Wendigo

**Wendigos** are extremely dangerous, man-eating monsters created by the Wendigo's Curse, which afflicts those devour the flesh of their fellows and transforms them into bloodthirsty creatures with horned heads and an insatiable appetite for human flesh. Thankfully rare, they are some of the most fearsome and challenging monsters a warrior can ever face.

## Overview

Wendigos are the result of the Wendigo's Curse, a rare but dangerous curse that afflicts those that commit the ultimate sin: devouring the flesh of one's friends or loved ones. The curse first manifests as painful convulsions and an obsessive drive to consume human flesh; once the curse grips a victim entirely, tree-like horns sprout from their mouths to rip apart their flesh and unleash the goat-like wendigo within. The creature is then free to stalk its territory, kill or capture victims and create more wendigos with the original as an "alpha". There is no known method of cleansing the curse or curing the wendigo, and they can only be killed by removing and destroying their heart.

Wendigos are titantic beasts that resemble goats, albeit ones with blood-covered fur and disturbing remnants of their former selves; the latter includes their tongue, eyes and even pieces of tattoo-covered skin. Their hind legs end in hooves with sharpened edges, while their forelimbs end with dextile hands armed with ferocious claws that can tear flesh and armour with ease. Wendigos are a wall of muscle with unnatural speed and agility and a natural resistance to both silver and saturnite, making them extraordinarily difficult to kill.
Therianthrope

A **therianthrope** is a human or a member of another humanoid race who, due to a curse, magical ritual or another circumstance, is affected by a **therianthropy**: a magical "disease" which changes the "contaminated" into an animal or human-animal hybrid during the full moon. During these three nights in a month, the therianthrope is not able to control themself and may be lethally dangerous for those nearby. Despite the folk tales, being bitten by a therianthrope very rarely results in acquiring the illness.

An important difference between therianthropes and other Cursed Ones is that the therianthropy is hereditary. Those who have inherited it from one of their parents however are fully able to control their abilities and might change between one or three forms whenever they want, not only during the full moon. One should also not compare them to other shapeshifting creatures such antherions, animals that are able to take a humanoid form rather than otherwise.

## Treatment

The only known method to treat therianthropy is to lift the curse. It is said to require a great pain and or personal loss but other remedies such as wolfsbane or "finding a true love" are sometimes said to work. However, all those treatments work only in case of those who aquired the therianthropy, and the inherited one cannot be lifted as it is not a result of a curse.

When the bestial nature of a therianthrope starts to dominate over the sentient half, sadly the only choice left is usually to hire a mercenary in order to end the killstreak. When facing a therianthrope, one should equip a saturnite weapon: their hardiness make them resilient to steel but a cursed nature of their illness make them very vulnerable to saturnite or other magic-treated materials, such as silver.
Third Northern War

### Result:

Ongoing:* Arn Druwso seizes the Frozen Throne in the Coup of Iron, wiping out Clan an Kett
* Caellon falls to the Empire, causing the collapse of Kovric and Caellon
* Imperial army stalls in the ashlands
* Medina and Norgard unite to form the United Kingdom
* Start of the witch hunts in Bohaem by the Inquisition

## Major Events

### Battles:

Battle of Fork River
Siege of Caellon
Battle of Hog

## Casualties

The **Third Northern War** is an ongoing war between the various Northern Realms and the Thalmonian Empire, beginning in 9:0 upon the Battle of Fork River. The first conflict of the Age of Contempt, it was orchastrated by the Crimson Rite, who sought to ignite a war large enough that the combined death and suffering would weaken the barrier between the mortal realm and the Beach, thus facilitating the return of the Dead King to the mortal world.

The war's roots began in 8:492, the final year of the Age of Division, when the Crimson Rite slaughtered most of the lords of Norgard while Arn Druwso, a soldier of the Rite, led the Coup of Iron in the Archipelago and wiped out Clan an Kett. With their fleet bolstered by Archipelagan warships, the Thalmonian Empire began an assault on Kovric and Caellon, ultimately seizing Caellon while Kovric remained free. The realm of Araad fell to pro-Empire insurgents, who subsequently attacked Sinder; with Bohaem preoccupied with a new crusade against mages, Norgard and Medina came together to form the United Kingdom, providing the north an allied front against the Empire.
Wild Lords

The **Wild Lords**, also called the **Mortal Gods**, are a collective of pagan deities worshipped by various wildling tribes throughout Pydwell. Once known as the Outer Gods, they served as the deities of the developing races of Pydwell for thousands of years until they were abandoned and replaced by various other pantheons, including the empyreans and the Lŷrian Flame, as the races evolved from their barbarian roots. In the modern era, the worship of the Wild Lords is forbidden throughout Medina, Norgard and Bohaem and strictly outlawed by various institutions such as the Circle of Magi, the Inquisition and the White Orchid due to their association with forbidden magic.

## Pantheon

* Faint Whispers - Lords of Wind, manifestation of the eastward wind
* Lady of the Lake - Patron of water, maidens, knights and death
* Morag, Lord of Blood - Patron of blood magic and the accursed
* Ohen, Lady of Fire - Patron of fire, chaos and volcanoes
* Radagon, Lord of Wolves - Patron of wolves and other wild beasts
* Toth, Lord of Dragons - Patron of dragons and draconic powers
* Velok, Lord of Lies - Trickster deity

### Known Avatars

* Blaikoth - avatar of Radagon, Lord of Wolves
* Noone - avatar of Velok, Lord of Lies
* Vedma - stringmaiden, avatar of the Faint Whispers
Tír Miraak

**Tír Miraak**, also known as the **Tower in the Lake**, is a gargantuan tower situated in the middle of Fyke Lake in Pydwell's north. Built by the elves as the original home of the One Rune, and thus the conduit of all magic in the world, it is the largest structure ever built by any race. Damaged during the Shattering, the tower was claimed by the Drakengard Empire, who restored it to a shadow of its former glory to serve as the headquarters of the Circle of Magi.
Valagard

**Valagard**, meaning "Land of the Slain", is the nordling heroic afterlife that exists within the Void; its opposite is Helgard. Nordlings who have died valiantly in honorable combat arrive in Valagard after death; fleshly pain and maladies evaporate upon entering its Hall of Valor. Spirits here enjoy mead-drinking and contests of physical prowess. Valagard is unique to the nordling folk; the amatera and the gammera have their own afterlives, both at the side of the their respective gods.
World Serpent

***Drekossormr***, known as the **World Serpent**, was an everlasting dragon that defected from its brethren to aid the amatera during the War of Fire. After becoming soulbound to Raiden Felldragon, the Serpent's physical form was slain and came to rest at Serpent's Rest, while its soul became trapped on the Beach, where it remains.

Mythology and folk tales of the amatera's decendents claim that the physical reincarnation of the World Serpent, bearing the title *Ælenishaff*, the "Serpent Reborn", is destined to battle *Helregnin* come Ragh nar Roog, thus deciding the fate of the entire world. On the continent of Drekosgard, the amateran homeland, the World Serpent is regarded as a godly figure.

## History

### Background

Little is known about the World Serpent's existence. As one of the everlasting dragons, it was born with higher intelligence and grew to a massive size.

## Serpent Reborn

The Serpent Reborn is the mortal reincarnation of the World Serpent; in nordling mythology, they are called the Hero of Mortals, while in elven and amateran mythology they are called *Ælenishaff.*
Timeline/Dragonrealm

Below is a **timeline** of the events of *Dragonrealm*, which is distinct from the events of *Draconis* and *Mortal: The Marks of Power*. This timeline follows the chronology of the Draken Calendar. Modern history is divided into epochs dubbed "Ages".

The recorded history of Drekosgard extends back over 12,000 years, according to tradition, though the accuracy of the legends and myths that recount much of this history is openly questioned by the scholars of the Citadel.

As with real-life medieval cultures, the people who inhabit the Known Lands in which the continent of Pydwell is located do not possess objective knowledge about how their world was created, other than the current world was born from a great apocalyptic catacylsm termed "The Conjunction", which brought an end to the "Old Kingdom", the world that came before. The Conjunction caused two realms - the mortal plane and the metaphysical Beach - to become intertwined; this allowed Power to enter the mortal realm. The few inhabitants of the Old Kingdom that survived splintered into the humans, elves, dwarves and giants, living alongside creatures both changed and unchanged by Power. The various races each learned how to harness Power and wield it as magic, granting them a stronger connection to the Beach.

Unlike on Pydwell, where the Beach remained intrinsically linked to all forms of magic and life, the Beach's influence over Drekosgard was significantly weakened by the Everlasting Dragons, who wielded their own form of magic drawn entirely from their own godlike blood. When the dragons were overthrown, their magic was passed on to their conquerors, the amatera. Centuries of selective breeding ensured that only nobleborn people could wield it, usually those with a connection to House Felldragon. As a result, the Beach is only loosely connected to Drekosgard.

## Pre-History

* The Conjunction: a massive cataclysm of unknown origin brings an end to the Old Kingdom

## Dawn Age

* The amatera, humans native to Drekosgard, either evolve or arrive before spreading throughout the continent

## Age of Ancients

* The amatera come under the power and servitude of the Everlasting Dragons, remaining slaves for generations

## Dragon Age

* The amatera begin their rebellion against their Everlasting Dragon masters
* Raiden Felldragon becomes soulbound to the World Serpent, a dissident Everlasting Dragon
* At the end of the war, the World Serpent is slain and its corpse comes to rest at Serpent's Fall
* Raiden Felldragon and his followers abandon Drekosgard to find a "promised land" beyond the sea
Untamed North

The **North**, also called the **Untamed North**, the **Northern Plateau** or the **Lower North** to distinguish it from the Far North, is the northern plateau of Drekosgard sandwiched between the Throat and the Frostback Mountains, beyond which lies the frozen Far North. Its cold temperatures, tempermental inhabitants and geography make it one of the two untamed wildernesses on the continent, the other being the Oasis of Serrica. Surrounded by sheer cliffs, the North sits several hundred metres above the rest of the continent; only three routes connect the North to the continent: the Throat and the two Grand Lifts. Like Serrica, not a single realm exists within the North, with the population divided amongst several independent towns and city-states ruled by powerful lords.

## History

The Northern Plateau formed with the rest of Drekosgard during the conjunction, the reshaping of the world. Through immense geological activity, the northernmost craton of the newly-formed continent was raised several hundred metres above sea level, forming a plateau surrounded by sheer cliffs on two sides. A mountain chain called the Frostbacks formed at the plateau's north, shielding the region from the eternal winter of the Far North, while the eastern expanse dropped off toward the sea, forming a steadily-descending region called the Ebb. The plateau was connected to the rest of the continent only by a narrow strip of land known as the Throat, itself covered in steep hills and canyons that made passage difficult.

It is unknown how much influence the everlasting dragons had on the inhabitants of the North, although they did have a significant presence there. It is possible that the cultists of the dragons ruled the plateau in their stead, siphoning the Power from human souls to fuel the magics of their masters. Nonetheless, the North was freed from the dragons' dominion during the War of Fire. In the subsequent ages, the inhabitants of the North, while remaining divided amongst themselves, developed a common identity of hardiness and fierce independence that separated them from all of the other inhabitants of the continent, giving rise to a common culture of honor and tradition that persevered in the face of numerous conflicts between the northern lords.

## Geography

### Cities & Castles

* Crow's Perch, holdfast located at Crow's Pass, thinnest point of the Neck that forms the barrier between the North and the rest of Drekosgard
* Kowgrove
* Ramsgate, the seat of House Moray

### Regions

* Coastwood
* Sleeted Coast
* Slopes of the Accursed
* Snowfield
* Thawland
* Throat
* Wolfwood
Ædonn of the Lakes

**Ædonn of the Lakes** or **Saint Aedonn**, also called the **Dream Guard** or the **Knight of the Beach**, is saint of the nordling pantheon, born from the heroic beachwalker Wren the Undying who sacrificed himself to seal the Dead King on the Beach for all eternity. He appears in mortal dreams as a banisher of nightmares and defender of souls, endlessly waging war against the anathema and the Dead King himself.
Valkalaar

"*For when the Dragon of the Wind awakens, and the eastward wind turns west, frenzy will be unleashed, bringing doom upon all the world,*"
—Part of Revachol's Prophecy that mentions Valkalaar, the Dragon of the Wind[src]

**Valkalaar, The Dragon of the Wind**, also called the **Sleeping Mountain**, is the largest dragon in known history, said to only awaken from his slumber atop Hood Mountain when times of disaster and ruin are upon the world, and thus he serves to many as a sign of the end times. His wingspan can fill a valley, and a single beat of his wings is said to drive the winds of Pydwell for centuries afterwards. He is considered so significantly tied to the continent's fate that the Gesserit use his blood in their premonitions, which define the beginnings and ends of ages.

Valkalaar's most recent awakening was during the Great War, specifically the Battle of the Lantern, where he laid waste to the armies of the Last Alliance and the Dark Lord Morgott, accidentally turning the tide in the Alliance's favour and ultimately allowing them to win the war. During the Battle of Hog, Valkalaar awakened above the city, marking the beginning of the chain of events that will inevitably end in Ragh nar Roog.
Vastlands

***Vastlands*** is the working title of an upcoming fantasy story set in the *Conjunctionverse*, although it ignores the events of *Draconis*. Set on the faraway continent of Lysernia, the titular vastlands, it follows the exploits of a Black Rider across the many realms of the continent.

## Characters

### Main

* Unnamed: a currently unnamed Black Rider, a vagrant who follows a creed of inflicting justice and vengeance across Lysernia
Vladland

**Vladland** is a small autonomous duchy under the banner of the Kingdom of Bohaem, famous for its wines, enabled by the region's volcanic soil and ideal combination of sunny and rainy days. Vladland does not maintain a large standing army of its own, instead relying on a few regiments of knights-errant, watching the borders and roads in conjunction with Ducal Guard. Originally a buffer state created during the Last Alliance, the area was granted to Bohaem as part of the Drakengard Empire's reparations before its dissolution.
White Orchid

The **White Orchid** is a fanatical vigilante organization dedicated to the persecution and eradication of magic in Pydwell. The group's members are commonly known as **witch hunters**; equipped with swords, crossbows, felsteel bombs, and shackles, they are well prepared to fight both amateur and professional mages. Though officially without any allegiance, their operations are sanctioned by the Lŷrian Flame and monarchs occasionally support them with gold and firewood for the pyres.
Three Kingdoms

"*How little **sense** it makes. We were conquered by dragons, forced to worship dragons, **freed** ourselves from their grasp. Tens of thousands of lives...lost, forgotten. **Perhaps more**. Yet here we stand, all these centuries later...once more **bowing** at their feet. This realm...**the Nine**...we are their servants once again,*"
—Unknown[src]

The **Three Kingdoms**, also called the **Realm of the Three** or the **Everlasting Kingdom**, is the realm that controls most of western Drekosgard. One of only four nations on the entire continent, it borders the Mourne kingdom of Caelica to the east-southeast and the Kovissian province of Anderfal to the east-northeast. Comprising of the lands of Elland, Saxum and Felldragon, they are ruled by the King of the Three from their seat, the Dragonjaw Throne, in the city of Dragonbarrow. By far the mightiest power on Drekosgard, their history traces back to the War of Fire and the victory of House Felldragon over the everlasting dragons.

## Government

### Realms & Administrative Regions

True to its name, the Three Kingdoms comprises three constituent countries: Elland, Saxum and Felldragon. Each is divided into various regions and provinces, each governed by the lord of a Great House under House Felldragon.

Elland and Saxum occupy the Terring Peninsula and the Howe Peninsula respectively, while Felldragon spreads out across the western plain to the west coast of the Sea of Arthusis. The eastern borders of Elland and Saxum terminate on their western borders with Felldragon, itself terminating at the border with Koviss in the east-northeast and Mourne to the east-southeast. Saxum holds a maritime border with the Mourne kingdom of Dyrwood to the south.
Void

The **Void** or the **Abyss** is a place outside of both the mortal plane and the Beach where the mysterious force called Power originates. It is believed to be the world of the dead, where souls go once their bodies have passed. Souls unable to cross into the Void become spirits on the Beach; restless or vengeful spirits then become demons.