recursal/Fanatic-Fandom huggingface dataset:
Bran, the Bold

The God of Fire and Summer. Bran represents sensuality, desire, passion, courage, glory and power.

## Appearance & Depiction

Bran is often depicted as a female, armour-clad knight or Paladin without a helmet. Bran is seen as the god to turn to in times of trial or great need. Inner strength and perseverance being key virtues in her mantra.

Bran is often depicted as the rash, progressive, and blunt of The Court of Four. She speaks what she feels, with little regard for the objections of others. One of Bran’s most redeeming features is her strength, drive and passion. She is often looked to in times of struggle for inner strength. Her fire burns brightly in the darkest, coldest of nights.

Bran is often associated with the Morning, the lighting of the great fire, and the daylight. She is often prayed to at the midday mark, when her symbol is highest in the sky.

Bran is also, however, the god of wrath. She has a terrible temper; once scorned, she will lash out with unbridled fury to destroy everything her enemy holds dear. She holds nothing back.

Bran is not often turned to for forgiveness, rather called upon to oversee justice, punishment and retribution.

## Interaction

The Gods are never seen, but they are ever-present. They watch the people of Markoth and hear their calls when they are summoned by ritual. Each of the court has its own ritual, in which a sacrifice must be made.

Bran demands a fire be built, and a carcass be burned. The Offering needs to equate the price of the favor asked. For a family blessing for the season, the carcass of a bird or small creature would suffice. Many funerals are dedicated to Bran, in that blessing the family of those departed is paid for by the deceased’s corpse.
Byzorian Guild Guard

The Byzorian Guild Guard is a mercenary association, residing in Byzoria. The Guard primarily accepts escort contracts for mercantile ships leaving Byzoria.

## Overview

Residing in Byzoria, the Guild Guard is made up of ex soldiers, retired captains, specialised infantry, combat trained labourers, and various other cuthroats. The Guard typically work exclusively for the Byzorian Commerce Guild, this is due to the long-standing relationship between both organisations, in which great trust has been formed.

The Guild Guard operate the grand auctionhouse in Byzoria's Dock District, this is typically where contractors meet, and guild members come to collect their payments.

The Guild Guard (as of 1048AT) own and command a current total of 82 ships (down from 214 due to the Blockade of the Korama Shogunate), of which 41 are military vessels. These vessels are primarily engaged in escort contracts between Byzoria and her trade nations.

## Hiring the Guild Guard

In order to hire the Guild Guard, a contractor must first travel down to the docks district, and find a broker. They must then offer the contract, and agree on a payment and terms. This payment must be made primarily using trade notes, a currency developed by the Byzorian Merchants Guild to pay contractors in a way that was more airtight and less prone to value change than currency. The contract and fee are then written on a contract and signed by both parties, using their guild seals. Once this has been completed, the hirer keeps the contract, whilst the Guild Guard gets a contract coin. This coin lets others know the contract is legitimate, and that the job has yet to be completed.

Once the job has been completed, the two parties meet and payment is made in full. The coin is returned to the contractor, and the contract is marked as completed. The two parties then go their separate ways.

## Ending a Contract

A contract that is active can be ended in a few ways;

1. The contractor dies, and there is no successor to take on the debt;
2. The task is completed;
3. The task cannot be completed, or is no longer possible;
4. The Contract is halted by the Commerce Guild Authority.

Non-payment of contracts will not end the contract, the binding agreement will remain in place, even once completed, until such time as the contractor can pay in full. Partial payments are typically not accepted. If the contractor requires to default on their payment, the Guild Guard applies to the Commerce Guild Authority for compensation, and as a minimum punishment, the contractor loses their contract coin. Further punishments are at the discretion of the Commerce Guild Authority.

If the Guild member dies whilst completing the contract, then another guild member will typically accept the contract, and attempt to complete it.
Fendor

Fendor has been a lush food bowl for the Empire for centuries. As the war broke out in 1030, Fendor was one of the first casualties, falling to an assault across the Trine River to the joint efforts of the kingdoms of Queten, Camdoria, and Haverly. Sworn to The Tarvalan Empire

## Homeland

Fendor sits precariously on the border of Royalist and Empire Territory. With the Trine River to the east, Jern to the west, The Fendorian Mountain range to the north and forests to the south, Fendor is able to funnel forces into choke points in order to make itself defensible.

## Full Overview

Fendor has farmland, mines and lumber yards as primary sources of income and industry, whilst also relying heavily on trade from Jern. They produce wheat, fruit and nuts in their open fields, but also produce minerals from the mines in the mountains and hillsides to the north.

Apart from this, Fendor, despite being close to the border holds a reasonably small standing army, with a preference on diplomacy rather than military solutions. This approach has failed them multiple times, with occupations of Fendor becoming frequent occurrence during wartime.

## Culture

Fendor's culture is one of reward earned from hard work. The people of Fendor are tough, loyal and resolute.

More Details to come.

## Leadership

Fendor's Leadership currently rests in the hands of Cedric Assam, who is the trusted Baron of Fendor's lands.
Tarvala

Tarvala was an Elvish man, born in the Magical Fey Realm adjacent to Markoth. He is famed for being the bringer of freedom to Markoth, leading a liberation army to destroy his own people in order to save the mortals of the land. He was also responsible for constructing an empire, at the peak of which he was assassinated.

## Early Life

Little is known of Tarvala's early life, save from a few accounts from scholars who either spoke to him or transcribed as he dictated.

*"He was brought up like many Feylings; trained in magic from his first word, grew up by the blade and the spear. Developing faster than most, he was gifted the rare opportunity to learn under the best fighters in the Fey Realm. He learned the finer arts of governing and diplomacy from his father, Markoth. It wasn't until he grew of age, that his real gifts and ability began to set him apart from his fellows. He was destined for more, fighting as the house champion in the justice pits against the accused of the realm, assisting the governing of smaller settlements and diplomatic relations. He even came for a few raids on mortals... and that's when things changed."*
- Historian Altius Barran, Arlessa, 309AT

## Arrival In Markoth

Tarvala arrived in Markoth in 198AT, near a township called Versano. A full account of the meeting and what was said was recorded. The story was titled; The Liberation

## Tarvala and the Nine

Tarvala assembled a retinue of representatives from all parts of Markoth and the Fey realm to assist him in uniting the world. He was approached by, selected, and searched for these people, of which he built a council for his empire. Tarvala and the Nine developed into a religion for the Empire shortly after his assassination.

## War

Tarvala started an open war with the Fey (as well as those who would not help liberate themselves) in 218AT. This was was dubbed The Eternal War due to the length of which the war lasted. During it's 82 year span, the war claimed over four million lives, three cities, and an incredible amount of resources. The war was ultimately successful and lead to the Final Victory Treaty.

## The Tarvalan Empire & Tarvala's Death

The Tarvalan Empire is a large organisation that originally spanned over the vast majority of Markoth upon it's creation. The Empire was created to unify the entire world under a system that allowed for trade, equal rights, law, shared infrastructure, education and prosperity for all who dwell within it. The vision was largely successful, albeit idealistic.

The Empire lasted 30 years, until it's partial collapse after Tarvala's Assassination at the hands of a Royal Rebellion in 330AT. The Assassination led to the destruction of most of the Capital, the surrounds, as well as many nations/regions/kingdoms claiming independence.

## Legacy

Tarvala's legacy was solidified by the Church of Arlessa, following his death when they declared him a Demi-God and formalized an underground religion in an attempt to retain unity of the crumbling empire. Tarvala's Legacy is one of passion, unity, love, wrath and ferocity. He fought for is causes with conviction, dying for them in the end.

More details to come.
Rules

Rules are boring, but they are also a key to having something that both works, and is enjoyable. Below are the core rule groups to read up on should you wish to participate in our games, our chats, or our wiki.

## Wiki Rules

These rules are here to ensure that every person can use this space without the need to defend themselves or feel unwelcome. For any rule breakages please report the person to Admin who will take the nessessary course of action.

Players should familiarise themselves with this rule set before taking any action on the Wiki.

## Battlecry Game Rules

Battlecry follows a strict set of rules designed to keep people safe and allow people to have an absolute blast without fear of injury. We put loads of effort into making the rules as invisible as possible, but that requires the players to remember where the boundaries are. The Game rules are important to any working LARP
Markoth

'Markoth' is a word that was created by the story team during a 5 hour brainstorming session. The name derives from Gaelic, Latin and old English. It's meaning is; Healthy, freedom, mature and renowned.

## As a Diety

Markoth the Wise - God of Air and Spring. Markoth represents parenthood, growth, nurturing, wildness, perseverance and life. Markoth is often depicted as a parent, often with a crown or other symbol of rule.

Markoth is depicted as being the most relaxed, forward-thinking, calculated and logical of the The Court of Four Using his knowledge and power to nurture those in need, granting growth to the things that are in need, and to ensure the wilderness is in abundance.

Markoth is also thought to have a connection with a tree in the city of New Versano. A tree in which fruit grows all seasons, and it stays forever green. This tree has been burnt, cut down, and dug up during attacks on the city, but it has grown back, each time, stronger than before.

## The World You Live In

Markoth is named after is believed creator. It's borders are only as far as those in it wish to venture, for who knows what awaits in the unseen wilderness. Harsh mountains stretch across the northern-most portion of the world, with a seas to the east and ocean with islands such as Andevin and Kirisaka to the south.
Byzoria Commerce Guild

*"Contracts before Promises"*

The Port City of Byzoria is far from the centre of the Empire in Arlessa. It stands at the mouth of two rivers, one of which flows under the mountains in the Gorran Pass, bringing and taking trade from Ironhammer - some of the richest mining towns in the Empire. The Commerce Guild is an association of wealthy merchants, cartels and trade organisations, with troops under arms to protect their interests. Loyal to The Tarvalan Empire

## Homeland

Byzoria resides on the sourth-eastern shoreline of Markoth. The city itself straddles the two rivers which lead out into the Byzantian Bay. The City of Byzoria is a large port city, with high walls, and ceramic tiled tudor style homesteads.

The Ports of Byzoria are a scene of constant bustle, with trade carts, shipping cranes, deckhands and traders shuffling across the cobblestone docks.

## Races in Byzoria

All races are welcome, with many of the lesser-known races
Asha, the Merciful

Name: Asha /ush-ah/

God of Water, Ice and Winter. Asha represents mercy, healing, dreams, foreknowledge, wisdom and resting.

###

## Appearance & Depiction

Asha is often depicted as a cowled and robed androgynous figure with a fortune-telling instrument (dependant on culture) in outstretched hands. Most people pray to Asha at night, as she is often more present after sunfall. The most common requests are

Asha is seen by some in particular, as the god of death. This is partially due to the interpretation of ‘rest’. The Church of the Undying are a cult which reside in the Ouroboros, and worship Asha as a sole member of The Court of Four. They see her ability to grant rest and tranquility as an ability to give eternal sleep.

Asha is also seen as merciful, kind-hearted and charitable. She is the nurturing figure in the Court. When people are having a child, they often pray to Asha for protection, guidance and mercy on their unborn life.

Regardless of how she is worshipped, Asha is seen as a soft hand in an otherwise harsh world.

## Interaction

The Gods are never seen, but they are ever-present. They watch the people of Markoth and hear their calls when they are summoned by ritual. Each of the court has its own ritual, in which a sacrifice must be made.

Asha demands a water ritual for her blessing and respect, during which a person is drowned and is revived. This ritual requires those performing it to be in water, just prior to dawn.

There is also a common practice of sacrificing a creature by drowning as a way to get Asha's blessing.
Factions

"Factions" in Battlecry is the term used to describe group of people who form a politically recognised organisation within the game. Factions are seperated into two major categories.

## Superfactions

Superfactions are organisations which have hundreds of thousands - if not millions of members. There are two Superfactions in Markoth.

The Tarvalan Empire and the Royalist Alliance

## Subfactions

Subfactions are groups that reside underneath or within a Superfaction. Groups that fall under this category can be of almsot any size, and structure. Subfactions are typically player run, and rely on individuals to run them.

## Neutral Factions

Within Markoth, there are numerous neutral factions that exist within the game. These factions play an integral role to driving storyline, developing plot, and keeping political oppositions active. The following neutral factions currently exist.

1. The Kingdom of Deermont
2. The City-state of Cardicordia
3. The Stronghold of Vreispunt
4. The Isles of Andevin
5. The Magic Academy of Markoth
The Dark Fox

Tivor Emericus, The Dark Fox of Darkmoor

The Royalist Alliance

Sentinel Commander, Darkmoor Sentinel Division

Diplomat, Darkmoor Diplomatic Division (No longer, left of own accord)

Dual Daggers

Single Sword

Dual Swords

### Backstory

Tivor was born into a noble's life. He was lucky enough to have money, land and standing with the court. He was trained in archery and swordsmanship as all nobles were, but he never saw much point in these lessons. He saw things such as diplomacy and tactics far more necessary for the betterment of the kingdom.

He didn't always agree with Darkmoor's leading family as they had a core difference in belief. Lord-Elect Mattias Ambrius believed in Royalist rule and that the war with the Empire would not end until the Royalist Alliance had victory in battle.

However, Tivor believed that there was a chance for peace with the Empire. He believed that all political and religious views could live as one. This caused conflict with the Lord-Elect.

He lived in Vixia with his wife and children, often travelling from place to place with them in tow running errands for the Diplomatic Division of Darkmoor. These trips were boring and mundane but necessary for peace. As he saw it, it gave him the time he wanted with his family while travelling the land.

One day on the road to Drazin, his caravan was set upon by Imperial forces. He was captured and questioned. As he refused to answer, members of his party were put to the sword. First the guards. Then the diplomats and eventually... his wife and children were put to death in front of him. Something inside him broke at this moment, changed. He broke but not in the way that his attackers expected. He didn't cry or scream. He went quiet.

For days they tried to interrogate him, leaving scars over his body. Eventually during a particularly cruel session they got lazy and left a blade within reach of his grasp. Silently he rose and took hold of the dagger. It felt different to when he had ever held a weapon before. He had a purpose that he had never had before. Silently and without emotion, he slaughtered every last Imperial that attacked his caravan.

A week later he wandered back into the court of Mattias Ambrius. He was dirty, thin, covered in blood and his eyes appeared dead inside. After the court emptied, he told Mattias everything that had happened. He admitted that he was wrong and Mattias was right. The imperials deserved no quarter, no mercy, no peace. He would leave the Diplomatic Division and retire from the public eye. As far as anyone else was aware he was a broken man, living quietly in his broken memories within his chambers.

Privately he had a different agreement. He would join the Sentinel Division as a Commander. He would answer directly to the Lord-Elect in secret. He would make sure no caravan’s in Royalist lands were ever attacked as his one was. He would not let the Imperials win in battle. This is when Tivor Emericus became the Dark Fox of Darkmoor.
Копейщик

Копейщик – один из финальных вариантов развития воина. Он отлично чувствует себя в боях с несколькими противниками, но в боях один-на-один может возникать дискомфорт.

Копья и пики — это то, чем пользуются Копейщики в бою. Их сила позволяет наносить врагу сокрушительные удары, а умение атаковать сразу несколько целей способно привести Копейщика к победе в самых безнадёжных ситуациях.

Копейщик является развитием ветки Воин-Воитель и доступен для Духов, Ноинов мужчин, Ферсунов, Сурайа.

## Возможности развития

Для получения класса Копейщик необходимо освоить следующие профессии:

* Воин
* Воитель

Копейщик является финальным классом развития ветки Воин

## Доспехи

* Средние Кожаные
* Тяжелые

## Оружие

* Копье
* Пика
Smallfolk

The Smallfolk will find any and every reason to argue about whatever they can. Families and crests are things to be proud of regardless of personal opinions. This bickering between them has rarely ended in war is all mostly noise. Some say it's because a war cannot be fought with so many potential sides and no one has yet found a
good enough reason to ally themselves with any others of their kin. Most of the Smallfolk's place in the war is based on their geographical location and is mostly motivated by adventure or the protection of their own rather than whatever ideal the humans are foolish enough to have.

## Appearance

Smallfolks are short. That's the extent of what makes them recognisable, as beyond that they come in all shapes and relative sizes.

## Racial Variants

Less 'racial variants' and more opposing families, the Smallfolk have always been proud of their heritage and where they come from, and who their grand grand grand grand, grand pappy was. This has caused them to naturally split themselves up. It's never so much that anything comes of it though, actually, with the Smallfolk, a lot of noise can be heard but when it comes down to it nothing radical really ever happens either. There are some more well known families than others but to a Smallfolk, their family is the best, no matter what.
Маг

Много ли вы знаете о том, что может проявиться в жизни внезапно и даже напугать? Поставить жизнь в опасность?

Как правило, маги ещё не понимают границ своих способностей и их направления.

Маги, как правило, неопытны и не контролируют свои заклинания. Стражи и Академия поддерживают магические дарования и к началу учебного года дают возможность всем магам начать обучение под личным контролем семейства Хоук.

Маг является началом ветки **Маг** и доступен для Духов, Ноинов женщин, Ланури, Сурайа.

## Возможности развития

Маг может развиться в следующих направлениях:

* Колдун
* Заклинатель
* Некромант

## Доспехи

* Лёгкие
* Роба

## Оружие

* Посох
* Жезл
Классы

## Классы, доступные без обучения в Академии

Для получения класса нет необходимости описывать процесс обучения.

* Воин
* Певец
* Отшельник
* Маг
* Жрец

## Классы, доступные после обучения у наставника

Для получения профессии на старте необходимо описать процесс обучения у наставника и проверки навыка.

* Воитель
* Разбойник - Вор
* Сказитель
* Друид
* Колдун

## Классы, доступные после завершения обучения в Академии (I)

Для получения профессии на старте необходимо согласовать с адм и описать финальный экзамен (условия выдаются администратором при согласовании)

* Воитель
* Рыцарь
* Разбойник
* ​​​​​​​Бард
* Заклинатель

## Классы, доступные после завершения обучения в Академии (II)

Данные профессии на старте доступны исключительно каноничным персонажам при условии описании сцены боя по заданному адм сценарию.

* Копейщик
* Гладиатор
* Паладин
* Солдат
* Лучник
* Охотник
* Маг Стихии
* Маг Школы
Battle Reports & Stories

The following links are stories and reports that have been placed in the history books. These records are kept in different places of the world, however, they detail the fabric of Markoth, and those who have left there mark on it.

## Battles & Accounts

The Hellhammer Floods - 1047AT

The Bloody Conflict over Fendor - 1048AT

Byzantine Bay - Blockade of the Korama Shogunate - 1048 AT

Camdorian assault on The Hallow Fields - 1048AT

The Road to Darkmoor - 1048 AT

Harbridge's Assault on Emeralton - 1049AT

Hardem's Heist on Byzoria - 1049AT
Тёмная Ночь

Тёмная ночь - одно из событий Эдем, объяснить которые не могут ни Стражи, ни Духи, ни (на данным момент) научное сообщество Существ.

На данный момент известны только 2 эпизода Ночей - 407 и 570 годов.

В Тёмную ночь наступает кромешная темнота и на небе не появляется ни звёзд, ни луны, а температура воздуха резко понижается; Начинает идти снег, воздух становится плотнее. Факела зажигать не получатся - они тут же гаснут, а читать заклинания света сложно из-за морального состояния Существ.

В летописях отмечается, что Эдем наполняется неизвестной магией и практический каждый из существ, переживших Ночь так или иначе упоминает, что видел умерших друзей и родственников. Видения рассказывают о том, как могло бы быть иначе и вменяют чувство утерянных возможностей, утерянных благ и всячески подавляют волю к жизни.

## Первая Тёмная Ночь (407) и последствия

Первая тёмная ночь длилась почти три дня и вызвала сильное беспокойство как Существ, так и Стражей. Сезонные урожаи сильно пострадали, большое количество скота погибло.

Примерно через 60 лет после Тёмной ночи за пределами Высот наступает кризис неурожаев и падежа скота. Его связывают с обнаружением нескольких магических жил, энергия которых вызывала глубокое беспокойство или сильную тревогу практически любого, кто к ним приближался. Кризис длится примерно 8 лет в течение которых Стражи и Духи усиленно стараются избавить Эдем от неизвестной магии.

Увы, изучить эту силу на тот момент не удаётся.

Культ Чада в своих учениях отмечает, что поглощение неизвестной магии даёт им примерно тот же объем энергии, что и магия Иллюзии, однако, поглощение большого количества - приводит к мучительной смерти,предотвратить которую невозможно.

## Вторая Тёмная ночь (570) и последствия

Существует теория о том, что Вторая Ночь вызвана не афишируемыми исследованиями в Академии, но никто не даёт тому подтверждения. Ночь наступила настолько быстро, что понять местонахождение источника энергии было практически невозможно.

Также ходят слухи, что энергия из которой и рождается Ночь могла быть привезена из Предела, поскольку именно в том регионе Существа чувствуют себя так же плохо. Значительно позже выяснится, что природа энергии в Пределе и Ночи - разная.

Рассказывают, что Вторая Ночь была злее к существам, однако, продлилась она меньше и потери скота и урожаев не были зафиксированы.

Именно близостью Ночи иногда объясняют суровость правления следующих Стражей
Humans

Humans make up a vast majority of the sentient species in Markoth. Though there are pockets of the lands in which Humans are more sparse, overall the number of humans compared to other races is significant.

Humans have evolved into many different variants, depending on geographical location, lifestyle and adaptation to environment.

## Species Variants

1. **Imperial** - Following the creation of The Tarvalan Empire, the term "imperial" was given to many of the light-skinned humans that made up the citizens of many of the central townships. These people have many varied shades of skin, from light brown to pale cream.
2. **Ironskin** - Are those typically who live in the mountainous regions of Markoth.
3. Barkblood - Those who live primarily in forested regions, easily burnt by the sun.
4. Damaror -
The Hallow Fields

The Hallow fields is an area located west of the Imperial capital of Arlessa. Camdoria, the Royalist territory is located to it's east, however many Royalists are of the opinion that the Hallow fields always belonged as a territory of Camdoria. This debate has ruined many opportunities for diplomatic outcomes regarding the region.

## Prior to the Naming

Prior to it's naming as Hallow Fields, the region was best known as the location for Camdoria's capital city, Versano. This city was a central hub of trade for the region, with many hundreds of thousands of citizens.
Olga

Az **Olga**külföldi-magyar női név az *Helga*oroszból eredet, Jelentése: nincs.

## Gyakorisága

Az 1955 előtt volt gyakori név, az 1960-as években (1960-1964) #43 helyett, (1965-1969) akkor #70 volr, Az 1970-es években is gyakori név akkor #94 női név és a 80-as években is gyakori női név

Az 1990-es években ritka név, és 2000-es években nem szerepelt első 100-ban.

## Névnapok

* Június 21.
* Június 27.
* Július 11.
* Július 27.

## Híres Olgák

* Olga Pataki, Nickelodeon szereplő a Hé, Arnold! című 90-es rajzfilmszorotának szereplője.
Воин

**Воин** специализируется на применении разнообразных типов оружия и брони. Он обладает высокими показателями силы и ловкости — с одинаковым успехом может вступать как в ближний бой, так и атаковать неприятеля на расстоянии.

Воин может быть стартовым классом для Духов, Ланури, Ноинов мужчин, Сурайа и Ферсунов

## Возможности развития

* Воитель
* Рыцарь
* Разбойник

## Доспехи

* Тяжелые
* Средние
* Лёгкие

## Оружие

* Щит
* Меч
* Булава
* Клинок
* Лук
Эдем: рассцвет эпохи вики

Сейчас идет активный перенос уже имеющегося контента и его адаптация к новому формату - вики. По завершении переноса, всё будет становиться на свои места и обрастать новыми подробностями, становиться яснее. Со временем - вики пополнится иллюстрациями и описаниями уже пройденных сюжетных арок.
* Культура
* Персонажи
* Локации
* Мир

## Культура

Персонажи

Предложить своего Персонажа

## Духи Эдема

### Семья

* Семья Варден
* Семья Нортон
* Семья Хоук
Lore

The Lore of Markoth is vast and encompassing, many millions of different plants, creatures and precious rocks scatter the landscape, this section is a library of information like an encyclopedia of what has been documented.

## Main Sections

1. Factions
2. Religions
3. Famous Cities & Locations
4. Famous Events & Stories
5. Famous People
6. Creatures & Races
7. Gemstones & Minerals
Нойн

Нойн – Дух-прародитель расы Ноины. Нойн считается хранителем ночи и воды. Именно к нему обращались за помощью в Тёмную ночь.

## Участие в Религии

Ноины - одна из наиболее сближенных со своим прародителем рас. Нойн сопровождал своих детей на протяжении всего земного пути и даже выбрал себе спутницу из числа собственных потомков.
Наибольшая группа ноинов продолжает следовать давнему пути близкого общения с праотцом: Нойн спускается в Эдем, во многие крупные поселения ноинов, а в Вечном городе существует фестиваль Полной Луны (ранняя весна), где главным гостем является Нойн со своей спутницей.

## Примечания

1. ↑ Стоит упомянуть, что внутри расы Духов не существует понятия инцеста
Carlston

Carlston is a trader's pit-stop located on the Emperor's road. The town's primary income is inn-keeping, with the empire's capital-bound trade caravans often taking shelter overnight in it's stables.

Sworn to The Tarvalan Empire, Carlston is also home to The Silvelion Command.

## Homeland

Carlston is a nation based south of the Capital. The central location to the empire ensure Carlston is constantly full of travelers or traders making their way across the countryside in need of a place to rest for the night. This leads to massive flow of taxes, tariffs and the inns/brothels producing high incomes. Alongside these services, Farriers, Coopers, Wheelwrights, carpenters and blacksmiths operate in abundance, repairing, crafting and selling equipment traders use the most.

## Leadership

Carlston is currently under the governance of Malencia Nox and her officers.

## Full Overview

Carlston sits in a flat field, surrounded by wheat, barley and various grain farms that keep it supplied and sustained. The breweries of Carlston produce wheat beer which is primarily sold in it's taverns, but occasionally is sent north to be sold to the taverns in the Capital.

The house guard of Carlston is also it's primary town guard, with crime dealt with quickly, harshly and publicly, few travelers take the risk. Those visiting the town must travel past the cages and pillories in the town square which often house those stupid enough to break common law in Carlston.

The food in Carlston is not particularly unusual; comprising of game meat (purchased from Jern), beef (purchased from Grammel Plains) and vegetables grown from their own fields. But the ales and the beers are something many people travel for.

## Culture

Carlston is a nation which prides itself on its diversity, accepting people of any background who simple want a bed without questions, a traveler can bed for the night without a name should they desire it.

Above that, the only thing Carlston leadership demands is respect for privacy and common law. If you are caught somewhere you shouldn't or you break the common laws within the borders of Carlston, the punishments are heavy.

## Relationship with other Subfactions

Carlston Holds strong trade relationships with Grammel Plains, Jern, and Lensbridge. The Silvelion Command is also a strong ally, residing in Carlston Itself.

## Battlefield Behaviour

Carlston Soldiers aren't typically seen on the battlefield, with Carlston holding a defensive army, and a town guard, but no offensive troops. They send viable recruits either to Jern or to Arlessa, depending on requirements.

## Appearance

Carlston Soldiers are Brown and White quartered Tabard, with the emblem on the chest.
Alistair, The Greedy

Allistair, The Greedy was a Greenskin, who came to be known for his involvement in starting the Magic Academy. His name was given to him after his death, due to the nature of his demise. The name was harshly condemned by the leadership of the Empire, however, those who studied at the Magic Academy, ensured that the title endured.

Allistair represents Anger and Greed in the Nine, His stone is Alamaine's Greed.

## Early life

Born Allistair Bothwaite in Gollina, Harbridge, in 207AT, Allistair was visited by Callidas at the age of 10. Allistair was given a test, and passed with flying colours. He was then taken to Arlessa to learn magic under Callidas and Tarvala. along the way, an assassin attempted to slay Callidas, and was killed by Allistair with channeled energy from Callidas. This story circulated Harbridge, which gave Alistair a poor reputation.

## The Academy

Allistair was unhappy living in Gollina with the poor reputation he had. He then moved to Arlessa in 219 to begin the training process and harness his magic. He excels under Callidas' tutelage, surprising those in charge. They then set about recruiting others who may be gifted to start a training school to assist in arming the Mortal races in winning the war Tarvala had started.

After 2 years, they had recruited close to 300 candidates. Beginning the training process, in 223, a great fest was held, and the Academy was founded.

## The Fight Against the Fey

Allistair is noted in history as being incredibly successful at killing elves with their own magic. His official kill count was rumoured to be around 35 confirmed kills.

During an attack on the Academy in 227, Allistair lead a party of soldiers and mages on a rescue in which 108 mortals and 12 fey died. One of the strongest ratios of any open combat situation with the Fey. Allistair was personally responsible for at least 8 of the kills.

## Death

In 239AT, The Academy was attacked by Fey, Tarvala and Callidas defended the academy, Allistair was locked in his chambers, with unconfirmed reports that he was trying to cast high magic that was not allowed in the Academy. As a result of this, Allistair was killed by the strength of the magic.

His funeral was publicly held at the grand square in Arlessa.
Lensbridge

Lensbridge is a nation pledged to the Empire. Its located in the Imperial heartlands, west of Carlston and south west of Arlessa (The capital). The nation is made famous by the Imperial Bard College located there. Since the college was constructed, around the time of the Empire’s founding, many hopefuls have flocked to learn from Markoth’s finest. Recently this has seen a decline, due to war and conflict taking free time.

## Homeland

Located south-west of Arlessa, Lensbridge sits in the centre of Imperial lands. It's proximity to the capital, coupled with it's accessibility and thoroughfare nature make Lensbridge a strong trade Nation. It's capital - Borolla, is renowned as a pit stop for all those travelling either to, or from the Capital from the western, and southern Empire.

## Resources

Lensbridge produces many different resources for trade to it's partners. Providing Byzoria with clay from it's claypits, wheat crops to The Sacred Flame, and Lensbridge orchards providing fruits to the mountains of Ironhammer. Lensbridge also hold strong trade ties with close neighbour, Tovan.

## Leadership

Lensbridge falls under the leadership of Lady Liliana Kel. She took over leadership in 1045 from her father Lord Alberro Kel. Since that time, Lensbridge has been at war consistently, and the nation has been unable to turn it's focus inward.

## Races in Lensbridge

All races are welcome in Lensbridge, however, you will find a high concentration of beastmen and Elves, due to the initial influx of satyr and other beastfolk who migrated to Lensbridge for the Imperial Bard College.

## Full Overview

Lensbridge is a hilly nation, dotted with small settlements on the crests of some of the more prominent hills. The culture of Lensbridge is one of relaxed, peaceful and community-focused living. The orchards are maintained, and the crops are tended, whilst the bards attend their college and traders holler at passing travellers as they seek a bed at one of the many hotels in the main town centres.

Tovan guards keep order in Lensbridge, taking over from the Silvelion Command, who moved to nearby Jern after they were offered a contract of protection. The festivals of harvest at Lensbridge are regarded as some of the best in the Empire heartlands, due to the entertainers it draws, and the product available at the vendors.

## Relationship with other Subfactions

Lensbridge holds close ties with Tovan, Carlston, and Byzoria. They are rivals with Jern, who offered a contract to the Silvelion Command, despite already having military assistance from many other nations.
Охотник

Кому, как не охотникам чувствовать себя максимально комфортно в лесной чаще или в тесноте каменных стен города.

Охотники отлично справляются со своими задачами, однако, не столь самодостаточны как Вор или Лучник: они приручили питомца и в некоторой степени уже зависят от него.

Охотник является финальным классом в ветке Воин-Разбойник и доступен для Духов, Ноинов мужчин и Ферсунов.

Ланури могут освоить класс Прорицатель и использовать механики, близкие к механикам Лучника.

## Возможности развития

Для получения класса Охотник необходимо освоить следующие ветки:

* Воитель
* Разбойник

Охотник - финальный класс ветки Воина

## Доспехи

* Средние Кожаные
* Лёгкие

## Оружие

* Кинжал
* Лук
* Стрелы
High Steward

The High Steward is the elected head of representatives for The Tarvalan Empire. This position title does not change for the sex of the person it is held by, and is chosen by the High council in the Capital. The elected leader rules as a benevolent dictator, making choices whilst listening to the council on important matters.

More details to follow..
Гладиатор

Если вы увидите воина, который крепко сжимает в каждой руке по мечу, знайте — перед вами один из опаснейших противников, Гладиатор. Это единственный класс, который достиг небывалых высот в использовании дуалов - парных мечей. Он обучен многочисленным приемам, позволяющим ему наиболее эффективно атаковать противника на высокой скорости.

Также вы можете увидеть гладиатора и с двуручным мечем – тоже не ошибётесь. Гладиатор с двуручником не столь шустрый противник, но его критические атаки способны вывести из равновесия любого даже самого стойкого противника.

Гладиатор является развитием ветки Воин-Воитель и доступен для для Духов, Ноинов мужчин, Ферсунов, Ланури, Сурайа.

## Возможности развития

Для получения класса Гладиатор необходимо освоить следующие профессии:

* Воин
* Воитель

Гладиатор является финальным классом развития ветки Воин

## Доспехи

* Тяжелые
* Средние Кожаные

## Оружие

* Дуалы
* Меч
* Двуручный

Гладиатор выбирает лишь один тип оружия
Order of the Sacred Flame

Sworn to The Tarvalan Empire, The Sacred Flame represents the second most popular religion. Having grown out of a citadel called Flamekeep, where the Order stood vigil over an eternal flame, a symbol of the light waiting for the new Emperor to take back the throne.

## Homeland

Flamekeep sits high in the mountains of Ironhammer, resting at the highest point of a long inclined road leading to the Keep. Surrounding the keep are a few small settlements, vineyards, mines, and training facilities.

The road up to Flamekeep is heavily guarded, with multiple guardhouses and compounds along the route. Many people pilgrimage to the temple at the base of the road to Flamekeep. This is to pay their respects to the Flame, and Tarvala himself. As the Keep is restricted to faction members only, the public are only allowed as far as the temple at the base, however, the flame's light is often visible from that vantage point.
Колдун

Колдуны - это маги, отказавшиеся от обучения в Академии и решившие идти своим путём обучения. Они не способны на сильные заклинания, требующие длительного чтения. Основная часть их арсенала - быстрые и слабые чары.

Нередко колдуны заключают контракты с магическими сущностями Эдема и питаются из силами, что позволяет черпать больше энергии.

Их оружие и одежда чаще сделаны самостоятельно и усилены самодельными камнями и рунами.

Колдун является развитием ветки Маг, имеет две ступени внутреннего развития и доступен для Духов, Ноинов женщин, Ланури.

## Возможности развития

Для получения класса Заклинатель необходимо освоить профессию Маг
Заклинатель может развиться в следующих направлениях:

* Маг Школы
* Маг Стихии

## Доспехи

* Лёгкие
* Роба

## Оружие

* Браслет
* Посох
10 Things You Need To Know About Markoth

These 10 things are defining ways in which the world is run, and fiction to be created. They define the ways in which the Story Team looks at all submissions and writes games.

1) Markoth is a world at war. Nations do not trust each other. Conflict frequently breaks out between the Royalist Alliance and The Empire . The primary story for the game centres around this conflict, and player characters are involved.

2) Sentient Races in this world are all humanoids. Player Characters are mortals.

3) Supernatural beasts are either magical constructs, or summoned from the realm of magic.

4) The Fey are a hostile force that have largely abandoned the world, due to the treaty with Tarvala and his heirs.

5) Magic is divided into battle magic and high magic. High magic is slow and highly ritualised, while battle magic is limited in scope.

6) Death - due to High Magic rituals, deaths during conflicts are not permanent. A magical ritual means combatants are able to cheat death during conflicts. This process is not always 100% effective however. (Permanent death on battlegame nights is at player discretion.)

7) The gods are distant. The faithful are active. Major religions include the Church of Tarvala of the Imperialists, and the older tradition of The Court of Four . Deities are not definitively good or evil, and some groups worship certain aspects of deities over others.

8) Markoth is a 'No Gunpowder' medieval low fantasy. While it takes inspiration from history, it is not a historical representation.

9) Cartography is not an exact science in Markoth. The world is far from completely explored.

10) The world is settled, but not complete. It is a cooperative effort to make this world alive in the minds of all people who play this game.
Рыцарь Света

Много ли вы знаете о том, что может проявиться в жизни внезапно и даже напугать? Поставить жизнь в опасность?

Как правило, маги ещё не понимают границ своих способностей и их направления.

Маги, как правило, неопытны и не контролируют свои заклинания. Стражи и Академия поддерживают магические дарования и к началу учебного года дают возможность всем магам начать обучение под личным контролем семейства Хоук.

Маг является началом ветки Маг и доступен для Духов, Ноинов женщин, Ланури, Сурайа.

## Возможности развития

Рыцарь Света может перепрофилироваться в один из следующих классов:

* Колдун
* Заклинатель
* Некромант

Либо продолжать развиваться в своей ветке.

## Доспехи

* Лёгкие
* Роба

## Оружие

* Посох
* Жезл
The Hellhammer Floods

The year is 1047AT

Account written by Captain Harraid Stoneword - of The Royal Guard, recovered from his body by Imperial forces when searching the mudslide outside of Hellhammer and sent to the capital for analysis and storage.

Hellhammer fell some time ago. With each passing day, a dagger in the heart of those who called her home. The troops were weary. We marched from Camdoria, but others have ventured from greater distances. The weather had not greeted us as kindly as we remembered it. Harsh winds whipped a cold frost that bit to your core, rains that pelted down at such an angle it got under your helmet. The sun lay hidden behind the black clouds that smothered us. Thick sheets of fog gathered on the battlefield as we tried again and again to breach the defences of Hellhammer.

The Imperials held the pass well. They drove us to a narrow gap and kept us at bay for days. We lost many soldiers to the skirmishing, archer volleys and even more still to the wet, cold and sickness. The line fights are brutal. With both sides fighting until their dying breaths it seems only madmen remain. The churning of armour, blood, bone mixing with the screams, the cries of home and agony of loss. It's almost too much to bare.

Last moon was the signal of our first major victory. We crushed a section of Imperial defences. Broke the lines and used goat tracks to encircle and decimate a large group of defenders who had kept us at bay for days. They fought until the last person. Injured, muddy, cold, hungry and broken, she stood swinging her sabre against the encroaching royalist line. Bitter hatred and solemn pity bore the final strike as not a cry of victory was sung from the Royalist forces, the rain thundering down in sheets.

Yesterday we were told that the rains would cease, and that the attack would continue with new sunlight. But we knew better. Sickness had taken many, with food stores contaminated, clean water near impossible, and wounds soaked with mud from battle, it looked impossible.

Today we are to launch our attack with less than a quarter of the anticipated troops. The rain has not stopped, in fact it feels slightly harder than before. We have to take Hellhammer, as we cannot march back, the way is flooded. Reports have come back that the Imperials are suffering a similar blight, and that it will come down to a test of mettle. The soldiers are digging deep. I feel we can do this, if the gods would hold the rains for just one day. The Royal guard will claim victory this day. Or I shall die trying.
Harbridge

Harbridge is a nation of tribes, warbands and clans. Governance is decided by elected war leaders from each group, who come together as a council and decide on actions for the nation. The Tribal groups work together to fight for the Empire’s cause. The Beast Caste is a tribe within it that has been elected to lead Harbridge for a time. With religious ties running low, Harbridge’s leadership are currently fighting to keep order among the tribes, with civil war looking likely, unless the Church intervenes.

## Homeland

Harbridge is located in the central south of Markoth, nearby Emeralton, Grammel Plains, and Travesha. Harbridge itself consists of plains and grasslands, with a few large settlements. These settlements often act as travel pit-stops on the way to Cardicordia. With it's proximity to the front line, Harbridge often finds itself supporting pushes from its nearby allies into Royalist territory.

## Races in Harbridge

Harbridge attracts many different races, but in particular, Beastmen are the most common race. A race of 'beast caste' currently holds political control of the nation due to their dominance over the other races.
Солдат

Солдат - полная противоположность Паладина. Если тот использует всю свою мощь для сдерживания врага и поддержки союзника, Солдаты направляют свою силу на сокрушение противника мощными ударами.

Солдаты отлично используют как меч, так и щит, но не могут освоить никакого альтернативного оружия. Солдатом можно стать лишь продолжив обучение после освоения класса Рыцарь в Академии. Солдаты остаются на службе Эдема.

Солдат является финальным классом в ветке Воин-Рыцарь и доступен для Духов, Ноинов мужчин и Ланури. Сурайа могут освоить класс Рыцарь Света.

## Возможности развития

Для получения класса Лучник необходимо освоить следующие ветки:

* Воин
* Рыцарь

Солдат - финальный класс ветки Воина

## Оружие

* Щит
* Меч