recursal/Fanatic-Fandom huggingface dataset:
The Server

A breakdown of the server's history.

## **The Beginning**

The server was first started around 2012, its first iteration being a Dwarf Fortress-themed roleplaying server, hosted on Minecraft and advertised on the 4chan board of /tg/.

It started off as an all- **Dwarf** server, but quickly grew to encompass the other races; **Elves**, **Humans** and **Kobolds**.

At this point it was known as the Dwarf Fortress Roleplay Classic server.

At some point, the community was divided and the playerbase split into two. One went on to found the Return Of The Order, another role-playing community within Minecraft.

Another player took control of the server, became its Head Admin and built it back up.

The server hosted a grand total of 9 worlds; the longest-lasting of which is World 8.

After unforeseen circumstances with the ninth world mods and plugins system, the server was closed down.

## **Glorious Rebirth**

The playerbase stuck around, communicating through Skype and later Discord. Around July 2016, a new world was created as a temporary measure to allow players to get back into the swing of things.

Shortly after this, the community took the name 'Broken Worlds' in order to reflect the ever-changing nature of the server and the iterations of the maps.

Since then, a number of  **worlds** have started and ended, each with their own stories and characters. The server continues to grow and it is our hope that it becomes well-known.
Kaeylin Ashyber

A picture of Kaeylin Ashyber.

## **Background**

Prior to Kaeylin's awakening in **Liba Riveni** she was living in a small village in the forest. She learned more about her past through her dreams and wrote a book about her old life. She was able to recall making cakes and it became a known characteristic of her that the Kingfisher Inn would be filled with cakes.

## **History**

Upon her arrival in Liba Riveni, she was shown around the Island by **Naminari Valóna**. During this, she was told that the Kingfisher Inn is lacking an Innkeeper. This caused her to decide to become the new Innkeeper of the Kingfisher Inn.

During her time there, she became close friends with **Lucien Tealeaf** and they eventually became lovers. As she started to feel trapped from the relationship, she left him, using the time to write a book about her history and events in her previous life in a book.

Her close friends would always visit her in the Inn and she discovered a love for brewing. Due to this, she asked **Thilo Foraemir** to teach her how to brew so that she could master the art of brewing.

Once she started to lose her eyesight, she decided to work around the blindness. Lucien Tealeaf created oculars for her, however, at first, Kaeylin did not want to use them, so they destroyed them together. After a couple of weeks of being fully blind, she went back to Lucien and asked him to make the Oculars so that she can see again. This allowed her to see all colors and see clearly again, as she hadn't been able to do so for centuries in her life. This lead to her appreciating life and her eyesight more than she had before.

## **Death**

Upon entering **Petrichor**, she noticed a  **Human**, **Vasilia** and another Dwarf talking. She joined in and the other Dwarf brought out a block of Void material. Vasilia and her decided to investigate the block of Void. In this, they decided to lick and eat part of the block. Once Kaeylin arrived back at the Inn, she started to feel a bad stomach ache.

Vasilia and the Dwarf started to run into the Inn, warning her that Vasilia nearly died due to the consumption of the Void. In an attempt to get the Void out of her body, Kaeylin's stomach was punched by various Elves and Humans, hoping Kaeylin would vomit the Void out again. This failed, and Kaeylin felt her stomach starting to blow up and asked for someone to cut it open. Once she was laid down on a table, her body exploded into Void Mites, causing her to die.

After her death, the Kingfisher Inn became infested with Void Mites and was burned down and blown up till a hole remained.

## **Skills and Belongings**

Kaeylin had a skill in brewing, which she improved by both running an inn and being taught by Thilo, a master brewer.

She also was skilled in cooking and baking, especially making cakes. She even covered the inn in cakes once.

She had only a few personal belongings such as a diary, an unfinished autobiography and other items she always had with her. Those items were partially buried with her by her lover Lucien Tealeaf.
The Early Days Of Noruzim Thakom

A record of the death of the first Overseer.

No time was lost in re-establishing the hold of **Noruzim Thakom** and, with help from a vast amount of new arrivals, it quickly grew into a fully fledged Fortress. Large chambers were built, a vast series of interconnecting rooms spread through the mountain, with the Grand Shaft, stretching from bedrock to the top of the mountain, becoming the focal point for the entire Fortress.

During this time the first elected Overseer, Wernim Stonefoot; often cited for his incompetence, dug too deep and opened a portal to hell at the very bottom of the Grand Shaft. The portal spewed all kinds of demonic beings into the Fortress and, upon venturing inside, the remaining **Dwarves** had no choice but to seal it behind him. In doing so, they saved the Fortress from a quick and bloody death.

With the first Overseer now dead there was no real leadership, but work still carried on as normal. **Grom Hammerhand**, a lowly worker and smith, was elected by his peers to become the new Overseer. Under his slightly fixated gaze, a larger courtyard entrance was built in front of the mountain in order to limit the  **Kobold** tunnellings into the Fortress.
The Red God

The Red God's symbol is a drop of blood.

### **Location**

It is unknown whether there is a specific location where The Red God could be found.

### **History**

The Red God is an Elven God, that has drawn vast numbers of their population to worship Him, causing a huge rift in the cultural and political circles. These Elves believed that blood, not the ocean, was the most powerful form of water and started to perform sacrifices in The Red God's name.

Is has been observed the The Red God, unlike Agua, is in fact a tangible being, with great ambitions and a vast hatred. It is unknown whether any followers of The Red God still remain, but He continues to plague the  **Xohalli** Elves to this day.

### **Abilities**

It is unknown whether The Red God had any specific abilities.
Hjen Martial Arts

As part of their spirituality, Hjen across the Venswood have developed ways to exercise the body, for both Self-Defense, and for Sport. Many of these arts weave physical activities with Hjen meditative techniques to help one perfect their body, mind, and soul.

Most Styles can be broken down into having one of 3 focus's. Combat, Spirit, and Health.

### **Combat Focused Styles**

This includes any style that focuses on any sort of weapon, whether that is a Sword, a Bow, or even a Staff. These Styles are also popular in harsh places like the Dreadwastes, where surviving against dangerous creatures and fighting dangerous armies are a common occurrence.

###  **Spirit Focused Styles**

It is said the first Martial Arts as we know them, or at least, the popular ones, originated from the Tidal Groves, where the Hjen strive to perfect their Body and Spirit and co exist with nature. This means Spirit Focused Styles are popular in the region.

### **Health Focused Styles**

For the Venswood Forest itself, most folk are content to use the Martial Arts as a form of exercise, and have blended their styles with other healing practices. Some still mix in combative Elements and Spiritual Guidance, but average folk are content to live their lives as guided by the Weave.
Aurin

Aurin is the God of order and balance.

### **Creation**

Aurin was brought into being by **Vosk** after he saw the need for  **difference and conflict** within the world.

### **Location**

Aurin did not have a specific location where he could be found.

### **History**

After being created, Aurin immediately began to clash with his brother **Udd**; the embodiment of chaos. Not much is known of his history after this, but it is known that the beasts and beings summoned by Aurin and Udd during their battles would later become the main races of the world.

### **Behaviour**

Aurin was selfless, righteous and upheld the laws that were set by the races of the world. However, he was also draconic and would often violate the 'spirit' of a law in order to uphold it to the letter.

### **Abilities**

It is not known whether Aurin had any specific abilities.
Cau Haf Calan Gaeaf

**Cau Haf Calan Gaeaf**or, more commonly**Calan Gaeaf;**is an **Entente** holiday, originating from a **Caeli** tradition centered around a strange celestial alignment that only comes about every 6 years when a large comet approaches during autumn. As this celestial celebration occurred during the same season commonly reserved for the harvest festivals of the **Humans** and **Dwarves**, a rich shared festival culture centered around the macabre and mystical elements of each nations beliefs sprang up.

It is commonly believed that as the comet passes it allows tormented and malevolent spirits from the great beyond to return for mischief or revenge. Entente myth had frequent mentions of magics being worked as the comet passes for both good or ill. The symbolism only reached its height when on the this fateful alignment, the Cult of Eris conducted its great ritual that began the fall of Mankind, cementing it in the minds of the people of Imeris that this was a fell day of spirits and dark magics.

Many superstitions surround this holiday, with the most common practices being to place lines of salt outside ones door to keep wayward spirits from wandering in, leaving decorated scarecrows around a village to ensure all mischief is directed away from townsfolk, and a fast from sunrise to sunset to not spite any early crossing spirits who could be angered by being left out.

Traditional activities during Calan Gaeaf include:

* Dressing a scarecrow as yourself to ensure all mischief is directed to it instead of yourself.
* Dressing yourself up as something outlandish to confuse the spirits into not recognizing you or believing you are also a spirit.
* Lining the doors and windows with salt to keep out any malevolent forces.
* A fast from sunrise to sunset to not tempt nor anger any spirits crossing early.
* Leaving well cooked food outside and away from homes to keep hungry spirits busy.
* After sunset people will bar the doors and shutter the windows and not leave their homes.
* People frequently gather in large groups for safety and to wait out the night with merriment.
* Leaving an iron poker heated red hot in the fire. Heated iron is said to help see off any wayward spirits.
* People who are gathering write their names on stones and leave them in and around the fire. These stones are called Coelcerth and are placed in the flames to keep peoples names from being stolen my malevolent spirits.
Dhumraet Glasswarper

## Background

Dhumraet Glasswarper was a dwarf who was awoken by Beor in the fortress of Rakust Dosîm during the Third Awakening of the Dwarves. He served as the fortresses Belltoller and as an Alchemist.

## History

Not much is known about Dhumraet's life before his death and resurrection by Beor, but he was born to a well of Clan, which afforded him the opportunity to gain an education in the Alchemical Arts rather than work in the Clan's trade of glassworking. Having spent a lifetime in the service of noblemen and kings who sought the power of alchemy, Dhumraet was accustomed to workings of nobility and would be a strong supporter of royalists during his second life. Nothing is known of the circumstance that ended his first life.

## Death

After one of the first goblin attacks on Rakust Dosîm, Dhumraet would follow Emär to seek out the goblin camp, and after a tense discussion a fight broke out. Dhumraet, never the greatest of warriors, opted to simply sneak behind the enemy lines and set off the explosives the goblins had stolen and stockpiled, destroying the camp. However when attempting to disengage and retreat, he was caught by the goblins and killed. His body would later be recovered by a kobold, Tug, who would pass it onto the Dwarves to be interned. While Dhumraet was cremated, he was never interned in the crypts s he had desired.

## Abilities and Artifacts

As an alchemist Dhumraet wielded a number of potions of various effects and uses, but bellow are both the non-alchemical arms he used in his life as well as a detailing of his unique alchemical creation

**The Cygnus Stave** - despite never possessing a limp, Dhumraet swore a need for a cane to help him walk, and as such commissioned the smith **Feb Gillspittle** to create such an tool, along with a hidden blade within for self defense. The Cygnus Stave had a silver swan head that was encrusted with emeralds, a rod of elven cut dark oak, and a base of dwarven steel, which often sent sparks coming off the ground setting fires around Dhumraet. The cane and its hidden sword were Dhumraet's primary melee weapon, and was known to be especially effective against arthropods.

**The Bird of Prey** - a crossbow made by Throm Kilstog, it was engraved with images of swooping birds, and was quite powerful.

**Halcyon Cider** - an enhanced healing potion of Dhumraet's own making, its recipe has been lost to time with his passing.
Goblins (Broken World 2)

The average look of a goblin.

### **Physiology**

Goblins stand little higher than a  **Dwarf**, with tough green skin and muscles that'd easily put that of any other race to shame. In a Goblin's lifetime, they will grow one to two teeth of excessive size around adulthood, oft referred to as "tusks".

### **Personalities**

Goblins delight in violence, eager to jump into conflict at a moment's notice. Though the common races often perceive Goblins as thick-skulled and dim-witted, some Goblins rise above their brethren and develop intelligent minds.

### **Skills**

Goblins are often fearless in the face of danger, for better or for worse, allowing them to attempt things that other races would easily reject on the high amounts of risk involved.

### **Culture**

Goblins often partake in physically active activities amongst their own kind when not in battle, such as wrestling or boxing.

#### **Families**

It is unknown whether Goblins hold any particular reverence to their own blood.

#### **Homes**

Goblins live in dugouts, strongholds, Fortresses and most other structures designed for war.

### **Leadership**

Only the strongest of goblinkind lead their tribes. Leadership is inherently found as a result of conflict, thus keeping the strongest in control. Should such a leader fall to weakness, or have an unfortunate accident happen to them, power could be contested immediately.

### **Religion**

Goblins have no uniform religion, instead opting to "worship" things that they do.

### **Relations**

Goblins, with their penchant for violence and conflict, can be guessed to be making preparations for war when not actively fighting in one.

### **Language**

Goblins speak the common tongue, however accented or garbled it may sound to an outsider.
Goblins (World 7)

The average look of a goblin.

### **Physiology**

Goblins stand little higher than a  **Dwarf**, with tough green skin and muscles that'd easily put that of any other race to shame. In a Goblin's lifetime, they will grow one to two teeth of excessive size around adulthood, oft referred to as "tusks".

### **Personalities**

Goblins delight in violence, eager to jump into conflict at a moment's notice. Though the common races often perceive Goblins as thick-skulled and dim-witted, some Goblins rise above their brethren and develop intelligent minds.

### **Skills**

Goblins are often fearless in the face of danger, for better or for worse, allowing them to attempt things that other races would easily reject on the high amounts of risk involved.

### **Culture**

Goblins often partake in physically active activities amongst their own kind when not in battle, such as wrestling or boxing.

#### **Families**

It is unknown whether Goblins hold any particular reverence to their own blood.

#### **Homes**

Goblins live in dugouts, strongholds, Fortresses and most other structures designed for war.

### **Leadership**

Only the strongest of goblinkind lead their tribes. Leadership is inherently found as a result of conflict, thus keeping the strongest in control. Should such a leader fall to weakness, or have an unfortunate accident happen to them, power could be contested immediately.

### **Religion**

Goblins have no uniform religion, instead opting to "worship" things that they do.

### **Relations**

Goblins, with their penchant for violence and conflict, can be guessed to be making preparations for war when not actively fighting in one.

### **Language**

Goblins speak the common tongue, however accented or garbled it may sound to an outsider.
Surai

This is a heavy WIP. Everything is subject to change. All wording will change, right now is little more than notes to get ideas written down. Contact Lexi if you have ideas <3

## Summary

Located near the southeastern coast of the Venswood is an ancient city, most of it's history lost to time. Stretching across the forest it's built around is a network of walkways, paths, and ladders connecting a sprawl of clay and wooden buildings at varying elevations.

## Cultural Practices & Traditions

### Collectives

Like most races, Suraians do carry last names, but instead of by relation or love, Suraians form themselves into collectives alongside those with similar interests or trades. While it is fairly common to stay in the collective they were raised by, it is not a rare occurrence for them to join a different collectives. The traditions of each individual collective is related to why they exist. Collectives surrounded around the harvesting of

### Honor-Based Culture

Citizens of Surai consider honor more valuable above all else, always considering actions to speak louder than words. Often times, those with well known honor under their name or the name of their collective experience more privileges.

## Collectives

### Major Collectives

* **The Kurashir** - A collective of tailors, esteemed for their work. The Kurashir collective has a form of pseudo-nobility from the status their name commands, and it is extremely for those not raised a Kurashir to become one.
* **The Clovers** - A very small and restrictive collective of kihai attuned almost exclusively to Red Clovers. Unlike most collectives, they are formed together not by bonds or trades, rather by circumstance. The Clovers are exclusively made up of kihai born male who later in life attuned to certain plants ((OOC Note: Plants high in phytoestrogen are the guideline)) to undergo female puberty. The Clovers, alongside the Gingers are well known for keeping and maintaining an exhaustive list of the various effects- physical and psychological, different attunements have.
Foothold

### **Creation**

The Seabound spent more time on their ship than most, trying to find a suitable place for a settlement. Coming across a mesa island, they made shore, only to find the beachhead was filled with an uncountable number of enemies.

After days of fighting and slowly making ground, they were able to establish a foothold on the island and began to expand outwards.

### **Location**

Foothold was located on an island in the south-east portion of the **Sea Of Wolves**.

### **Appearance**

Mesa cliffs surrounded the settlement, giving a vibrant, colourful appearance to the area. The buildings were mostly repurposed from older or smaller ships. Local sandstone and hardened clay helped in construction.

### **Leadership**

Leadership was often given, or taken, by a Captain.

#### **Known Leaders Of Foothold**

* **Captain Gorey** - The leader assigned by Admiral Bloodfern, though was later ejected from leadership after having lost a lot of support after several  **incidents**.

* **Captain Barny** - Who helped with the political landscape in the Sea Of Wolves, but eventually vanished into obscurity.

### **History**

* **273 AE** - Land fall.
* **??? AE** - The Rum Barrel is created; the first ship made in Foothold.
* **??? AE** - Fortress Gim is built on top of a mesa, to honour the first fallen Corvus.
* **??? AE** - The Tibcoin is established as the official currency of Foothold.
* **??? AE** - Admiral Bloodfern docks at Foothold, remodelling and retrofitting her ship at the dock.
* **??? AE** - The Feral Ones attack, but the Seabound quickly repel them.

### **Notable Groups**

There were no notable groups within Foothold.

### **Notable Landmarks**

* **Donkey Bay** - Formally an oasis that was dredged into the Sea Of Wolves. Named for the population of donkeys that inhabited the area, which were later put to use for quick transit around the island.
* **Fort Gim** - The primary stronghold of the Seabound in the area.
* **The Marketplace** - A well-visited area, where shopkeepers sold their wares.
* **The Drydocks** - A double chambered drydock, allowing for up to two ships to be operated on at the same time.
* **The Sea Shrine** - A shrine devoted to the Sea Goddess.

### **Notable Occupants**

* **Gim** - A Corvus who gave his life for a crewmate.
* **Tib** - A Corvus scout and the face of the Tibcoin.
* **Kathlynn Brassheart** - Dwarven smith and founder of two other ports; Crabclaw and Deadwood.
* **Asarim** - Corvus bard and founder of Port Asarim.

### **Gallery Of Foothold**

***The Fleet's Gambit, sitting in port.***
Vacation

**Vacation** / *intransitive verb* :

First Page Mentioned (By Name): ch. “The Ex-Vacation?” – pg. 44

An extension of the root word '***vacate***', the word '**vacation**' became a common usage for those who wished to recreate themselves far from their home, in an attempt to free their body and mind from any influences, which might wear a person down.

Related Entry: **Vacate**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Scholar

The Dwarven scholar Volgrim Goldentome.

### **Summary**

*Often found delving into dusty tomes within libraries and archives, the scholar is usually the font of literary knowledge in any community. With the ability to alter books and scribe scrolls of wondrous power, they should fit in well with any established society.*

### **Skills**

* **Scribe Scroll** - This skill currently has no functionality.
* **Notable Author** - A passive skill that gives access to the `/bookmodify`, `/bookexport`, and `/bookimport` **commands**.

### **Custom Work and Crafting**

* Can craft four books from three leather and six paper!
* Can Craft three bookcases from four logs and five books.
* Can convert any enchanted book into a normal book through crafting.
Malchus

A highly stylised and decorative version of one of Malchus' symbols.

### **Creation**

It is unknown when Malchus ascended to Godhood, but the followers of the  **Dwarven Order** believe that He stepped, fully formed, out of the void.

### **Location**

It is unknown whether there was a specific location in which Malchus could be found.

### **History**

Malchus, the Sky-King was a True God. His broad domains meant that He was the focus of worship from many; from farmers and **Elves** who desired his rain and sunlight, sailors who needed wind to drive their ships, proud kings and queens who wanted their lineages to succeed to knights and paladins trying to put an end to the unholy.

He disappeared many years ago; believed by most to be dead. Without Him, the sky has become gloomy and chaotic; wild storms are frequent, the sun shines weakly and nights stretch on uncomfortable long.

### **Behaviour**

Malchus was strong and just, but highly excitable; often acting on whims known only to Himself.

### **Abilities**

It is unknown whether Malchus had any specific abilities.
Cabul

A simple heart was often used as a symbol of Cabul.

### **History**

Little is known of Cabul before **The Fall**, but is it believed that He is now dead; having succumbed to an overwhelming workload and withered away. Without Him and other death, or life, Gods, the circle of life has been disturbed and the undead have become a common problem.

### **Behaviour**

Cabul was a Demigod, whose spheres were healing, death and new beginnings.

Cabul was sometimes feared as a bad omen and a bringer of death, though He was actually a servant of  **Mother Naomi**. Cabul granted mortals herblore and medical knowledge for the sake of healing the sick and injured. He also brought comfort to those destined to die. He oversaw the good aspects of death; how a corpse returns to the circle of life or how a death might bring people together.

Although He did not have a huge following due to the suspicions surrounding Him and was often ignored in favour of racial or cultural death Gods, He was popular in some cultures and amongst healers, surgeons and morticians.

### **Abilities**

Cabul was known to be a healer and a practitioner of herblore.
Freya

Freya was the Goddess of plant life.

### **History**

After Her creation and the creating of plant life, the rest of Freya's history is unknown.

### **Behaviour**

Not long after the appearance of **Aurin** and **Udd** and their eternal squabbling, she was unsurprisingly neglected by Vosk. She was soon left alone with only the sparse life which had just begun to spring from the grounds of the newly formed planets.

Given leave to tend to the new gardens, Freya was delighted by the appearance of the three races; Humans. **Elves** and **Dwarves**.

Her words and teachings only found true purchase amongst the Humans; Dwarves ignored her entirely and instead worshipping **Armok**, largely believed to be a 'perversion' of Vosk. The Elves, seemingly, would find peace as her children, but they were too bloodthirsty and twisted her words over and over, until they came to worship the being they call **The Red God**.

### **Abilities**

It is unknown whether Freya had any specific abilities.
The Battle For Redwater Bay

The battle of the bay was well documented.

Shortly after the initial colonisation, the  **Seabound** forces arrive at an island near **Port Canis**, with the goal of making away with one of the ships that the  **Caldanians** have arrived on.

Captain Gorey sets up a large amount of fireworks and other explosives on the far side of the island, in order to distract the populous.

After the initial explosions, the Seabound make their way into the port to attempt to steal one of the original colony ships.

A few Port Canis residents are near enough to spot them, but are quickly subdued. Whilst this is happening, the Seabound secure the ship ready to take it out of the harbour.

Out of the blue, Maggie; a **Corvus** resident, swoops over the ships, hailing crossbow bolts from above. Her attacks take a number of Seabound out in a single move. Her flight is the beginning of the rest of the residents arriving, most of them armed more heavily than the Seabound.

The Seabound injured in Maggie's attack are taken prisoner, with Bardir Stoutbrew organising a release with the Seabound. However, Captain Gorey gives the signal to a Seabound member to act. Misreading the signal, the main cannon on the Fleet's Gambit is fired, scoring a direct hit on the Caldanian ship, freeing the prisoners.

Captain Gorey and Cale Fletcher, a Seabound sailor, both jump ship, with the remaining Seabound making their way back to the Fleet's Gambit, their flagship.

Caldanian forces quickly catch up, boarding the ship, with fights breaking out all over. During this, the ship begins to slowly drift away from the island it was initially tethered to.

Eager to stop more bloodshed, as less people would be devastating for an early settlement, Bardir Stoutbrew calls a ceasefire. However, in true Caldanian fashion, he manages to have a small fishing boat and a smoke cannon thrown into the bargain, in order to cease the attack.

After this, the Seabound sail away. A large scar remains on the Port Canis harbour, Maggie is made into a hero and Captain Gorey is voted out of his captaincy.
Duredict Silvershield

## **Background**

Duredict Silvershield was a siege weapons builder and philosopher, he didn't share much of what he did in the time before coming to the cursed realm he would die in. He awoke in the farms of **Liba Riveni** while the Seed of Humanity was planted there. He became friends with **Harold** before he became Schnitzel. Himself became leader of **Petrichor** after a poorly planned out coup against Harold started by **Ahmilahk** and other humans. He gave him self a promotion from Captain of the Guard to General and became the military dictator of the town. He died on the 15th of Galena in the year 282 at the hands of **Warden Valóna**, Harold, and other elves after he would not help them hunt down his friends **Ahmilahk** and **Rotler**.

## **History**

* **???** - Awakens in the fields of Liba Riveni after the seed is moved to the island.
* **???** - Is appointed Captain of the Guard of Petrichor by Schnitzel Harold after the trail of Ahmilahk.
* **23 Moonstone 281** - Guards the meeting with delegations from Liba Riveni and **Rakust Dosîm** in Petrichor to discuss land. Helps chase down Siegfried Obsidianbeard to Rakust Dosîm and aids in killing him.
* **21 Granite 282** - Begins the construction of instruments of war in preparation for a fight against **Shalak Irontower**.
* ??? - Becomes leader of Petrichor after a coup against Harold and makes himself the military dictator of the town with the title of General.
* **???** - Makes a verbal agreement with Warden Valóna that Ahmilahk and Rotler will be handed over to the elves if they break any more laws in Liba Riveni.
* **15 Galena 282** - Heads to Liba Riveni to meet with the elves when he is confronted by Warden Valóna, Harold and other elves which leads to his death.

## **Death**

Duredict Silvershield died after serving as Captain of the Guard of Petrichor and General of Petrichor. After heading to Liba Riveni for his last time he is confronted by Warden Valóna, Harold and other elves that Ahmilahk and Pope Rotler Dorsal have broken more Liba Riveni's laws and are being hunted down. He is questioned by the two and the others in the search party and a misunderstanding leads to his death. He dies in the caves surrounded by people he once trusted and respected alone and with out hope for trying to escape the realm.

## **Abilities and Artifacts**

As Duredict Silvershield started his new life in this realm he became a alchemist and made many potions for use in battle.

**The Arbitrator -** A massive spruce crossbow made by Throm Kilstrog, it had the crest of Petrichor engraved on the wood in gold and gold chains hanging from the arms. Engraved on it also was *"I am the law."*
Everdusk

### **Creation**

When **Rogueport** was abandoned, a group of like-minded individuals came together to establish Everdusk. They had the goal of writing and archiving as much as they could, so that others may learn from them in time.

### **Location**

Everdusk was found directly west of **Sanctum**, with Rogueport to the south.

### **Appearance**

Everdusk was a walled monastery, with a gigantic main tower at one end. An observatory, close by, was in the process of being built. Underneath the ground, the corridors of Everdusk stretched, decorated with glowstone and nether bricks.

### **Leadership**

The leadership style of Everdusk is unknown.

### **History**

Nothing is known of the history of Everdusk.

### **Notable Groups**

There were no known groups that originated from, or inhabited, Everdusk.

### **Notable Landmarks**

* **Everdusk Tower** - the main place of research for Everdusk, which held a library, alchemy rooms and dormitories.
* **The Observatory** - an ongoing project, to be used to map the stars.

### **Notable Occupants**

* **Kairn Stormborn** - Flame Knight.
* **Varien** - Arch-Librarian.

### **Gallery Of Everdusk**

***Inside the walls of Everdusk.**The main entrance.**The scholars of Everdusk mapped the stars as one of their many projects.**The center of learning within Everdusk.**The main library, inside the main tower.***
Goldencross

### **Creation**

As The Five split from the colony of **Southbridge**, they built a base from which they could organise and plan their conquests.

### **Location**

Surprisingly, for an outpost claiming separation from a major colony, Goldencross was situated only a short distance north of Southbridge. Even more surprisingly, the two were connected by a road.

### **Appearance**

Goldencross originally appeared as a small fort, built of sandstone. A large golden cross, from which it got its name, emblazoned the front doors.

### **Leadership**

The leadership style in Goldencross is unknown.

#### **Known Leaders Of Goldencross**

There are no known leaders of Goldencross.

### **History**

* The Five construct Goldencross.
* Due to their refusal for burials and frequent trips away, the outpost becomes infested with undead. This becomes a problem to any nearby travellers.
* The Five construct a more secure facility in the central desert, both to distance themselves from Southbridge and to better reposition themselves for their raids.
* The Dwarves confront the Five at their desert facility, routing the group entirely.
* Goldencross goes through a long period of abandonment. While many resent the site for its history, Southbridge leadership leaves the outpost intact as it serves to centralize individuals who fled Southbridge during the city's emigration crisis.
* Miserly recluse Ebeneeze Sorrowforth moves into the empty outpost, renaming it after himself as part of an effort to drive tourism to the site. He later commits suicide after the failure of his advertising campaign, but use of the name "Sorrowforth" gradually overtakes the outpost's original name.
* The militia of Southbridge look to destroy Goldencross once and for all.
* An explosion tears the foundations of the outpost away, revealing eldritch abominations and holes in reality.
* A prolonged engagement, lasting months, happens against the forces of Goldencross.
* The creature is finally killed after **The Siege Of Southbridge**.

### **Notable Groups**

* **The Five** - members of various races who banded together to cause havoc around the world.

### **Notable Landmarks**

* **The Lake That Was Always There** - the resulting lake that formed after the pit was filled in with water.

### **Notable Occupants**

There were no other notable occupants of Goldencross.
Markus Ironshell

## **Background**

Markus Ironshell was a **Human** who came to the colony of Southbridge on The Continent. He would start his time in Southbridge by doing various odd jobs for Lord Issac such as tracking down the body of the dead Commander Gunnar Alvis. This would lead to Markus traveling and adventuring with the likes of Reginald Athos, **Arion the Walker**, Redbeard the Slayer, and Stebby the **Kobold**.

The adventuring days would come to the end with the murder of a Southbridge militiaman by one of the groups associates. Markus would eventually join the militia under Commander Reginald Athos and attain the rank of Sergeant by the time Lord Issac was killed by kobold and Reginald took the tile of Lord Commander. When Lord Commander Reginald was killed by a kobold Markus would take the Title of Commander. He would then take part in the second and third Hellmarches followed by the Siege of Southbridge where he would be killed by a **Goblin** swords master in a duel.
Goblins (World 3)

The average look of a goblin.

### **Physiology**

Goblins stand little higher than a  **Dwarf**, with tough green skin and muscles that'd easily put that of any other race to shame. In a Goblin's lifetime, they will grow one to two teeth of excessive size around adulthood, oft referred to as "tusks".

### **Personalities**

Goblins delight in violence, eager to jump into conflict at a moment's notice. Though the common races often perceive Goblins as thick-skulled and dim-witted, some Goblins rise above their brethren and develop intelligent minds.

### **Skills**

Goblins are often fearless in the face of danger, for better or for worse, allowing them to attempt things that other races would easily reject on the high amounts of risk involved.

### **Culture**

Goblins often partake in physically active activities amongst their own kind when not in battle, such as wrestling or boxing.

#### **Families**

It is unknown whether Goblins hold any particular reverence to their own blood.

#### **Homes**

Goblins live in dugouts, strongholds, Fortresses and most other structures designed for war.

### **Leadership**

Only the strongest of goblinkind lead their tribes. Leadership is inherently found as a result of conflict, thus keeping the strongest in control. Should such a leader fall to weakness, or have an unfortunate accident happen to them, power could be contested immediately.

### **Religion**

Goblins have no uniform religion, instead opting to "worship" things that they do.

### **Relations**

Goblins, with their penchant for violence and conflict, can be guessed to be making preparations for war when not actively fighting in one.

### **Language**

Goblins speak the common tongue, however accented or garbled it may sound to an outsider.
La Elini Lu Wirethi

An Elf of the order, wearing the symbolic face mask.

### **Purpose**

La Elini Lu Wirethi, also known as 'The Faces Of Regret', is a  **Elven** religious movement based around the tending and conservation of plant life.

At its most strict, it states that no plant life should ever be harmed. However, less strict communities merely take into consideration best farming practises, or the conservation of native species.

### **History**

When the Ents were put to the axe by the Elves, they immediately saw what they were turning into. After this dark time, the religion was born, with the Elves forming it donning living-wood masks to cover portions of, or their entire faces.

### **Hierarchy**

The hierarchy within La Elini Lu Wirethi is unknown.

#### **Ranks**

There are no known ranks within this religion.

### **Formations**

Two sub-groups within the religion are known of.

* **Lene'birare**, Sea-Walkers. These Elven followers have adapted their religion to life on the high seas.
* **Sema'saliri**, Gift-Seekers. A secular group of Elves who shun most of the tenets of the religion. They spend their lives searching for the First Forest.

### **Training**

It is unknown whether any members receive special training.

### **Uniform**

The only uniform a member of La Eili Lu Wirethi is required to wear, is a ceremonial living-wood mask. These masks can sometimes cover the entire face or, more commonly, a portion.

### **Notable Members**

* **Aellin Thornwold**, Praes Finnibus of **Port Canis**.
Doren Rorung Geshud

### **Creation**

After a failed political coup instigated by Inquisitor Goldhammer, a small number of Dwarves fled **Rakust Dosîm**. Making their way through the Tiger Woods they ended up in a large lava lake bed, surrounded by sand. Using machines, the caved in the lava bed and filled it in, creating a smooth surface in which to build on.

### **Location**

Doren Rorung Geshud was built deep within the caves of the world.

### **Appearance**

The Fortress was built in a vast cave, reachable by a narrow bridge across a ravine. There were various buildings in the cave, built out of whatever materials the Dwarves there could gather.

### **Leadership**

Leadership within the Fortress was initially elected, but was usually determined by combat.

#### **Known Leaders Of Doren Rorung Geshud**

* **Thorgrim Grudgebearer** - former miner for Rakust Dosîm. Died in a duel against the unnamed 'Scribe'.
* **Masked Dwarf** - a mysterious masked Dwarf, who kept his identity secret.

## History

* **Opal 278** - Doren Rorung Geshud, the 'Pugfort', is started.
* **???** - The Fortress is officially complete. Exiles and other Dwarves from Rakust Dosîm begin to flock there.
* **???** - Thorgrim Grudgebearer pronounces himself as Overseer. Onul is established as High Priest of **Armok**, Kilomi is given the title of Head Alchemist.
* **???** - More exiles arrive, including Frostbeard and Makkata Oakentoe.
* **???** - The Masked Dwarf challenges Thorgrim to a duel. After stabbing him in the back, he assumes the title of Overseer.
* **???** - Several Dwarves loyal to Thorgrim are injured or slain; Shedim Ker is sacrificed to Armok and Iule Burnedhand is left near death.
* **???** - Makkata Oakentoe creates her first **Artifact**
* **???** - Frostbeard and Makkata leave the Fortress.
* **???** - Iule and Onul get into an altercation at Rakust Dosîm, with Iule killing the High Priest.
* **???** - The Dwarves of Rakust Dosîm plan a raid on Doren Rorung Geshud, but are given away by the **Shrine Maiden**.
* **???** - The Fortress is laid to waste, with the inhabitants either being slain or allowed to settle in the caves.
* **???** - A portal is opened by the Masked Dwarf, allowing a horde of void monsters to fill the Fortress.
* **???** - The Fortress is declared off-limits.

### **Notable Groups**

There were no notable groups within Doren Rorung Geshud.

### **Notable Landmarks**

There were no notable landmarks within Doren Rorung Geshud.

### **Notable Occupants**

* **Makkata Oakentoe** - Priestess.
* **Iule Burnedhand** - High Priest of Armok.
* **Shedim Ker** - Tavern owner.
* **Frostbeast**.

### **Gallery Of Doren Rorung Geshud**

No other pictures existed of Doren Rorung Geshud.
Pallas

**Pallas** / *noun* :

First Page Mentioned: Not directly mentioned within the narrative

**The Capital of Floriantis, Pallas** was named after the beautiful Goddess and stepsister to Athena, who died at Athena's hands in a tragic incident of confusion and parental interference. The residents of Pallas take great pride in their city, and its beauty is often said to rival the **Gods**, followed by the sentiment: “Athena would approve!”

Related Entries: **Geb (The Island Of)**; **Religion**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Akademy Prima

### **Creation**

Akademy Prima was created as a monastery, of sorts, for a lone occupant; Issac Savos. This was seemingly built as a solitary retreat in which to pen his books, which the **Dwarves** would in turn buy to fill their vast libraries. Issac generated much wealth and fame due to this.

### **Location**

Akademy Prima was located a short distance from Southbridge, on the slopes of the Iron Mountains.

### **Appearance**

The Akademy was mostly built of stone bricks, with wooden roofs. Being on top of the mountains meant they had to be built to withstand the harsh weather there.

### **Leadership**

The Akademy was only ever occupied by a single person, at any one time. Leadership, therefore, fell down to the sole occupant.

#### **Leaders Of Akademy Prima**

* **Issac Savos** - future Lord of Southbridge.
* **Charles Silver** - world-famous alchemist.

### **History**

* Issac Savos builds the Akademy from nothing, using it as a place for solitary research.
* A powerful relic; a single drop of blood, is kept under the Akademy. It constantly radiates power.
* Issac becomes the Lord of Southbridge, retiring from the Akademy to live within the town.
* **Markus Ironshell** discovers the wealth within the Akademy, later putting it to use against  **Goblin** legions.
* Charles Silver moves in, using the place as a base for his alchemical research.
* Charles Silver dies, leaving the Akademy abandoned.
* Zodd's legions bombards the Akademy, setting off chain reactions in the storage rooms for alchemical reagents and potions, wiping it off the map.

### **Notable Groups**

* **The Black Brotherhood**, Issac Savos was a member of this religion, although not known about until many years after he had arrived.

### **Notable Landmarks**

There are no known notable landmarks within Akademy Prima.

### **Notable Occupants**

There are no other known notable occupants of Akademy Prima.
The Fleeing Of Asnicat

The exodus of Dwarves from their city.

The underground city of Asnicat was crumbling into ruin. Mould seeped into cracks in stonework and bricks turned to dust as Stonerot ravaged the illustrious city. The only thing that could save them was adamant, the most sought-after of all materials.

It had been declared that a gigantic vein of adamant had been discovered, with miners, stonemasons and architects all working feverishly to transport the cut to the city and halt the Stonerot for good. Impromptu parties sprang up around the city, bringing **Dwarves** together who most likely never encountered one another before.

A large group of Dwarves sat around tables, exchanging stories and drinking their fills. However, the adamant would come too soon, as the stone around them came crashing down. Leading the Dwarves out of their tavern, Arnuld Silverpeak; wealthy Dwarven merchant, led them through winding city paths and out into the ancient tunnels and passageways that dotted the outer borders.

Travelling further and further, they had no choice but to seek a new refuge as Asnicat fell into ruin behind them.

Arnuld, along with seven hearty Dwarves; Motgurd Stoutbrew, Yngvald Ironbead, Hjort Ironbeard, Idna Ironbeard, Magnus Hammerfist, Baludir Highblade and Ferrum Ironbeard; who would later be dubbed the expedition leader, fled the ancient city.

Arriving in a small cave, the party noticed light ahead and, upon following it, were greeted by the largest cave either of them had ever seen. The floor expanded further than the eye could see, the ceiling was as an azure lake and a great light hung in the air and shone more brightly than any fire.

The Dwarves had discovered the 'above ground' that had only been mentioned in songs and fairytales; things for children to believe in, not grown Dwarves. Nevertheless they ventured on throughout Enôl Kor; the 'Blue Cave' and quickly decided on a suitable place to begin their new delvings.

The new city was named **Ferrum Ner**, in honour of the expedition leader and had the potential to become one of the greatest fortresses to grace the world.
Delthar Lode

### **Appearance**

Delthar Lode was built in the standard forms of Dwarven Fortresses; sturdy, squat and strong. It was mainly built of stone bricks, with adornments of lapis lazuli on the walls and lit with lava.

### **Leadership**

The Fortress was led by an elected Overseer, who would have the final say in any major decisions that the inhabiting Dwarves would have to make. They were often seconded by an 'Underseer', who would usually take the lead role after the death of the Overseer.

#### **Known Leaders Off Delthar Lode**

* **Wernim Hammerheel**.
* **Oncum Stonefoot** - previously Underseer.

### **Notable Groups**

There are no known notable groups within Delthar Lode.

### **Notable Landmarks**

There are no known notable landmarks within Delthar Lode.

### **Notable Occupants**

There are no known notable occupants within Delthar Lode.

### **Gallery Of Delthar Lode**

***The entrance to the mines of the Fortress.**An interior view of Delthar Lode.**The forge.**The exterior walls and towers.***
Auralaux

## Background

Auralaux hails from a world of ice and snow.

## History

**13 Felsite 282,** hunted down by the human race for witchcraft. Accused of attacking a citizen of **Petrichor** with fire magic.

**???,** conducts a ritual that draws the attention of Dark Shiney.

**???,** created a shrine to **Warden Valóna**.

**???,** communes with Sunmum and dedicates a shrine to her in Liba Riveni.

**25 Felsite 282,** hunted down by the human race for witchcraft again. Framed for burning the town of Petrichor and destroying the contents of their vault.

**8 Hematite 282,** reopens the portal between Liba Riveni and the **cavern world** with the assistance of **Princess Yujin**.

## Skills and Abilities

Auralaux is proficient in rituals requiring spell components and large structures to channel magical energy. With the use of a staff his powers are more directed and precise.