recursal/Fanatic-Fandom huggingface dataset:
Alderwood

**Alderwood** is one of the Twelve Duchies of Arland, located in north-west of the mainland. It is ruled by the Alder Family, from the city of Faircastle. Originally known as the Greenwood, it was renamed by the Adler Family. Once the Treaty of Lionsgate was signed and Arland was broken up into the twelve duchies, the Greenwood and it's surrounding lands were named Alderwood. It was named after the most powerful family in the region, The Alders.

## Culture

Known as Alderians, the humans of Alderwood have a close connection with the land they inhabit. Alderwood has the largest Nûmeré population as a such, the elven culture has greatly influenced that of the Alderians. The people belive that the world has a natural order to it and that everyone has a part to play, from the lowliest serf to the Duke himself. The rich and powerful use this a justification for their position and wealth, wheras the poor take solice in the fact that they have what they and that is not likely to change. This world view helps strngthen the inherant inequalioty of the feudal sytem and keeps the social hiearchy relatively stable.

## Noble Families

* The Alders of Faircastle
* The Rowans of Linbough Castle
* The Oakleys of Acorn Hill
* The Elmsbys of Dredham Keep
* The Stagbrooks of Lappiston
* The Longpines of Olfenby
* The Ashwoods of Holtham-on-Sea
* The Hawthorns of Modenroot Castle
* The Lombirchs of Wolden Fer
Malamba

**Malamba** is a port city located on northern coast of Zambeira. It acts as a major trading hub along The Sea of Silk and Gold. Although Zambeira is resource rich, it lacks a significant manufacturing industry. Malamba has grown quite rich through the trade of raw materials for manufactured goods with the rest of the world.
Baldon Culture

The **Baldon** were a culture of human tribes that settled in Balshkia between the 1st and 6th centuries 8E. Descended from the Gurdoti Culture, these humans migrated into the fertile lands between the volcanoes of Balshkia. They developed their own culture and religion influenced by the destructive power, as well as the prosperous nature of these volcanoes.
Khezzâni Culture

The **Khezzâni** were a group of nomadic humans that roamed the the Khezzân desert in southern Drôhznia. The culture developed from the Khezniri, who were driven south by the Erudae Elves. From the 6th century 8E until the 9th century 8E, these tribes fought against each other, desperately competing for resources. They were united in 897 8E by Sâlikhín, who formed them into the Drôhznír-Shânate. After the fall of the Drôhznian Empire, some small groups of Khezzâni continued to live in the desert.
Agamari Elves

The **Agamari** were a race of elves that were charged with watching over the lands of the Skaalmark. They faltered in this duty when the Vaerg tribes migrated through the land in the 7th century 6E. In order to protect themselves the Agamari dabbled in dark magic, which brought about The Blood Curse.
Novron League

The **Novron League** is an alliance of kingdoms formed from the ashes of the Nolthwykan Empire. These kingdoms operate independently of one another, but will aid each other in times of need. Along with trade agreements and military alliance, the nations also come together to compete in the Novroni Games.

## History

Each of the nations of Novron were once part of the Nolthwykan Empire. During the years of its expansions, Nolthwyk founded many colonies on the islands that dotted the sea. Over time, these colonies grew and formed into distinct cultures of their own.

When Nolthwyk fell in 577 10E, the colonies were under the rule of imperial governors. The years following Fallandír's Folly were fraught with turmoil and chaos. Some colonies tried to maintain the empire, while others sought independence. As imperial rule faltered in the newly conquered Arland, it looked as though the colonies would plunge in a civil war as many of the islands clamoured for sovereignty.

In 581 10E, the ruler of Iskandar, Yindar val Gedirzar, sent messengers out to the bickering islands with an idea: a union. Yindar's plan was for each colony to become a sovereign state, yet they would all ally with one another to remain strong. The negotiations took years, but finally, the Novron League was born.

## Members of the Novron League

* Iskandar
* Hallas
* Frysdar
* Kania
* Voltya
* Yngmir
* Korvul
* Mildas
Khezzân

**Khezzân** is a large dessert region that makes up the southern half of Drôhznia. It is a harsh and desolate place, where few can survive. The Khezzâni are nomads that roam between the scattered oases. The heat is not only threat in Khezzân, marauding bands on gnolls, cursed jackal-men and giant scorpions lurk amongst the shifting sands.
Splug

**Splug** is a young goblin who was part of the mob that had taken residence in the upper levels of Shadowfell Keep.The Heroes of Frosthaven resuced him from imprisonment, as he had been caught stealing from the other goblins. The heroes then formed a strange friendship with the goblin, and the two sides have helped each other on multiple occassions.
Anginn Mountains

The **Anginn Mountains** are located in central Arland, where they form the border between the duchies of Kingsford and The Breach. Throughout the history of Arland, they have served as a natural barrier between these two regions. The early lords of The Breach were able to prosper in this area, thanks to the protection of the Anginns.
Kuthu

**Kuthu** is a ceremonial duel between two Ulduri warriors of Zambeira. When two lords or chiefs clash, rather than send armies to fight one another, they will organise their chosen Ulduri to engage in Kuthu. The rules of Kuthu depend on what is at stake. A minor dispute may call for wrestling or boxing, while more serious conflict may warrant an armed fight to the death.
Elune’s Tear

**Elune's Tear** is one of five artifacts that are being collected by Mindaugas Val Hallas, Lugaru, Ronya 'en Carad, Elentari of Daenar and Râhír Jâhirín.

## History

Little is known about the origins of Elune's Tear. It was created in Arland by the Nûmeré Elves. The exact details of its creation are a mystery. The only known record is from a ancient text that describes a a great calamity that had befallen *Arland:*
Bay of Oleáin

The **Bay of Oleáin** is located between Vûnendor  to the south and Dolhaegia  to the north. It lies to the west of the Sea of Malda. Within the bay there a few islands that are mostly unhibited, save from a few small fishing villages. Settlements exist along the shores in both Dolhaegia  and Vûnendor, the largest of which facilitate trade between the two regions.

After both relams were conquered by Lordôs, maritime trade increased over the Bay of Oleáin. Since then, more and more people have started moving to the coasts to work in these trading towns. However, pirates from Marauder's Strait  also moved into the area, to prey upon the trade ships. Lordos does not have a strong navy in the area, so the pirates are often unopposed.
Ahlda

**The Ahlda** are the holy men of Anarâh within the Drôhznian Empire. They dedicate themselves to god and serve in temples throughout the empire, performing services for their communities such as counselling their followers and conducting funerals. The Ahlda are treated with respect by all citizens of the Empire, to attack or kill an Ahlda is an extremely serious offence.
Roland Belmont

**Roland Belmont** was the lord of Lionsgate during the Nolthwykan occupation of Arland. He is also seen as the first king of Arland, ruling over the entirety of Arland after he lead the rebellion against Nolthwyk.

## Early Life

Roland was born to Lord Lester Belmont and Lady Patricia Belmont of Lionsgate in the year 535 9E, during the Four Kingdoms Period in Arlish history. when Roland was a boy, Arland was invaded by the Nolthwykan Empire. Roland was too young to fight in this war, but his father lead the forces of Lionsgate against the invading Nolthwykan. The war was short and brutal. It was during this conflict that Lester was killed in combat, leaving the nine year old Roland as Lord of Lionsgate.

## Life Under Nolthwykan Rule

After Nolthwyk had conquered Arland, the Kings of Arland were executed, but most of the lords managed to hold on to their lands, including the young Roland. The Empire sent governors to rule over Arland, with the Arlish lords answering directly to them. Life in the Empire brought about many changes for the Arlish and Roland was no different. As he grew, his hatred for these foreign invaders developed. The Nolthwykans ruled through fear and displays of power. Thousands of people to removed from their homes, to serve as conscripts in the army or to work the land where they were needed. Roland did everything he could to help his people, but the Nolthwykans maintained total control.

## Resistance & Exile

When Roland was in his forties, a new governor had been appointed to watch over Lionsgate and the surrounding area. This new governor was a brutal and nasty man named Krennec. During a visit to Lionsgate, Krennec took a fancy to Roland's daughter, Olivia and demanded her hand in marriage. Roland refused to have his daughter married to such a repulsive man and so denied the governor's request. Things soon escalated and Roland ended up killing Krennec. Knowing he and his family would be put to death for such a crime, Roland fled Arland with his daughter and sons. Roland sent his family, along with his trusted adviser, Malcolm Spencer, to Beltheria. He himself did not travel with them, as he knew that the Nolthwykans would never stop hunting him. He spent the next five years in exile, never staying in one place for very long.

## The Arlish Rebellion

After many years in exile, Roland got word of a terrible calamity that had all but destroyed Nolthwyk. Seizing the opportunity, he returned to Arland and took up arms against the Nolthwykan governors. Roland was a well respected man in Arland, many lesser lords were quick to rally behind him. His movement grew stronger and before long, he had mounted a full rebellion against Nolthwyk. Within a few short years, the Empire was driven from Arland and the land was free once more. Roland vowed to never let a foreign invader take his homeland again. With the support of his followers, he declared himself King of Arland.
Ronya 'en Carad

**Ronya** is a half elf from the forest realm of Taure Carad within the kingdom of The Pale, born on the 14th day of mid-winter, in the year 978 10E. She travelled with Lugaru, Mindaugas Val Hallas, Elentari of Daenar and Râhír Jâhirín, searching for five mysterious artifacts.

## Early Life

Ronya born in the Taure Carad in land of The Pale, her mother was elf named Aeria who served the Carad as an envoy to the human kingdoms of The Pale. It was never revealed to Ronya who her father was. All her mother said of him was that "he was a King from the north". Ronya faced a lot of challenges growing up. The elves of Taure Carad looked down on her due to her mixed bloodline. The elders wanted her banished from their home, but Aeria was well respected in the forest and they allowed Ronya to stay. Growing up, Ronya had few friends. She spent much of her time wandering and exploring the forest. She had an insatiable wanderlust that often got her into trouble.

## Meeting Mallion

Ronya always felt like an outsider in the forest. She found the elves to be slow to action and frustrating. When Ronya was 17, a foreign elf by the name of Mallion 'en Nûmeré arrived in Taure Carad. Mallion saw great potential in Ronya and offered her a chance to see the world. Ronya jumped at the chance to get out of Taure Carad and the elders were happy to see her go.

Mallion instructed Ronya, using her natural talents and honing her skills. When she was ready, Mallion decided it was time to put her to use. Tracking down his old protege, Lugaru, Mallion suggested that Ronya travel with Lugaru and his companions. Mallion thought Ronya's exceptional archery would be of use to the travellers, as their quest would be harrowing and fraught with challenges.
Lorran

**Lorran** was the leader of group of religious zealots that fled Daenar and founded the Lordosi Empire. He was an ambitious and charismatic man, who commanded the undying devotion of his followers. It said that, upon his death, a chorus of angels descended from the heavens to carry him away. In Lordosi religion, he is revered as the first God-Emperor of Lordos and worshipped as their chief deity.
Eagle's Road

**The Eagle's Road** is a trade route that runs through the lands of Zweisslûnd, connecting Ehstvär to the southern lands of Wendos.

## History

Following the conflict between the Vaerg and Agamari in the Skaalmark during 3rd century 7E, the continent of Wendos was essentially split in two. The war and the advent of The Blood Curse served to isolate the humans to the north of Skaalmark, with those that had migrated further south.

It wasn't until the early years of the 10th era, that a land route was formed to link Ehstvär and southern Wendos. The Eagle's Road was built by the burgeoning Kingdom of Zweisslûnd, as a way of strengthening their trading power following the Sundering of Nolthwyk between the 8th and 10th centuries 9E.
Astafall

The Lands of
**Astafall** are found just to the south of Zweisslûnd. This heavily mountainous
region is home to the Great Dragon Clans. Each colour of Metallic Dragon has
its own roost situated within this realm. Each of the clans is led by the
Dragon Brood Mother, who has the ability to shape-shift into a humanoid form.
The Brood Mother is also the only female dragon who can breed, she will lay thousands
of eggs in her lifetime, from which all other dragons of that clan will be
born.

The Dragon
Clans once united and attempted to conquer the world. They were met by a
coalition of men and elves that stood against the tyranny of the dragons. The Great Dragon War was a long and brutal conflict that ended with the Dragon’s defeat
and their isolation within the mountains of Astafall. Since the end of the
Dragon War, the clans have existed in a dormant state. Great magics were weaved
by the elven mages which severely restricted the survival rate of dragon eggs.
This was done to keep their population under control and prevent another war.
Non-dragons are not welcome within Astafall and many treasure hunters have been
devoured whilst searching the ancient ruins of Astafall.

Although the
dragon’s numbers are dwindling, the Astafall Brood mothers have been known to
mate with humans (in their humanoid form) to create the half breed Dragonborn.
These hybrids are used to bolster the ranks of the clan’s armies.
Ash Sea

The **Ash Sea** is an located to the south of the Skaalmark, west of Astafall  and east of Dolhaegia. It is a large, secluded sea, the only naval access is through a narrow staright at its southern end. In the centre of the sea is an uninhabited island, which is dominated by a large volcanoe known as Black Lung Mountain. The sea is relatively devoid of life, owing to the great plumes of ash and smoke that are emitted from the Black Lung. This is also where the sea gets its name.
Dakurai Unathi

**Dakurai Unathi** is a native of Zambeira and a one time member of The Heroes of Frosthaven. He was imprisoned on the demi-plane of Yethvir, home to the eccentric demon Ferys, when he met Mindaugas, Lugaru, Affaraxis, Idoya and Tychon.

Dakurai was once an Ulduri, a champion of a Zambeiran tribe, although he was bested in combat and so fled from his homeland. He then fought as pit fighter in Khâlazaar, making a deal with a shadowy figure. He was tricked into selling is soul, whereupon he was transported to Yethvir, to fight in Ferys' competitions.
The Breach

**The Breach** is one of the Twelve Duchies of Arland, located in the south-east of the mainland. It is ruled by The Thackery Family of Bridgeport.

## Culture

The humans of the Breach (Bollender, from the old Arlish Boller meaning a swollen creek or river) share a rather simple world view; that everyone just needs to get on with it. Outsiders often regard Bollenders as grumpy or humourless and, while this is a sterotype, it does ring true for many Bollenders. This grim reputation is not helped at all by the Breach's climate, which is usually grey windy and almost always raining. It is said that "Only a Bollender born on a sunny day knows how to smile". While they can be seen as cantacerous to outsiders, the people of the Breach are generous and kind to those that they trust. The responsibilities of home and hearth are taken very seriously, Bollender hospitality is second to none. Any guest in a Bollender home will be offered every courtesy, though not often with a smile.

## Noble Familes

* The Thackerys of Bridgeport
* The Lockwoods of Lockwood Hall
* The Glovers of Berrenhold
* The Marsdens of Stygate
* The Gilberts of Gilhorn Keep

* The Reynalds of Twomley Isle
* The Cattralls of Craeden’s Reach
* The Longfoots of Darkstrand
Affaraxis Cassius

**Affaraxis Cassius** is one of the original members of the Heroes of Frosthaven, along with Lugaru, Tychon, Mindaugas Val Hallas and Korrin Morghul. She has been reunited with her Master and her whereabouts are currently unknown.

## Early Life

Affaraxis was born into the noble Cassius Family to Atrion and Melana Cassius in the city of Daethos in Hysperia. Affaraxis lived a sheltered life, her family was quite wealthy and so she wanted for nothing. She often used to torment her younger brother Alenon, for he was a sensitive child and easily brought to tears. As the two grew older, her teasing ceased and the two became quite close.

Affaraxis was always an odd child, prone to eccentricities. She was always interested in the arcane, much to the confusion of her parents. In Hysperian culture, it was unseemly for noble girls to be interested in such arts. Her parents often tried to stifle her curiosity in magic, but this just made her want it more. While the other high born girls were attending balls and social events, Affaraxis would be pouring over ancient scrolls, trying to learn the ways of magic.

## Mage Apprenticeship

When Affaraxis was 19, a mysterious man from the far off land of Arland arrived in Daethos. Affaraxis was drawn to this man and needed to find out more about him. She followed and stalked him for some time, unable to explain why she felt so interested in him. Eventually the man noticed her and introduced himself as Alistair Blackwood. Alistair revealed himself as a powerful mage and told Affaraxis that the strange attraction she felt was a kind of arcane link that drew them together. He told her that such links can be very powerful and offered to teach her the ways of magic. Affaraxis was ecstatic and agreed straight away.

Affaraxis' parents were not happy about her new apprenticeship with a strange man from the west, but they could not sway her. Alistair spent the next few months training Affaraxis in the ways of magic, until he suddenly disappeared. Affaraxis was devastated. Almost immediately, Affaraxis left Daethos without notice, looking for her master.

She travelled west to Arland, hoping to find some trace of Alistair. It was during this journey in Arland that she met Mindauas and Korrin and became a member of the Heroes of Frosthaven.
Palnia

**Palnia**, located
south of Lordos on the Sea of Silk and Gold, is a hot and dry land
grown rich off trade. Palnian ports see commerce from, Hysperia,
Drôhznia and even The Teldari Vale. Palnia is a very liberal and hedonistic
society. They do not believe in any formalised gods or afterlife instead
believing that when they die, their spirits return to the earth. Because they
do not believe in an afterlife, the Palnians live their lives to the fullest. Many
do not believe in marriage and Palnian men and women may have many partners in
their lives, even with their own gender. Palnians are also known to relish in
food and wine. Because the Palnians have no expectation of marriage, when a child
is born it is usually up to the mother to raise the child. There is little
obligation for the father, but some men will still assist in the child’s
upbringing, although it is not always clear who the father may be. The mother
will not raise the child by herself, as all women in the community will help her.

Palnia was
once fractured into city states, but after being conquered by the Lordosi
Empire, Palnia has been ruled by a Prince. The first princes were chosen by the
Lordosi Emperor, but it has since become a hereditary position. The Prince of
Palnia enjoys a life of luxury and pleasure, but does not wield much power.
Local aristocrats and merchants are the ones who really control the realm.

Although
Palnia is a client state of Lordos, they do not consider themselves a part of
the Empire. The Lordosi detest the vulgar and sinful ways of Palnia, but have
not destroyed them as they are far too profitable to the Empire.
Ardovni Culture

The **Ardovni Culture** was a human tribal culture that migrated from The Pale into Arland between the 6th century 7E and the 2nd century 8E. These humans were originally part of the Gurdoti Culture that settled in northern Wendos. They were able to cross over into Arland during a period of global cooling, when the seas retreated and land bridges were formed, connecting Arland and Beltheria to Wendos continent. Once the ice caps and glaciers melted, restoring the seas, the Ardovni people became isolated from the Gurdoti forebears and developed their own unique culture. They were the first humans to settle in Arland.

During this
Talbert Family

**The Talbert Family** was a minor noble house in the south of Arland, what is now known as Maidensfair. Residing in the castle of Springhall, their crest is of three red roses on a white field. The most well known member of the Talbert Family was Oliver Talbert, also known as The King of Roses. The family was destroyed after Oliver's reign was ended in rebellion.
Gilbert Family

**The Gilberts** are one of the lesser noble families of Arland. Residing in the castle of Gilhorn Keep in the duchy of The Breach, they are the vassals of The Thackerys of Bridgeport. Their banner is of azure a horn or in full, over a pale vert. Their fiefdom contains the town of Talworth.

## The Gilbert Family

### Banner

azure a horn or in full, over a pale vert
Dhâgvír

**Dhâgvír**, the first major city to the north of the Drôhznian border, is not part of
any major kingdom and derives much of it's wealth through control over the Bay of Qínd. Trade coming from the Sea of Silk and Gold to Khâlazaar must pass
though Dhâgvír.

The City State is ruled by a millitary leader named Hâzgar Zhâkarí, who some
see as little more than a bandit chief. He maintains fleets of corsair pirates
that venture out into the southern seas to raid trade vessels, they also help
him keep control of the Bay of Qínd.
Quaïth

**Quaïth**
is the name the Drôhznians gave to the large area that makes up the northern
half of the eastern continent of Eshtar. Although they refer to it as a single
realm, the inhabitants are broken up into dozens of separate tribes known as
Qurulae. The Qurulae are nomadic tribes that roam the plains of Quaïth, each
with their own unique culture and traditions. However, they all share a
propensity towards violence. Although there are many different tribes that
dwell in this land, the most well-known are the Daecii, Vostoroi, Thaonae,
Xaotar, and Gishkir.
Daecii

**The Daecii** are the largest of the Qurulae of Quaïth, dwelling in the northern regions of
Quaïth. The Daecii are an honourable warrior people who seek out worthy
opponents that may grant them *Dohrbryvni,* “The Good Death”. To fall in
combat to a worthy foe is the pursuit of every Daecii and so they fight
whenever possible, with neighbouring nations, rival tribes and even amongst
themselves. The Daecii have no concept of property, believing that if something
can be taken away from you, you cannot truly own it.
Balshkia

The realm of
**Balshkia**, located to the south-east of Lordos, is a land of mystery and
superstition. Their origin remains unclear although it is commonly believed
that they were a Dolthic tribe that migrated far to the south and became
isolated from other tribes, forming a unique culture. Their language is similar
to that of Ehstvär, which has led many to theorise that they may have common
ancestors. The people of Balshkia worship a set of formless, nameless gods that
they refer to as Dôv Jedān or “The Ancient Ones”. The Dôv Jedān are seen as
fickle and capricious, giving life and taking it away whenever they please. The
Balshkiani appease their gods with bizarre rituals and the sacrifice of animals
and often humans as well. They are one of the few cultures that still practices
human sacrifice.

The
mountains of Balshkia contain many active volcanoes, which has created
incredibly fertile soil for cultivation and allowed Balshkiani civilisation to
flourish. However, the volcanoes are also known to suddenly and violently
erupt, destroying entire towns and filling the sky with black ash. The
Volcanoes themselves are worshipped as manifestations of the gods, responsible
for giving life and taking it away.

Balshkia is
a puppet state of the Lordosi Empire. The Balshkiani once were ruled by Kings,
but a condition of their surrender to the Lordosi was that no kings could rule
under the emperor. Instead, the ruler of Balshkia would be a Grand Prince, who
swears fealty to the empire.

The Grand
Prince of Balshkia is chosen at a gathering of lesser princes, called the Gôs Tanak. The lords will participate in rituals and contests, arbitrated by the
priests of the Dôv Jedān, known as the Jedān Zuul Batār, to determine who will
be the next Grand Prince. Many of the lords will perish in the Gôs Tanak.
Najharâni Delta

The **Najharâni Delta** is a region within the Drôhznian Empire. Located on the western coast of Drôhznia, the delta serves as the Empire's connection to The Sea of Silk and Gold trade route. The Delta is mostly a lush tropical rain forest, with enormous beasts wandering in the dense undergrowth.

## Goverment

The Najharâni are under the control of the Sâlín of Drôhznia, but the Delta has some degree of autonomy. The capital city of Rapadur is the seat of The Jade Council, which governs the day to day business of the Delta. The council mostly consists of traders and merchants, whose primary concern is that of the vital trade that passes through their city.

Owing to their reliance on trade, many of the wealth distribution and government control of business does not apply in the Delta. While the Sâlín collects hefty taxes on all trade that passes through The Najharâni, merchants are relatively free to practice their business as they see fit.

## Religion

The people of the Delta are devout followers of Anarâh, the same as any other in the Empire. Although their belief structure is the same, the Najharâni prayer rituals are somewhat more jovial than their Raadi dwelling cousins. They involve elaborate song and dance, featuring the burning of incense, the use of colourful dyes and the somewhat controversial use of intoxicants. The ancient Najharâni revered ancestor spirits and worshipped nature deity known as Ganda. This ancient religion is no longer practised, and not much is known about it tenants, as the Anarâjha of old destroyed all records of it.

## Trade

The Delta is a huge trade hub as it connects the lands of the east to The Sea of Silk and Gold. The Najharâni itself trades such goods as jade, spices, animal horn and silk. In fact, they control all of the spice and silk trade throughout Palurin. Owing to this monopoly, the traders of The Delta have become very wealthy. It was this wealth with funded Sâlikhín's early conquest and paved the way for the Drôhznian Empire.
Suhldaya

**Suhldaya** is a great canal city that sits on The Raadi River within the Drôhznian Empire. The city is broken up in to two
districts on the east and west of the river with bridges running between them. Governed by The Bâhqira Shânate, the city is full of lush and beautiful gardens, blooming with flowers and fruit
trees.
Behlân-Kâpara Shânate

**The Behlân-Kâpara** Shânateis one of the thirteen Shânates of Drôhznia. They are based out of the city of Khâlípha along the banks of The Raadi River.

The tribe prides itself on its piety and devotion to Anarâh. They manage the pilgrimage of The Pass of Salvation, claiming that their Shânate was specially chosen by Sâlikhín to watch over the site where his empire began.
Taeg

The **Taegs** are the clans of the Dheasah peoples in southern Dolhaegia. There are dozens of different Taegs throughout Dolhaegia. Most of the Taegs consist of just one village or town and rarely number over a few thousand.

Each Taeg is ruled by an elder, who wields absolute power within the tribe. Each elder is chosen by their predecessor and is usually the oldest and wisest member of the Taeg. Both men and women can be chosen to be the elder. The tribe will also have a captain, who is responsible for the defence of the Taeg, as well as the training of the tribes warriors.
Dôv Jedān

**The Dôv Jedān,** or The Ancient Ones, are the mysterious gods of Balshkia. They are nameless, formless and utterly unknown to all, except for the order of priests known as the Jedān Zuul Batār. The gods are said to inhabit, or embody, the various volcanoes that exist in Balshkia. They are said to be fickle and capricious, taking life as easily as they give it. To the people of Balshkia, theDôv Jedān are to be feared and respected. The people have no way of knowing what pleases or angers the gods, so they rely on the Jedān Zuul Batār to guide them in their lives.
Phohysian Culture

The **Phohysians** were the first human to settle in lands of Hysperia, between the 3rd and 7th centuries 8E. They built small permanent settlements throughout mainland Hysperia, usually on the coast. The then developed seafaring technologies to further colonise the many islands of Hysperia. Geographically protected from the neighbouring cultures of Quaïth and Araxia, the Phohysians were able to form a unique culture, separate from the others of the region.
Hâzbír Khâlam Al-Tâlír

**Hâzbír Khâlam Al-Tâlír**, also known as Hâzbír the Terrible, was the supreme ruler of Hysperia following the death of Sâlikhín and the fall of the Drôhznian Empire. He was originally the governor of the region under the Empire, but declared himself Grand-Shân (king) after Sâlikhín fell. He ruled the Grand-Shân of Hysperia with an iron fist and was eventually overthrown by Hysperian rebels.

## Death

After the fall of his provincial capital of Haplia, Hâzbír was captured by the Hysperian freedom fighters. He tried to treat with his captors, offering them riches if they let him go. The Hysperians would not falter however, and Hâzbír was lead out his palace in chains.

He was then taken to each of the Hysperian Patron-Cities where he was marched through the streets, naked and clapped in irons. The Hysperians wanted to shame and humiliate the man who had caused so much pain and suffering to their people. As Hâzbír was paraded through the cities, people cursed and spat at him. They threw rocks, mud, faeces and all manner of unseemly things at him. Some of these displays descended into violence, as furious citizens charged at their former ruler, wishing to kill him themselves.

After his walk of humiliation, Hâzbír was returned to Haplia to be executed. The leaders of the rebellion had concocted a cruel and ironic method for Hâzbír's execution: he would be cast into a pit of venomous vipers, to die by in excruciating agony from hundreds of deadly bites. The Hysperians, lovers of drama as they are, decided that death by snake would be the most fitting for this worshipper of Anarâh. It is said that thousands gathered to watch their hated tyrant die.

With an unceremonious shove, he was cast down into the pit. His screams could be heard echoing out, the whole crowd fell silent. So piercing and terrible were those screams, that all just wanted to savour the sound. We were so bitter, so hateful to this man who had caused us so much pain. The screams turned to blubbering wails, which turned to quiet sobbing, which turned to silence. As they drew him up, a wave of horror and disgust rolled over the throng. His already flabby body had become bloated and red from the poison. Hundreds of red marks dotted his flesh, oozing puss, blood and venom. The smell hit us then, such a stench I pray I never encounter again in my life.
They then cast his corpse into the sewers for the rats and other foul creatures that dwelt in the dark. That was the end of Hâzbír Khâlam Al-Tâlír the Terrible, the most hated man in Hysperian history.
Fallandír's Folly

The great calamity known as **Fallandír's Folly** is said to have doomed the land of Nolthwyk, encasing the realm in a dreadful eternal winter. Legend has it that Fallandír, the last emperor of Nolthwyk, tried to cast an enchantment that would gift Nolthwyk with eternal summer, so that he may conquer the world.

It was as Fallandír put into motion the final step of his plan, that he was thwarted by the God of Winter himself, Brenmoran. So angered by Fallandír’s scheme, was Brenmoran, that he drove the continent of Nolthwyk into the most terrible of winters. The whole nation was frozen by a great and terrible wind. Millions of people were turned to ice and then shattered like brilliant glass. All were destroyed, all but Fallandír. His was to be the greatest punishment of all. While his mighty empire fell, he would sit frozen upon his throne. Unable to die, he was condemned for all eternity to a bitter world of his own making.
The Sunless Citadel

**The Sunless Citadel** is an ancient, crumbling fortress located in northern Torland, near the town of Oakhurst. It was once the headquarters of a mysterious order of knights, that worshipped the Dragons of Astafall. After the citadel collapses, its dungeons were overrun with Goblins and Kobolds.

In the year 781 of the 9th Era, Strelloc of Stillrest, Älva Val Tÿndûr,  Aisha Ceres and Nír 'en Nûmeré stormed the Citadel to rescue two members of the Hucrele Family.
Kania

**Kania**, also known
as ‘The Land of Beasts’, is located just to the north of Iskandar. Kania
is a wild and untamed land with most of the island’s inhabitants living in
nomadic tribes that wander the wilderness. There are a few cities that exist
along the eastern cape that trade and deal with the other Nations in the
region. Most Novroni are fearful of the Kanians as they are said to have beast
blood in their veins. Legend tells of Kanians transforming into wolves, bears
and other beasts to feast on the flesh of humans. Parents tell their children
stories of the wild Kanians that creep into their houses at night and steal
them from their beds to be devoured.
The Lonely Pilgrim

**The Lonely Pilgrim**  is a tavern located in the outskirts of Sâlitherôs, the capital city of Drôhznia. The inn was opened by Râhír Jâhirín and named after his mentor Mallister Abír Lahid Jivâr. Râhír bought and renovated the tavern as he and his companions waited for Mallister to return to Sâlitherôs.
The Khêlékanni Elves

**The Khêlékanni** were race of Elves and the first inhabitants of the land of Nolthwyk. They were sent to the frozen north to act as the guardians for all living things that inhabited the island. The Khêlékanni are an extinct race, wiped out by the humans that migrated to Nolthwyk, The First Men.

## The Guardians of Nolthwyk

Ancient Elven tradition states that, after the coming of The First Light, the Elves were created and sent out across world. The Elves were born to act as guardians of the living world and keep nature in balance.

The Elves that were sent north to Nolthwyk became known as the Khêlékanni. Although not much is known about these elves, it is said that they were incredibly pale skinned with white blond hair and pale blue eyes. They organised themselves into small tribal groups that lived in Nolthwyk's forests.

## The First Men of Nolthwyk

The lives of the Khêlékanni remained unchanged for thousands of years, until the arrival of the humans known as 'The First Men of Nolthwyk'. No written records of the arrival exist, as the Khêlékanni had no written language. The only accounts of the arrival are from Nolthwykan historians, written hundreds of years later.

When the Khêlékanni encountered the First Men, they were driven almost of the point of madness. According to Nolthwykan legend, these men travelled from a distant and unknown land. Their ships had ventured through a realm of darkness before reaching Nolthwyk. This darkness had robbed the men of their memories and driven to the verge of insanity.

The Khêlékanni took pity on these men and endeavoured to help them. The Elves sought to teach them the ancient ways of their people, to live in harmony with the land and become guardians of nature. However, the wild hearts of the men could not be tamed. They cut down trees to build shelter, they hunted the animals of the island for their meat and hides. The Elves tried to contain the destructive nature of the First Men, but to avail. The only thing that was stopping an all out war between the two races was the human leader, The Ocean King. However, The Fist could not live forever, and shortly after his death, conflict broke out between the elves and men.

The war was long a brutal. The Khêlékanni's knowledge of the landscape served them well, but they could not match the sheer ferocity of the men. Eventually, all the Khêlékanni were hunted down and exterminated.
Thel

**The City of Thel** is located in south-eastern Wendos, in the region known as Thelia . One of the former Free Cities of Wendos, the origins of the city are unkown, as it was built before the Age of Fire. Thel rose to prominence in 224 9E, when Eadmund of Thel adopted the teachings of Lorran. Later, Thel became the capital of the Lordosi Empire.

### Wendorni Settlement (750 8E)

The first people to discover and settle in the city of Thel were various tribes of goblins, ogres and other monstrous folk. There are no written records of this time but, according to Wendorni oral tradition, the first humans to settle in the city fought with many of these tribes as they took over the city. Over the next few centuries the Wendorni spread out into the surrrounding areas, planting crops and discovering the technologies and magic that Thel's progenitors left behind. Because of the letters engraved atop the gate to the city, the culture that emerged became known as the Thelians.
Valhena(God of Strength)

Valhena's Astral Form

Valhena is the god of strength, born from the union of Ova(Goddess of Beasts) and Pelios(God of Emotions). With the willpower of his mother and the tenacity of his father, Valhena entered the earth bounding towards his power. Immediately gathering worshippers from a wealth of orcs, as well as some particularly talented humans, the god of strength gathered immense power and turned it towards using it towards conquering his bretheren.

Using the strength of his worshippers, he crafted the first giants. While some would look at Valehna's progeny as crude and ugly, each giant has simplicity in purpose, unwaveringly loyal to their creator. Gifting his progeny with his own divine strength, Valhena staged a brief and ill-fated attempt at world domination early in the world's history. He sent his giants to conquer Esai. In one of the first instances of true divine intervention, his mother and his brother Cenos allied themselves to stop Valhena and his army. Most of the giants were killed, and the survivors were scattered to the four corners of the world, a rare but not unheard of sight. Valhena was imprisoned, tasked with holding together the various astral realms that the gods take residence in.

During the Godswar, Valhena was freed from his bonds by Vistrix and Wodea under the condition that he fight alongside Sifor in the coming war. The god of strength agreed, eager for the war to end so that he could return to his plans for domination. Instead, during his battle with Cenos, both met their end. In fact, it is theorized that it was Valhena's relinquishment of his duties that allowed for the gods to be killed in the first place.

Valhena is the patron of the strong and the willing. Fighters, bodyguards, and bruisers of all kinds worship him in hopes of gaining some fraction of his divinity, as well as of course the giants who still roam the wilds of Esai. Valhena abhors the weak, as well as those who impose artificial limits on their natural abilities. In his brief freedom, he was known to take champions who he invested fractions of his divinity in exchange for their service. Those who recieved these gifts were often driven feral and mad by the raw divine energy pumping through their muscles.
Vashdar

**Vashdar** is an enormous conifer forest that marks the border of The Hinmar. It is a cold and desolate place, where none dare travel. Folk say that the forest is enchanted by a cabal of powerful wizards that reside in The Hinmar. These enchantments protect their domain and prevent any from crossing through the forest.
Tumdoli Culture

The Tumdoli were a human tribal culture that migrated from Torland into Beltheria between the 10th century 7E and the 4th century 8E, during a period of global cooling that created land bridges between Wendos and the lands of Arland and Beltheria. They were originally part of the Gurdoti Culture, but became separated from this culture after moving to Beltheria.

These humans came into contact with the Nariin Elves, who tried to civilise and mould the fledgling humans. This came to a head during a war between the two races, which ended with the Unification of Beltheria.
The Order of the White Hand

**The Order of the White Hand** is a religious organisation that vows to protect all innocent life and destroy all evil. The order itself is shrouded in mystery, few people know where the order congregates and what their tenants are.

The paladins of the order garb themselves in white robes with silver armour and masks. They have a frightful reputation, as stories have been told of paladins wiping out entire villages to contain a threat.
The Golandri Purges

**The Golandri Purges** were a series of witch hunts and executions that marked the rise of the Lordosi Empire and the decline of magic use in the continent of Wendos.

The Purges took place in the 8th century of the 10th Era. During this period the Lordosi mage hunters, the Golandri, hunted down all mages in the mainland of the west. It is said that thousands of magic users were captured, tutored and executed during this time. Because of the Purges, magic is almost unheard of in the west.
Vulbrec Culture

The **Vulbrec** were a nomadic human culture from Quaïth that prospered from the 2nd to the 4th centuries 8E. They migrated into the lands of Tarôn-Kae, where they conquered the Yâtvarí kingdom. Once they had conquered the Yâtvarí, they then settled in Tarôn-Kae, forgoing their previously nomadic lifestyle. They then merged with the Yâtvarí to form the Vardât Culture.
The Black Veil Mists

**The Black Veil Mists** is a mysterious darkness that covers the southern half of Beltheria. The exact origin of the mists is unknown, however Beltherian legend states that they were conjured by a powerful necromancer thousands of years ago. The necromancer almost conquered all of Beltheria, but was thwarted by the first king of Beltheria, Itharan Marx. The fortress of Blackguard Keep has stood on the edge of the mists for many years, watching for any malevolence that creeps from beyond.
The Greencloaks

**The Greencloaks** are an elite group of rangers that operate within the Arlish Duchy of Alderwood. They are skilled in the art of camouflage and ambush tactics. They are often employed by The Alder Family to take out bandits and other enemies of the Duchy. The are mercenaries, who work for coin and do not owe any loyalty to The Alders, nor to any noble of Arland.
The Yanniri Desert

The **Yanniri**is a vast desert that covers most of the region of Vûnendor, in central Wendos. It is a dry and desolate region that contains very little in the way of life. The desert serves as a barrier between Leyenne, Balshkia  and the rest of the continent.

Before the 8th era, the region was verdant grasslands. During the 7th era, human tribes migrated east across this land. But as the world started to warm, the region dried up and the desert was formed.
Hallas

## Hallas

### Founder

Vytautus val Ayervaf

**Hallas**, one of the
smallest islands of Novron, is an Absolute Monarchy, ruled by a King.
Due to its location and geographical features, Hallas has managed to strive
despite being so close to the Orcish lands of Bruust. The Hallasians have
become fearsome warriors and expert sailors dealing with Orc pirates and
raiders over the years. Hallas is a relatively young country, forming close to
the end of the Nolthwyk Empire.
The Hysperian Accords

**The Hysperian Accords** are a series of documents and treaties that laid out the alliance between the city states of Hysperia. The accords were drafted after the death of Hâzbír Khâlam Al-Tâlír and the ending of the Hysperian Grand Shânate.

The treaties were written to bind the city states together, so that if a foreign power ever threatened Hysperia again, the cities would band together to defend each other. Until the signing of the accords, the people of Hysperia did not think of themselves as 'Hysperian', rather as a citizen of their city. Drôhznian occupation and the subsequent rebellion against Hâzbír, were instrumental in forming the alliance.
The Hônsurai

**The Hônsurai** is the greatest centre of learning in the eastern world. Located in the Drôhznian city of Alhansât, it is a grand university that contains the works of many of the empire's greatest minds. Every scholar in the east dreams of attending the famous college at Alhansât. Most of the future Sâlíns of Drôhznia will attend the Hônsurai to learn the wisdom of the classics.
Nu’ir

**Nu'ir** is a being in ancient elvish folklore. It is the dark opposite of Paldâ and the source of all evil and suffering in the world. Like Paldâ, Nu'ir does not have a physical representation and its god-like status is ambiguous. Not much is known about the early elvish beliefs and so information on Nu'ir is scant.
The Dead Lands

**The Dead Lands** is located to the north of The Teldari Vale. It is a barren wasteland, void of wind, sound or life. It is said that the Dead Lands were created when Sâlikhín fought the Teldari Elves at The Battle of the Teldari Gate. Legend has that the death and devastation unleashed from this battle scoured the earth, destroying every living thing for miles.
Ashrân

**Ashrân** is one of the major cities of The Raadi River region within the Drôhznian Empire. The city is located in the northern reaches of Drôhznia, close to the dwarven city of Baalzadûn. It is governed by The Jhaedârí Shânate. The city boasts a rather sizeable dwarven minority and the architecture is a
blend of dwarven and Drôhznian, sporting strong angular dwarven stonework with the domes and archways of the
Drôhznians.
Blackguard Keep

**Blackguard Keep** is a fortress in southern Beltheria, at the Pass of Vulthrox. It stands on the edge of The Black Veil Mists, serving as a bulwark for the evil that dwells within. All Beltherian men must serve for two years in the army upon reaching the age of manhood. These militia soldiers undertake their training at Blackguard Keep, so that they may see first hand from what they protect their homeland.

## Construction

Blackguard Keep was constructed by the Beltherian Council following The First Black Veil War, in which the southern half of the country was covered by what is known as The Black Veil Mists. The keep was built in the Pass of Vulthrox, where the necromancer had been defeated in battle. The pass was the only way of crossing the mountains that divided the continent, so the keep was built to hold the forces of the necromancer at bay.

## Decline

After the defeat of the necromancer, small bands of undead continued to harass the keep, but none ever breached its walls. Eventually, attacks stopped and all was silent at Blackguard. Generations passed, and The Council gradually sent fewer and fewer soldiers to man the fort. Eventually, the castle fell into disrepair and it became staffed with soldiers and officers of less than ideal calibre; Being sent to Blackguard became more of a punishment than anything.