recursal/Fanatic-Fandom huggingface dataset:
Duchy of Orcidia

Orcidia was a kingdom located in southern Maravia. It has a warm temperate climate and is rich in resources such as ores and minerals. Orcidia was settled by Azurite explorers from Akarros who were seeking to colonize overseas territories to extract wealth. The colony developed a culture of its own, combining its Akarrosian heritage with that of the local Maravian culture. Eventually, Orcidia split from its mother country, becoming its own independent duchy. It is currently ruled by Duke Berlac III Karavos.

Orcidia was for a long time the most powerful state. The northern Grand Duchy of Holvist became its rival and would conquer Orcidia in 1445.

The Isos Academy of Magic, the oldest school of magic, is located in Orcidia.
Cath Adil

Cath Adil (meaning "Home of Cath") is a Dwin city state. It exists as the only independent Dwin polity aside from Dwinmir. Located on a strategically defensive valley, the underground city of Cath Adil is known to be hard to invade and occupy. Its defensive location means that Cath Adil has maintained its independence for centuries, only occasionally coming under control by the larger Dwinmir state before eventually regaining its independence.
Ardras

The god of law, order and rules. Worshipped by many rulers, lawmen, tradesmen and justiciars. Ardras mainly concerns himself with upkeeping the pledges, rules and laws made by mortals and bring good fortune to those that hold true to their claims.

Ardras is the elder brother of Narkis, the god of chaos. Feeling spite towards his elder brother, Narkis strayed from his brother's path and set out to upset the stringent codes of Ardras. The two have remained bitter rivals ever since.

## Ardras' Intervention on The Sin of Transgression

In 1313, Narkis was set on trial by the gods for The Sin of Transgression, breaking the msot absolute law in the Divine Law of Division. According to the divine laws on the Sin of Transgression, Narkis was to be exiled like Taremtis to an abandoned plane and never allowed to leave. However, Ardras unexpectedly pleaded for the gods to be lenient and inflict a less punitive sentence. Why Ardras did so remains a topic of much debate. Some view that Ardras was influenced by his brotherly relation with Narkis in spite of their rivalry. Others view that Ardras' sense of justice made him realize how punitive the laws surrounding the Sin of Transgression really was.

Narkis' sentence would be that he was to be shackled in the Tower of Repentance for a 1000 years, not to be released before 2313. The leniency shown by the gods brought the entire validity of the Divine Law of Division into question. If the law could not be applied as written, would this mean that the law could be transgressed upon by the other gods? The law of the Sin of Trangression would be reaffirmed by the other gods, stating that Narkis' transgression would serve as a warning and any future transgressions by any god would be punished as written in the law.

Ardras' intervention has remained highly controversial. Seeing that the god of law and order would disregard the codified rule of the most absolute law in the Divine Law of Division, his actions has brought with it an increased skepticism of laws amongst the gods and the mortals, leading to a more chaotic age.

## Appearance

Ardras takes the form of a tall, robed man with silvery skin and white flowing hair.
Molysménos

Molysmenos was a cave hydra which caused terror and havoc in southern Isuraea and areas surrounding the town of Anemone in 1446. The hydra was slain by the heroes of Myths of the Forgotten, with Kaali Xochitli landing the killing blow. The heroes were hired by Amon III Amonos to kill the beast and return its heart as proof of its death.
Denearoth

Denearoth of House of Saerindrake was the Emperor of Damaria from 1358-1363. His rule was characterized as inefficient and highly unstable.

## Biography

### The Penridge Humiliation and fall from power

In 1363 Denearoth tried enforcing taxation and the abolition of special privileges to the halflings of Penridge. 5000 soldiers was send in to subdue any halfling resistance, but to their surprise an uprising occurred, leading to the halflings organizing a huge resistance and encircling the army, capturing anyone left alive in an incident known as "The Penridge Humiliation". This incident proved to be so disastrous that Denearoth's sister, Sevilia III, would overthrow him in a coup the same year.

Denearoth was shown leniency by his sister and allowed to live a relatively privileged life, although stripped of all power. He would die of pneumonia only 2 years after his deposition.
Ulin Desert

The Ulin Desert is located in southwestern Aeboria, southwest of the Mankhegi Steppes. Like with the Mankhegi tribes, tribes in the Ulin Desert live a similar nomadic lifestyle, although settled urban centers are located next to the Denbek River, which is the only place with sufficient vegetation and cultured land for civilizations to prosper.
Niradur Dwarfs

The Niradur is a dwarven culture group inhabiting northern Eolainn, pockets of northeastern Aeboria and the island of Maravia. The Niradur migrated from their original homelands in central Aeboria, settling in the mineral rich mountains of the north.

The Niradur have been going through many migrations throughout history. Within the last hundred years, after the advent of the Ice Age of Durik, many of the Niradur living in the northernmost tips of Eolainn has been forced to migrate southwards to escape the freezing inhospitable climate, leading to conflicts with their southern neighbors, such as the Korvians and to a lesser extent the Caetlians. This has resulted in many wars and conquest of new territory, although the displacement of the Niradur would eventually lead to them displacing other cultures in order to survive.

The Niradur are fierce rivals with the Stregians, who in recent times has been raiding and conquering territory from the Niradur. The naval superiority of the Stregians has meant that the Niradur have had a hard time dealing with their frequent attacks. Thus it is quite common for many coastal Niradur societies to pay tribute to the Stregians to avoid conflict.

## Etymology

"Niradur" is dwarvish and roughly translates to "Northern Ones".
Wulfphalia

Wulfphalia is a kingdom located in the upper Rinlands. It is mostly inhabited by Rinfolk dwarves who rule the kingdom.

## History

### Great Karrock (960-1148)

In 960, the upper Rinlands was united under a kingdom known as Great Karrock, which extended into parts of the lower Rinlands as well, reaching as far north as Sagamaedon. This state was a close ally of the Azurite Empire. When the Azurite empire fell in 1135, Great Karrock was likewise in a weakened state. The loss of its great ally accelerated Great Karrock's decline, leading to the fracturing of the kingdom in 1148.

### War for the Upper Rinlands (1430's-present)

In 1438, the young and ambitious Queen Ashlind I initiated the War for the Upper Rinlands, seeking to unite the entire Rinland region with Damaria and declared war on Wulfphalia and Karrock.
Mikaiva

Mikaiva is a Korvian confederation located in northern central Eolainn. The lands of Mikaiva are mostly a mix between subarctic taiga, highlands and marshlands.

Mikaiva has historically been very sparsely populated for most of its history due to its geographic remoteness. In more recent times the population of the region has increased following the migration of Korvians after being dislocated from their homelands by Stregians and Niradur conquests. Although Mikaiva has grown somewhat in influence, it is also prone to instability due to the many newly arrived clans who have yet to settle land disputes and allocation of resources.
House of Alenias

The House of Alenias is a noble family Akarros who control the Duchy of Isuraea. They are known for being tough and battle-hardened due to their territory existing on the crossroads between Akarros and the Rinlands, Damaria and the Principality of Vloblin.

## History

The house of Alenias emerged as a minor noble family during the days of the Azurite Empire. After the Collapse, the house swore fealty to the House of Koronoi of the Akarros kingdom and would produce excellent commanders. The house was awarded the Duchy of Isuraea in 1142 after the territory was conquered by Akarros. Since then, House Alenias has remained a stalwart and trustworthy vassal of the kingdom.

## Relations

House Alenias are a trusted ally of the royal House of Koronoi. They have a rivalry with the House of Scoia.

## Coat of Arms

The Alenias coat of arms is a white and blue party per pale with a black goat on the left and a white goat on the right. The goats symbolize the vigilance of the family, viewing its enemies from afar on its mountainous borderlands. The white symbolize the will to do good and the blue symbolize the confidence and honor of the house.

## Members

* Alexandros Alenias
	+ Theodosia Alenias
Veilwood

Veilwood is a forest located in southern Vealand and extending into much of northern Messilia. Veilwood is known to be the densest forest in the Midrealms, with its trees covering everything like a large blanket. Some areas of the forest have woodlands so dense that the sun doesn't penetrate through it, making it hard for vegetation on the forest floor which depends on sunlight to survive. It is a haven for nighttime animals and creatures, which are known to move about even in daytime due to the lack of light in the forest.

## History

In 1313, Narkis, the god of chaos, was the first god during the The Age of Division to set foot in Cintias since the gods left the realm after the The Day of Severance. He arrived in Veilwood and would get in contact with 13 humans who would lay the foundations for the Cult of Pandemonium. Cashera, a woman amongst those who met Narkis, would conceive a child with the god and give birth to Nebbia of the Blackbark, born under a blackened tree in Veilwood.

## Inhabitants

Veilwood is home to Nebbia of the Blackbark, a demigod of secrets and mystery whose domain is linked with the forest.
Klavian Goldenvale

Klavian "the Great" Goldenvale of the House of Goldenvale is the Grand Duke of Holvist, having ruler since 1422. Klavian is ambitious and conniving, aspiring to become king of all of Maravia. He is an accomplished military leader and shrewd diplomat.

## Biography

### First War for Maravian Supremacy (1426-1430)

The First War for Maravian Supremacy was initiated by Klavian Goldenvale against the Duchy of Orcidia in 1426. The young amibtious king noticed weakness amongst the Orcidian nobility who remained disunited in this period and choose to strike. Klavian besieged the walled city of Hykantis, managing to conquer it within less than a year, shocking the Orcidian society.

The rest of the war resulted in a stalemate situation with no side gaining ground. Klavian managed to hold onto Hykantis and gained the city through the peace treaty signed between the two countries.

### Second War for Maravian Supremacy (1440-present)

In 1440, Klavian Goldenvale claimed that the peace treaty signed between Holvist and Orcidia had been breached due to Orcidia giving support to the rebel freefolk of Deepvale who had been harassing Holvister soldiers and caravans. Klavian used this supposed breach as his casus belli to start the Second War for Maravian Supremacy in order to subjugate Orcidia and establish himself as the undisputed main power of Maravia.

In 1445, the Holvisters managed to overrun Orcidia, dethroning the Karavos family. The entire domain of Orcidia came under Holvister rule. Klavian Goldenvale would declare himself as "the Great" following his victory.
Axor River

The Axor is a major river of Northern Kesrica. Its estuary runs into the Sea of Sethos, and it is the only river that flows through the Qoz’t Desert. The river branches into the Western Axor and Eastern Axor. The Western Axor flows from the Tegrissian highlands, and the Eastern Axor flows from the Kingoza Range.

Due to its location in the arid Qoz’t, the Axor has historically been the lifeblood for many civilizations in the region, currently making up the heartland for the Sultanate of Izhmat.
Masheena

Masheena is a Seyanite state located in northwestern Serneria on the Seyanite Peninsula. It is the dominant Seyanite state, having once controlled the entire Seyanite and Keyras Peninsulas. The Seyanite culture originated on the plains of Masheena and would spread to the rest of the neighboring regions.

## History

### Masheeni Empire (1140-1232)

In the 1130's, the ambitious warrior Sultana, Zana Kiyani, sought to unite the Seyanite states to end strife on the peninsula. She ceaselessly led a campaign against the many small petty states that made up the neighborhood at the time, winning battle after battle. In 1140, the entire peninsula was under her control. Albeit a militant ruler, Zana managed to build a reputation as a benevolent ruler, creating an era of peace where the once disparate Seyanite states now lived in coexistance.

In 1192 the Sultan Hamail I Kiyani declared war against Keyras, the only remaining Seyanite state in Serneria not under Masheeni control. Hamail was a military genius who managed to destroy Keyras opposition within just a year, conquering the state in 1193. However, Hamail was a better fighter than a unifier, and he would spent the rest of his reign would be spent putting down rebellion after rebellion in the new unruly territory.

The conquest of Keyres would ultimately bring the downfall of the empire. In 1228, under the rule of the meek and unpopular Sultan Jefal I Kiyani, Keyres rose in rebellion, triggering a chain reaction amongst most northern territories of the empire to rebel. The "War Against the Tyranny of Jefal" would be one of the deadliest conflicts in Seyanite history, lasting from 1228-1232. The war ended with Jefal granting all rebellious regions independence, bringing the empire to its end.
Korvians

The Korvians are an ethnic group of Eolainn.

The Korvians used to inhabit and control most of central Eolainn. However, in recent times, many Korvian societies have been displaced and conquered by foreign powers, such as the Stregians from the west and the Niradur Dwarfs escaping the cold from the Ice Age of Durik from the north. This has relegated independent Korvian societies to smaller pockets of Eolainn, most notably the island of Currilia and Northern Eolainn.

## Korvian States

* Currilia
* Mikaiva

## Culture

### Tribal Culture

Korvian society tends to be tribal, with members divided into close-knit clans consisting of up to hundreds of members. Clans tend to be as self-sufficient as possible and every member, be they man, woman or child, fulfill roles that allows the clan to thrive, such as having blacksmiths, messengers, hunters, farmers, builders, etc. Each role in a clan is perceived to be vital, making Korvian society more flat hierarchically. Larger Korvian settlements often contain many tribes and clans, and conflicts between these factions are not uncommon, although it only rarely escalates into bloodshed.

### Korvian patterned clothes

Korvians are known for their patterned clothes, with each clan having distinct colors and patterns which symbolizes their belonging. It is considered highly inappropriate if a non-member of a particular clan appropriates and wear the same colors and patterns.

### A displaced people

The Korvians used to be one of the dominant groups in central Eolainn. However, centuries of conquest and strife with other cultures have resulted in the loss of much of the traditional territory of the Korvians. Korvians remember this loss of territory and yearn to return to their ancestral lands, wherein many cultural and holy sites of the Korvians remain. Many Korvians still inhabit lands now conquered by foreign cultures. Some Korvians have integrated themselves into the societies of their conquerors, sometimes to the extent of forgetting the language and traditions of their culture. Others remain rebellious and cause much trouble for their sovereigns.

Southern Korvian ArcherNorthern Korvian FighterKorvian HuntressBard from Currilia
Chernavians

The Chernavians are an ethnic group which inhabits the western Midrealms and eastern Aeboria. They originate from the region known as the Chernavian Bridge.

## Chernavian states

* Grand Duchy of Vigansk
* Principality of Vloblin
* Principality of Ryablinsk
* Principality of Zarkorzkia

## Culture

### Blending of the new with the pagan

Chernavians are a rugged and hard people. They live a feudal lifestyle similar to that of most other Midrealmer peoples. However, certain traditional tribal ways of life still permeate Chernavian society, such as pagan and shamanistic practices which has long since died out in the Midrealms. For this reason other Midrealm people groups tend to look upon the Chernavians in a somewhat derogatory manner as being uncultured and barbaric.

### Horse traditions

The flatlands of the Chernavian homelands lend itself well to horse riding. This has resulted in Chernavians developing into skilled equestrians. Chernavian children are expected to be able to ride a horse before their teenage years. In battle, Chernavians favor using heavy mounted lancers to deliver shock damage to demoralize their enemies.

### Bridge between regions

Chernavians inhabit a part of the world which is seen as a crossroads between regions and culture. Chernavians thus control much of the overland trade passing from the Midrealms to Aeboria. Thus, many Aeborian and Midrealm states tend to maintain positive relations with Chernavians so as to not lose access to markets that lie beyond Chernavian lands.

### Cuisine

Wheat and rye food is an important stable of Chernavian diet with bread, pancakes and filled dumplings being eaten daily. Warm soups made on vegetables and meat are also important, especially during the colder winter season.

Balenka is a popular **Chernavian** liquor made from rye. It is cheap to produce and heavy on alcohol.

Vigansker KnightZarkorzkian Village LeaderShamanRider from ZarkorzkiaNoble woman from Ryablinsk
## Given Names Examples

Male

* Andruy, Bereslav, Boric, Celeslav, Cyryl, Duvich, Igorr, Kasymir, Kazlaus, Lvev, Moslev, Sotmyr, Temnyy, Venseslaus, Vladislaus, Waliry

Female

* Antalyena, Kasymira, Milenya, Sienja, Sophinia, Temnyja, Vitalya, Waliryja
Sevelia I

Sevelia I of the House of Saerindrake was the first queen of Damaria, ruling from 1135-1160.

Sevilia's rule was known to be stable, with the kingdom focusing on inwards development and consolidating the hold on their territories. Her most noteworthy achievement was the founding of the Ealric Academy of Magic, the largest magic academy in the Midrealms continent.
Azurite Empire

The Azurite Empire was an empire in the southern Midrealms from 593-1135. It stretched from the gulf og Kumanzk to present day Kordobia, as well as some overseas territories in Kesrica. it was the most powerful Azurite realm to have existed.

The empire crumbled from internal instability in 1135, splitting the empire into many states. Multiple attempts would be made to reestablish the empire, but they would fail and the Azurites would remain split into multiple regional entities for a long time. Today the successor states of the Azurite empire includes Akarros, Messilia, Kordobia and the Principality of Vloblin.
Principality of Zarkorzkia

The Principality of Zarkorzkia is a Chernavian state located in southeastern Aeboria. Once an independent realm, it is now a part of the Chalkan Empire, after the hordes of the Mankhegi Steppes invaded and subjugated the region.

The heartland of the Zarkorzkia lies along the Strelga River, which feeds into Lake Nimudia, allowing the Zarkorzkians access to inland trade with much of central Aeboria.
Indaegh Elves

The Indaegh elves are the elves of Maravia, who constituted the most ancient civilization which inhabited the island, having inhabited Maravia for about 4000 years. They are said to be descendants of the Karolessian Elves who migrated far from their homelands, eventually settling on Maravia.

Indaegh communities have recently been uprooted and dislocated throughout the island as new inhabitant have arrived on Maravia.
Dimo Ceafani

Dimo is an elven Aldvair noble and illusionist wizard from Kordobia of the House of Ceafani. He is the son of Dynei Ceafani and his wife Nienna, who hold the title of Baron of Kavamaro. He has a twin sister named Senilla. Being the third son of the family, Dimo is the third in line to inherit the barony. Dimo has played a large role in the Maravian Adventures campaign.

Dimo has long been viewed as the black sheep of his family. Being last in line amongst the sons to inherit the family titles, Dimo was not expected to grow into the role of a baron and a steward of the family's holdings. This provided Dimo with the option to pursue his own interests, eventually leading him to study magic and become a wizard. He enrolled into the Ealric Academy of Magic and following his graduation he decided to travel the world rather than returning to his family.

## Biography

### Early Life

Dimo was educated at the Ealric Academy of Magic in Damaria, graduating in 1425.

### Maravian Adventures

Dimo was kidnapped and brought to Maravia by slave ship, the same ship which the party of the campaign arrived on. After the ship snak, Dimo was washed ashore. He was saved by Zagreus and Coin, and would later get acquainted with the player party, whom he would travel with to learn more about why he was kidnapped. Whilst travelling, he got into a romantic relationship with Aerysa.

## Personality

Dimo is known for his flamboyant and expressive nature. He often wears fancy clothes and has maintains his long straight hair to a high degree. In spite of his extravagant exterior, Dimo is known to have a good heart and is very conscious of his actions. He is reluctant to get into conflicts that can be avoided and hates violence and physical altercations.
Aldvair

The Aldvair is an ethnic group of high elves that are believed to have been the first elven inhabitants of the Midrealms. The Aldvair used to be the dominant ethnic group on the continent before the The Age of Division, controlling vast empires. These empires would decline with the rise of human and dwarven kingdoms, but the final blow to their dominance would be during the destruction caused by the divine beast Damoriaex, which destroyed most established kingdoms and states in the Midrealms.

## Aldvair states

Wesingetaris is the only remaining state controlled by the Aldvair, located off the coast of Vealand.

Aldvair communities are scattered throughout the Midrealms, often integrated into the dominant culture. The Vealander town of Talliear and the Kordobian town of Kavamaro has Aldvair majorities. The Rinland contain small pockets of Aldvair communities and are well-respected by the local Rinfolk. The Veilwood region of Messilia and Akarros has small Aldvair communities. The Veil Isles are noteworthy for its sizeable Aldvair minority which makes up about a quarter of the population.

## Culture

### A culture of conservation

Knowing the pains of loss, Aldvair go to extreme lengths to maintain their culture and traditions. Holy sites and monuments are considered utmost important and vandalizing or showing disrespect towards these sites is highly frowned upon and even punished. Looking back and reminiscing on the past glory of the Aldvair plays a large part in the rituals of the Aldvair. Aldvair heroes and kings from millennia ago are revered and deified. Vestica, the god of time, is highly worshipped, viewing him as the god who connects the Aldvair with the past.

Due to the Aldvair perceiving themselves as vulnerable, the Aldvair are cautious and rational in dealing with other civilizations and ethnicities, seeking compromise and maintaining good relations as a way of avoiding conflict. Knowing they are few in numbers, the Aldvair know that they cannot afford to make many enemies before facing the risk of being overwhelmed.

The Aldvairian obsession with the past has made outsiders view them as a people stuck in time, feeling that Aldvairians use their legacy to elevate themselves over other neighboring civilizations. Most Aldvairians would only recognize other old elven cultures such as the Vindalaeran Elves as being on par with them in sophistication and culture.

Aldvair blademasterAldvair sorceressAldvair nobleAldvair wizardAldvair sorcerer
Agülai

The Agülai is a Mankhegi tribe inhabiting the northern Mankhegi steppes.

The Agülai is known to be the most reclusive of the Makhegi tribes. Due to their proximity to the Baladin Dwarfs and the Vindalaeran Elves, Agülai tribes are known to be rather multiracial, including many members of elven or dwarven heritage.
The Day of Severance

The Day of Severance was the day The Divine Law of Division was established, which dictates that each god must keep to their own divine plane and never again set foot in Cintias. This date marks the first day of The Age of Division, starting an era where gods would no longer inhabit Cintias but live in their own separate planes.
Tungarians

The Tungarians (or Tungars) are an ethnic group inhabiting the Tungarian Peninsula and the northern end of Bakhra Bay. The Tungarians are closely related to the people of the Mankhegi Steppes, having migrated south to relocate to new lands.

## Tungarian States

* Ansiraylai
* Bakhra
* Kybylai
* Tungaria

## Culture

### Heritage of conquest

Ever since arriving in Tungaria and the land surrounding Bakhra Bay, the Tungarians have been in conflict with tribes and cultures inhabiting the lands. The land of the Tungarians was once home to various barbarians races such as orcs, goblins, lizardmen, ogres and tabaxi. The Tungarians managed to overcome these foes thanks to superior technology and better organization and strategy, replacing the former inhabitants over time. The strife with barbarians continue to this day, with barbarian tribes having been relegated to inland highlands. The Tungarians have also fought many battles with the Dakhazians who compete for influence in the region the Tungarians inhabit. The Tungarians have also had to keep their cultural brethren inhabiting the Mankhegi Steppes from invading. Wars between Tungarian states are also not uncommon.

Thanks to their history of battle and warfare, martial traditions are highly valued amongst the Tungarians. Almost every man is taught to fight with a sword or a spear and be able to defend themselves from invaders. Although Tungarian history is less violent in recent times, martial traditions endure and carry great prestige.

### Patchwork Culture

Being a culture that managed to conquer the region they inhabit, the Tungarians have integrated many parts of local culture as well as cultural aspects of surrounding regions. The eastern Kesrican cultures, such as the Dakhazians and Izharians, have had a major impact on Tungarian society, to such an extent that outsiders have a hard time determining whether Tungarians should be viewed as a Mankhegi or Kesrican culture.

### Traders by chance

After establishing their first states, the Tungarians found themselves sitting on an important node of trade. The Tungarian Peninsula grows a wealth of tropical fruits, vegetables and spices that sell for a high profit in northern countries, whilst the northern Tungarian countries contain vast deposits of iron, copper and gemstones. The Bakhra Bridge, a landmass connecting the continents of Aeboria and Kesrica, is a vital trade junction. Tungarian control of the Bakhra Bridge brings in wealth from far and wide.

Woman from BakhraTungarian archerAdventure from BakhraSoldier of DurubekHighland Tungarian dwarf
Widae

Widae is a duchy and region of western Damaria. Its capital is Port Widae. The duchy is ruled by House of De Monae

## Geography

Eastern Widae is characterized by grassland moderately suitable for agriculture. The northwestern region is dominated by the Widae Bogs, a massive swamp prone to flooding which is slowly emerging from the sea as the years pass, having once been fully submerged under water several hundred years ago.
Ice Age of Durik

The Ice Age of Durik is the name given to the ongoing ice age which has lowered temperatures in Cintias and has covered northern Aeboria and Eolainn in permafrost. The precise date of the beginning of the ice age is debated, although it is generally agreed that the first signs appeared in the 1310's.

The name of the ice age comes from the reign of the dwarven King Durik the Frozen of the kingdom of Grothgar, a Niradurian state lying in the far north of Eolainn beyond the Grothgar Spine mountain range. Durik experienced the decline of his once mighty kingdom as the lands became inhospitably cold and unable to support the agriculture which allowed his kingdom to thrive. Durik would stubbornly sit on his throne and ignore the inevitable collapse, and Niradurian legends speak of Durik freezing to death on his throne in his abandoned royal halls. His subjects would call it the Ice Age of Durik, which became the common name to describe the age throughout Cintias.

Following the gradual collapse of the Grothgar kingdom, as well as other minor Niradurian states, many of the Niradur Dwarfs would migrate southwards. This put pressure on existing societies and conflicts would arise. The many Niradur who had no home to return to decided to take up arms and carve a new home for themselves. This led to conflicts with their southern Korvian and Caetlian neighbors. The Niradur had success in conquering new lands, especially against the Korvians, who would be displaced by the Niradur.
Nosos

The god of death. Nosos was created by Kaim when mortal life was created. Like Kaim, Nosos does not take any particular corporeal form, often depicted more as an indescribable entity or force. Nosos resides in The Flow, overseeing the souls of the deceased from the Gate of the Departed.

Nosos is known as a neutral arbiter of the dead and an overseer. Nosso does not pass judgement upon any of the deceased, instead letting other gods and higher beings who hold favor or grudges against a soul decide what to do with a soul.
Yaka

Yaka is a Tehuan clan settlement. The tribe inhabits the mountainous central highlands of Tehua.

## History

### Siege of Yaka

In 1428, Yaka was besieged by the rivals of the Ankol clan. The Ankol would capture its members and killing many inhabitants. Following the destruction of the settlement, Yaka survivors would gather for a counterattack to free their enslaved brethren and get revenge over the Ankol. A coalition would attack Ankol, laying waste to Ankol.

## Culture

The Yaka raised many children as monks, grouping them in iknimej (pairs of siblings). In recent times, without “teachers” to guide the children following the Siege of Yaka, the iknimej acted as their own teachers, where the siblings would endure tests together, teaching each other. The Yaka Clan used to have a rite of passing for graduating monks, the Rite of Ahuiyacan.
Fixer (المصلح)

Fixer (المصلح)

الذئب الوحيد لا يعتمد على احد يعرف سهوله توصيل الاشخاص بالجرائم لذلك هو متقدم بخطوتين على الجميع افتح مواهبه لتختفي من النظام

صفحه مواهب الفيكسر اللتي تتطور كل ما اكملت مهامه و اخذتها من نقاط ونقود   اول موهبه من مواهب الفكسر هي
##### الذئب الوحيد

و عند اقتنائها
> "افعل مهمات اكثر لتتخذ خبرات اكثر"
>
>

ويتم اخذ هذه الموهبه ب 5000 فقط بدون نقاط   ثاني موهبه من مواهب الفكسر هي##### الذئب الليلي

و عند اقتنائها
> "تعزز السيارات السريعه في مهمات الذئب الوحيد لتجني المزيد من النقود"
>
>

ويتم اخذ هذه الموهبه ب 10000 فقط و 2 نقاط خبره
ثالث موهبه من مواهب الفكسر هي##### خبير التحاليل الجنائية

و عند اقتنائها
> "افعل مهمات لوحدك لتاخذ معدات تحليل جنائي"
>
>

ويتم اخذ هذه الموهبه ب 10000 فقط و 2 نقاط خبره    رابع موهبه من مواهب الفكسر هي##### خبير اللوحات

و عند اقتنائها
> "احصل على لوحات سيارات مزيفه "
>
>

ويتم اخذ هذه الموهبه ب 15000 فقط و 6 نقاط خبره    خامس موهبه من مواهب الفكسر هي##### المزيف

و عند اقتنائها
> "افعل بعض المهام و احصل على عده تزييف"
>
>

ويتم اخذ هذه الموهبه ب 10000 فقط و 2 نقاط خبره

سادس موهبه من مواهب الفكسر هي##### الممسحه

و عند اقتنائها
> "امسح البصمات و الدماء من اماكن الجريمه"
>
>

ويتم اخذ هذه الموهبه ب 15000 فقط و 6 نقاط خبره
    سابع موهبه من مواهب الفكسر هي##### المجمع

و عند اقتنائها
> " لا تترك اي اثار في موقع الجريمه اجمع اثار الرصاص من المكان "
>
>

ويتم اخذ هذه الموهبه ب 20000 فقط و 8 نقاط خبره

ثامن موهبه من مواهب الفكسر هي##### بدون وجه

و عند اقتنائها
> " احصل على هويه جديده و اختفي من السستم"
>
>

ويتم اخذ هذه الموهبه ب 20000 فقط و 8 نقاط خبره
Varda

Varda is a duchy located centrally in the Principality of Vloblin. The region is named after the Varda Valley which constitutes a majority of the region. It contains the capital city of Vloblin. Varda is densely populated thanks to its fertile river valleys and access to valuable resources. The region is an important crossroads between the northern and southern parts of the country, which both respectively act as gateways to the wider north and south of the entire Midrealms continent.
Sidekick

You’re not one of the big shots in the Department, but you’re reliable – a perfect back-up guy. Every once in a while Burnett pulls you and your buddies out for a couple mojitos. He’s a pretty awesome guy, that Burnett. He can rest assured that when he goes kicking in the door of a Byakhee lair in his sockless Italian loafers, you’ll be right behind him sweeping the room with a 12 gauge.

Recommended Edges: Common Bond (N); Hard to Kill (N); Trademark Weapon: Trusty Shotgun (N)

Starting Kit: Pump-action shotgun, hawaiian shirt, white jeans
Tarrington

Tarrington is the Capital of the Grand Duchy of Holvist. It is a sprawling metropolis, boasting the biggest harbor on the island of Maravia. Many large ships are in the docks, many of them from faraway lands carrying exotic goods and wares. Its streets bustle with activity and trade, and its buildings stand tall and majestic. Darker secrets lurk underneath its surface. The town has a clear class divide and seeing beggars next to prestigious noblemen is not an uncommon sight. If one should venture into the darker alleyways of Tarrington, one might be pickpocketed or ambushed. Gambling is widespread in the slums, as well as fist-fighting. Tarrington is known for its jousting culture, with many knights coming to the city to compete in chivalrous challenges.

Tarrington was originally a small fishing village, but was chosen to become the seat of the Grand Duchy of Holvist, due to its strategic location at the mouth of the Fal River, allowing the city to access and trade with the interior of its territory with ease.
Wolfric of Trent

Wolfric, officially Ser Wolfric of House of Trent, is a Caetlian knight from Ban Ceary in Rhionland. He is a tough fighter and is known for his brooding attitude. He has a squire named Brenly.

## Biography

### Early life

Wolfric was born into the Trent family as the second oldest son. He would show martial prowess at a young age and would participate in campaigns to rid Rhionlands northern and western regions of banditry and monstrosities, building a reputation as a fierce and effective warrior.

Upon returning home in 1440, he would make Brenly his personal squire. In 1443, Wolfric would be engaged to Ylaine Ridoran, a noblewoman introduced to him by his father upon returning home from his travels. Although initially skeptical, Wolfric would quickly grow fond of Ylaine as he got to know her.

### Kidnapping of Ylaine Ridoran

In 1444 Wolfric's fiancée, Ylaine Ridoran, was kidnapped. Wolfric decided to investigate her whereabouts on his own. During investigation, Wolfric found an accomplish who bore the sigil of the Faceless Ones, who revealed that the gang was involved in her kidnapping. The tracks left behind by the Faceless Ones let him to Maravia. Whilst investigating on Maravia, Wolfric encountered the Maravian Adventurers and got involved with them as he figured out that they were also dealing with the same gang.

Wolfric encountered the Maravian Adventurers who too where searching for the Faceless Ones, getting involved in their investigation. Wolfric would help the party save Uuhu from Fal and his henchmen, as well as infiltrating the gang's compound in Geredas. Wolfric participated in the battle against Fal with the Maravian Adventurers, which resulted in Fal's death. Wolfric eventually left the party, thinking that he was being distracted from his quest of saving his fiancée.

Wolfric's loyal Squire Brenly would be killed in Callaway on Kartara Island in a fight against Levander, the leader ofthe Faceless Ones.
The Eye of Ellasil

The Eye of Ellasil is the remnants of a large volcano lying in the Sunken Sea of Karadesh. It last erupted in year 1225, resulting in a cataclysmic event known as the The Kiljavan Apocalypse. The surrounding land sunk and was flooded, destroying the once mighty Kiljava Empire and fracturing the regions of the empire which survived into smaller realms. The volcano itself is now gone and its summit has depressed into a large lake.

The volcano was once revered as a holy site and locals once claimed that the volcano contained magical properties linked with Ellasil, the god of health, fortitude and prosperity. When the volcano erupted, the blast was so powerful that a huge fragment of the volcano was flung into space, becoming a satellite which now orbits the planet and is known as The Ellasil Satellite. It passes into close proximity with the planet once every 20th to 30th year, being visible
Tashkirs

The Tashkirs is a Mankhegi tribe inhabiting the northeastern portion of the Mankhegi steppes. They are known as able horse fighters and tradesmen, often travelling back and forth between their homeland and the Midrealms, Kesrica and the rest of Aeboria. They were the first tribe to be subjugated and integrated by the Oikans into the Chalkan Empire.
Stravigan Beall

Stravigan Beall is a Rinfolk half-elf wizard affiliated with the Ealric Academy of Magic. He is known for his mastery of conjuration magic and is a representative for the Arcane League. Stravigan has built a reputation as a wizard who is able to handle dangerous assignments and is often tasked by the Arcane League to find and apprehend troublesome rogue spellcasters.

Although a half-elf, Stravigan was turned into an anthropomorphic otter by a powerful evil wizard named Banigal, whom he fought to a stalemate.

## Biography

### Early life

Stravigan was born to a human mother who had an affair with an elf. Not wanting a child out of wedlock, she orphaned Stravigan. During his time as an orphan, Stravigan proved to have a high intellectual aptitude and showed promise as a spellcaster, and was thus sent to the Ealric Academy of Magic.

### Search for Briania (1444)

In 1444, Stravigan was tasked with searching for Briania, a fellow magician at Ealric Academy, who had gone missing a couple year prior. Knowing that Briania had gone to seek Aldagas Quaill, Stravigan set out in search of him to uncover Briania whereabouts.
The Kiljavan Apocalypse

The Kiljavan Apocalypse is the name given to the destruction of the Kiljava Empire in 1242. The empire's sudden collapse was cause by the eruption of the volcano know as The Eye of Ellasil, which was the most destructive natural disaster in all recorded history. The eruption was so powerful that it caused all of the surrounding lands to fracture and depress, creating powerful earthquakes and lowering the height of the flat plainlands surrounding the volcano. This caused most land within a 100 mile radius to go below sea level and get flooded, turning the heartland of the empire into ocean, now called the Sunken Sea of Karadesh (Karadesh meaning "The Place of Death"). Millions of people would lose their lives within less than an hour of the eruption, killed by the onslaught of the flood.

Once the mightiest empire in all of Serneria, the parts of the Kiljavan Empire that survived would quickly splinter in smaller states, as the cities which once housed the ruling dynasties of Kiljava was now underwater. The easternmost tip of the empire survived, becoming the island now known as Kiljavesi. The northernmost part also survived, but was greatly weakened and overrun by Sernerian Birdfolk invaders from the north. The region of Gajni, directly west of the flooding, had its climate changed as a result of the eruption, becoming dryer and more arid, eventually turning into a desert now called the Gajni Desert. Life in the Gajni is so inhospitable that most people either perished or migrated south towards the more habitable leftovers of the empire.

The blast from the eruption of the Eye of Ellasil also resulted in a large fragment being flung into space, becoming a satellite which now orbits the planet and is known as the The Ellasil Satellite. It passes into close proximity with the planet once every 20th to 30th year, being visible
Zana Kiyani

Zana Kiyani was a Seyanite Sultana of Masheena. She was the founder of the Masheeni Empire. She built a remarkable reputation as a warrior sultana as well as a benevolent and capable ruler.

## Biography

### Early Life

Zana was born into the royal Kiyani family. As a child she was known as a tomboy who liked sword fencing and athletics.

Zana was the 3rd child and eldest daughter. Having 2 older brothers, Zana's was not prospected to inherit the sultanate. However, something truly unexpected happened as her two older brothers were assassinated on the same night on 2 June 1127, just days before their ailing father would die from sickness on June 5 1127. It would later be revealed that the rivalling older brothers were distrustful of eachother and coincidentally both plottet assassinations which culminated on the exact same day. Lacking male heirs meant Zana now was favored to take the throne, crowning her after the death of her father.

### Rule

In the 1130's, Zana Kiyani sought to unite the Seyanite states to end strife on the peninsula. She ceaselessly led a campaign against the many small petty states that made up the neighborhood at the time, winning battle after battle. In 1140, the entire peninsula was under her control. Albeit a militant ruler, Zana managed to build a reputation as a benevolent ruler, creating an era of peace where the once disparate Seyanite states now lived in coexistance.
Detective

For you, the real joy of being a cop is case-work. You like nothing better than burning the midnight oil searching for clues, gathering data and exploring leads. Your personal life is kind of a wreck from all the hours you put in, but its people like you that put the "work" in police work. It’s not at all unusual to find you flipping through the cold case files in your free time.

Recommended Edges: Investigator (N); Scholar (N); Danger Sense (N)

Starting Kit: A coffee mug, a service revolver, a magnifying glass
The Ellasil Satellite

The Ellasil Satellite, named after the god of prosperity, health and fortitude, is a meteor which orbits around the planet and comes into close proximity once every 20th to 30th year. It is a fragment from The Eye of Ellasil, an old volcano which erupted in 1242 and slung it into space.

The satellite is known to shine a bright light when passing into close proximity with the planet and unleashes a magical glimmer. Those who are born during the passing of the Ellasil satellite are imbued with certain divine properties, supposedly imbued with the blood of Ellasil.
Vestica

The god of time and fate. Vestica maintains the flow of time and controls the fate of all beings. Worshippers may convince Vestica to favor them and change their fates. However, Vestica is known to be impartial and does not reveal what fate has in store and will not risk upsetting the balance of fate to accommodate a worshipper’s desire. Takes the form of a genderless bald person with shining white eyes.

## Holy Sites

### Tree of Time

Located in the barren highlands of Manakos lies the Tree of Time, a gigantic tree towering at 500 meters. The exact age of the tree is unknown, and it is said to have been created by Vestica as a timeless everlasting natural wonder within Cintias. Manakos was once covered in lush forests that disappeared over time due to a drying climate and deforestation. However, the Tree of Time appears to have been unaffected by these changes and has remained the same for time immemorial.

People have experienced surreal and extraordinary visions at the tree. People who have slept by or mediated at the tree has reported on going through various experiences where they may experience past and upcoming events, such as getting omens of the future or envisioning their childhood or the life of an ancestor. Cults exist that worship the tree, although continuous exposure to the tree's magical properties are known to take a toll on a persons mind and make them lose sight of reality.
Hustler

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Gambling d6, Guts d4, Intimidation d6, Taunt d6, Streetwise d6, Persuasion d6, Notice d4, Shooting d6

Charisma 0, Pace 5, Parry 4, Toughness 6, Power Points 10, CV 72

Hindrances: Headturner, Obese, Arrogant.

Edges: Arcane Background (Magic), Luck, Command.

Powers: Mind Reading, Boost/Lower Trait, Stun.
Teboou Peninsula

The Teboou Peninsula is a peninsula region in northeastern Kesrica. It is mainly inhabited by Seyanites, although a substantial minority of Izharians live in the major cities.

## Geography

The Teboou Peninsula has a warm and welcoming climate and is the region of the northern half of Kesrica that recieves the most rainfall thanks to the ocean storms. The regions boasts many river valleys, most notably the Menay River which runs though much of the central region. This provides the region with fertile farmlands, producing excellent chickpeas, lentil, wheat, dates and fruits.

The outskirts of the peninsular are clearly demarcated by the Teboou Range, a tall mountain range separating the peninsula from the region of Abadia and from the rest of Kesrica. The mountains protects the peninsula from the dry Qoz’t Desert to the south.

## History

### Izharian Empire (490-1125)

Teboou was conquered by the Izharian Empire in 495 and became an important region for trade, manufacturing and food production for the empire.

In 1122, when the empire was fighting in a war against the Dakhazians to the west, the Seyanites of Teboou rebelled, starting the War for Seyanite Independence. The empire was unable to suppress the rebellion, leading to the lands beyond the Teboou range breaking away from the empire in 1125.
Vladislaus Pietski

Vladislaus Pietsky is a bishop of Kaim from Weznia.

Vladislaus is known for his vocal and zealous stance on religious matters. He is not afraid to speak his opinion, even if it goes against authorities. This fervorous nature makes Vladislaus a persuasive orator who is able to command the will of the people who follow him.
Karasis

Karasis is the capital of the Sultanate of Izhmat. It is located at the southern end of where the Axor River estuary starts, and has access to some of the best farmland in the entire region. It is one of the largest cities in Kesrica as well as in the entire world.

The city is well known for its old history, which shows in the landmarks of the city. It is filled with many old temples dedicated to a plentitude of gods. Its palaces are large and sprawling. The outskirts of the city is known for its remarkable pyramids and ziggurats.

## Places

### Academy of the Golden Sun

The Academy of the Golden Sun is one of the oldest magic academies in the world and is where the spellcasting Izharian elite receives training. The academy is noted for its size, located in a giant ziggurat built more than a thousand years ago, with its iconic sculpture of a golden sun at its top. The culture of the school is very conservative and disciplined.