recursal/Fanatic-Fandom huggingface dataset:
Visørima (Ship)

The Visørima is the ship most commonly used by the Sigjarir of Sigjariahlæm for fishing, raiding and trading. With a single masted and double masted variant existing.

## Development

WIP

Developed following the deforestation of Hloshiríc

## Construction

Typically constructed out of whale bones, visørima are usually built shell-first with overlapping planks. Iron rivets and brackets, as well as smaller bones, were used to fasten the planks to each other. Ribs were inserted into the hull once the shell of planking was assembled. They are flat-bottomed and clinker built.

The typically keel length of a visørima was about 10–25 meters (about 30–70 feet). With a width up to 5-8 m, and draft between 2-5 m. It has 13 combination ribs, each consisting of several details. The keel was also a combination of several parts. Bulkheads divided the body into several cross-section compartments. Each compartment served a specific purpose: the fore-part compartment used as the crew's quarters, the stern cabin for the captain, and the cargo hold amidships. A visørima has a flat deck and typically carried one square sail on one mast, although larger two mast variants are in use. A distinctive peculiarity of a visørima was the relatively big size of its square rudder fin which compensated for the special extra-slim design of the upper part of the rudder. A visørima has two 70 pounds (32 kg) main anchors and, very often, light anchors that are used for mooring visørima to the edge of the ice fields.

Special Sigjarir design features included the rounded lines of the ship's body below the water line, an additional belt of ice-floe resistant flush skin-planking along the variable water-line, a false keel for on-ice portage (and for damage prevention from running aground in shallow waters), and the shaft-like upper part and wide lower part (below water-line) of the rudder. Another feature was the invariable presence aboard any koch of two or more iceboats and of a windlass with anchor rope. Each iceboat had the cargo capacity of 1.5 to 2.0 metric tons (3,300 to 4,400 lb) and was equipped with long runners (5 to 7 m or 16 to 23 ft) for portage on ice. If a visørima became trapped in the ice, its rounded bodylines below the water-line would allow for the ship, squeezed by the ice-fields, to be pushed up out of the water and onto the ice with no damage to the body.

## Uses

* Raiding
* Fishing
* Trading
* Transport
* Warfare

## Stats

* 5-7 knots.
* 10-25 Crew and up to 50 Læguitr/Fisherman.
* Displacement between 50 and 90 tonnes.
* 25-45 Tonnes of Cargo.
Buster

**Buster** era un talentoso golden retriever que apareció en el episodio "La Ley Petriot". Bill lo acogió mientras su dueño estaba en servicio activo. Buster sorprendió a Bill con sus habilidades para buscar, llevándole cervezas frías y ayudándolo a conseguir el número de una mujer. Cuando Bill devolvió a Buster a su dueño, un piloto de los Blue Angels, la tripulación le dio un enorme saludo y bienvenida. El propietario llevó a Bill a casa en uno de los aviones.
Endgame Countdown Marathon

The endgame countdown marathon was a multi-day marathon that happened from june 22-25 2021 which aired every MCU film up to endgame which all led up to the premiere of Avengers: Endgame on CBT on June 25 2021

8:00 pm: Iron Man

10:00 pm: CBT Black

June 23 2021:

6:00 am: Iron Man Recap

7:30 am: The Incredible Hulk

9:30 am: Iron Man 2

11:30 am: Thor

1:30 pm: Captain America The First Avenger

3:30 pm: The Avengers

6:00 pm: Iron Man 3

8:00 pm: Thor 2

10:00 pm: CBT black

June 24 2021:

6:00 am: Captain America The Winter Soldier

8:30 am: Guardians Of The Galaxy

10:30 am: Avengers Age Of Ultron

1:00 pm: Ant Man

3:00 pm: Captain America Civil War

5:30 pm: Doctor Strange

7:30 pm: Guardians 2

10:00 pm CBT Black

June 25 2021:

6:00 am: The story so far

7:00 am: Spider Man Homecoming

9:00 am: Thor Ragnarok

11:00 am: Black Panther

1:30 pm: Avengers Infinity War

4:00 pm: Ant Man and the wasp

6:00pm: Captain Marvel

8:00 pm: Avengers Endgame (Premiere)

11:00 pm CBT Black

Promo:

This Friday, get ready for the premiere of the biggest film of all time, Avengers: Endgame, but before we premiere it the MCU marathon is back, it all starts on tuesday june 22 at 8 with iron man on CBT
Goblins

Goblins are a race of short, green creates inhabiting remote forests and hills across central Nomos. Goblins live spread across the region in small villages few and far in between. Goblins are an uncommon sight due to them constantly having been killed off by humans throughout most of history. They are characterised for their low intelligence and affinity for gold and jewels.
Tar'Vok Bor-Gildeth

As the saying in Kamengrad goes, some dwarfs are just too stubborn to die. **Tar'vok** can be described just like that. Long past his prime, he still stubbornly lives on as one of leading masters of the Iron Keep, the home of Bor-Gildeth dwarfs. He is a Bor-Gildeth to extreme: paranoid about any possibilities of foreign dangers, Tar'Vok wears combat armour at all times (except for the helmet - it's too itchy for his balding head), constantly works on improving defences of Kamengrad and arsenals of the Iron Keep, and always repeats anti-foreign rhetoric on every Veche meeting (to the point that he was designated a special corner for that).

Such "dedicated" dwarfs are not a novelty in Kamengrad, but Tar'vok is probably the most obsessed of them all.
Battle of the Bees

Part of history of Otheia

The Battle of Esey Field, also known as the Battle of the Bees, is a legendary battle of the Age of Kings.

The Kingdom of Hasal began to conquer vast swathes of land surrounding it, and came to the Free Town of Ahcer, with the intent to destroy it for daring to resist him. The Council of Ahcer appointed Recerel as Captain-General of the garrison, and he hatched a plan to defend the town from the much larger forces.

The town of Ahcer was and remains well known for its production of honey and beeswax, and thus, Recerel had several hundred beehives relocated to, and buried just beneath the ground of, Esey Field, about three miles from the town. Equipping his soldiers with bee-suits to wear over their armor, Recerel then positioned his men on the far side of the field, behind a small stream.

The army of Hasal arrived and took position opposite them, and began the battle with a thundering cavalry charge, intending to route the peasants arrayed before them. However, the trembling ground disturbed the bees, which began to swarm angrily toward the horses, beginning a stampede. Undeterred by the initial failure, the commander, King Kaldor of Hasal, attempted to send his infantry across the field, however, they refused to advance, and the bees rapidly began swarming toward their force. A route began as the bees flew angrily, and the army fled the field, pursued by both the bees and the citizens of Ahcer, protected by their suits.

The large army was eventually bottlenecked at Alloh Bridge, and many were killed as they attempted to flee, both by bees and by attacks by Recerel’s forces. Men drowned as they attempted to swim across the river in heavy armor, and yet more were stung to death or felled by arrows and swords, including Kaldor.

The Hasal army was destroyed that day, and the kingdom would be swiftly conquered and divided by neighboring realms. Recerel was enshrined in legend for his ingenuity, and the town of Ahcer would remain unconquered until the Warlord Period.
Chainsaw

*Part of Medicine of the Otheiae*

*Part of Technology of Otheia*

Invented by Esa of Rasek, the Flexible Saw was created to aid surgeons during their operations. Designed to simplify the removal of diseased bones and symphystomic procedures, the chainsaw has spread across Otheia over the last fourty years.

Consisting of a sharpened serrated chain between two handles, it was created in 323, it was originally designed for amputations at the joint, though it has found other medicinal uses as well, mostly removing or cutting bone.

Despite its acclaimed uses, it is an expensive tool, and many people fear the mechanical device, moreso than traditional bonesaws, and so it remains uncommon in all but urban surgeon’s workspaces. Some woodcutters have claimed that it could be a tool useful for cutting trees, but the tool remains too expensive to be practical for use anywhere save an operating theatre.
Hitroker Hanger

Part of Weapons of Otheia

The term “Hitroker Hanger” refers to any broad-bladed hunting sword produced in the Hitroker Mountains of southern Otheia, though it is more specifically applied to the blades produced in the town of Hanslo, in the Mountain Realm.

Hangers are easy to create and rarely have decorations. They were intended as a hunting tool originally, to butcher meat or for protection from the beasts of the Hitrokers. They are meant to be used with hacking motions, and aren’t used as a status symbol. They are used by hunters, infantrymen, sailors, and other lower class occupations.

With a blade of no more than 30 inches, and no less than 18, the blades were originally intended for hunting. It originated in the 2nd century for practical uses, and was generally undecorated. Despite this, some nobles use them, and these have heavily decorated guards, hilts and blades.

The hanger, being a cheap and available weapon, is often used as a substitute for purpose-designed weapons. They are far more practical to train soldiers in than the longer swords used by the Otheiae, and are easier to learn. They are often used as secondary or even tertiary weapons. In addition, their shorter length makes them excellent for use aboard ships, and so they are commonly used by sailors.

The availability marks the Hitroker Hanger as a common weapon across the south of Otheia, and it is found in the hands of commoners throughout the region, from hunters to soldiers to bandits.
Otheiae Corsairs

Part of Culture of Otheia

Part of Criminality of Otheia

Corsairs is a general term for any pirate or raiding vessel operating out of the coasts of Otheia, but it may also refer to the naval vessels of a coastal realm, especially when they carry out their peacetime duties.

The Otheiae have a long history of piracy in their regional waters. Such activities are made possible through their use of fast, light, and shallow-drafted vessels, which enable them to strike out quickly at passing shipping, before retreating to inlets, coves and shallow harbors where deeper-draft ships cannot access. These pirates have garnered a mixed reputation, often being romanticized as swashbuckling adventurers, others depicting them as thieving slavers.

More curiously, many operatives of the navies of coastal realms are also labeled Corsairs. This is likely an anachronism of ancient times, when the fleets operated much like the pirates in times of peace. In the modern day, however, the official “Corsairs” patrol the coastal waters for foreign shipping, before boarding ships they sight. Nominally, this is in search of contraband, but it is common practice for realms to require foreign ships to pay an annual toll to use the waters they nominally control. Should the ship’s captain be unable to produce evidence they paid for the operating license, the ships cargo, and even the vessel itself, may be impounded. This serves as a source of income for several coastal cities, who then sell off the cargo as well as the ship, or hold the vessel for ransom.

These “customs inspections” have not always gone without resistance. For example, five years ago, two navalized gozonars attempted to stop and seize a xebec of the Moonfleet, off the Needles Rocks. The subsequent battle saw the naval vessels destroyed by a volley of gunfire by the xebec, which then continued on its voyage unmolested.
Cōjatja Thūlo

The Sjorefasclo are well known for their unnatural abilities, being able to turn blood and earth into food by using the energy of an animals soul. The energy is stored in the blood, as they believe, and so it is a necessary part of their rituals. The peaceful ways this tribe has used their gifts has meant for a long time very few paid attention to it, however with the increasing focus on offensive abilities to try and counter the menace of the west a new ability has been discovered, Cōjatja Thūlo (lit. Blood Collecting).

The way this works is by casting a spell without a soul, and using the energy dept to attract the blood (and thus the energy) from another living being. After the spell is cast, normally a minor transmutation the caster will then summon blood from a pre-determined target, focusing on them in their mind to attract the energy from them. The blood is reported to then race out of every pour on the skin and stream to the caster who then directs it to the gods. The result is a horrifically painful death for the target alongside a spectacle unlike anything else in the world. The toll on the caster is horrific, with the spell needing to be performed with pin-point precision and perfect timing or else they risk being taken as sacrifice instead. Only 1 member of the tribe has ever been able to perform this spell repeatedly, and the skill is being taught to a second, one of the government chosen trainee mages.
The Flame (Otheiae Folklore)

Part of Folklore of Otheia

The Flame is an entity of Otheiae folklore. It is generally considered a form of nature guardian.

Said to be a spirit wreathed in fire, the Flame appears during the twilight hours of dawn and dusk. It bears both male and female characteristics, and is seen wandering through woodlands, particularly near small streams and other small bodies of water. Notably, water will not extinguish the Flame. It’s presence is always preceded by the smell of woodsmoke.

The Flame marks its passage and territory through scorching brands on trees, merely through touching them. It produces no smoke, rather the mark simply appears upon the tree where the Flame makes contact with it. However, unless it means to, it will not scorch what it passes or contacts.

The Flame is a naturally curious entity, often stopping to inspect anything it comes across in its territory, such as picked tomatoes left by woodsmen. Anything it inspects will be charred slightly.

The Flame is thought to be nonviolent, however, it is reputed to be extremely hot to the touch, when disturbed, it will release a bright flash, harming the eyes of the unprepared, and disappear into thin air. There are some fringe reports of attacks by the Flame, wherein it is provoked, and will burn the victim severely, however these are few and generally thought by scholars to be fabrications.
Ra'laabreism

## AND THEY KNELT; AND HE DECLARED THEM FREE, FOR ALL ARE EQUAL BEFORE THE EYES OF THE GOD

Ra'laabreism is a monotheistic religion first founded in the plateaus of south-central Nomos, revolving around the teachings of the Cardinal Ra'laabrei, generally believed to be the direct emissary sent forth from the "Suzerainty of the Sky"; the supposed celestial plane of "angels". These teachings mostly entail belief in philosophies revolving around absolute purity, equality of man, redemption of wrongdoings, belief in of a singular, universal God, as well as a belief in that the future is unmade and undefined, yet paradoxically ordained to continue in the same cycle it has so far (often, depicted in the manner of a wheel); and that only Ra'laabreists can break from this cycle to bring about a period where the cyclical nature of history ceases and continues in advancement rather than repetition. Furthermore, another significant philosophy attached to Ra'laabreism is the cessation -though more commonly- regulated, ordered, and especially *limited* use of any and all magic, as the philosophies and conceptualizations made by Ra'laabrei and the Cardinal-Philosophers after him generally describe the retribution of the Universe against those who have broken the laws of physics (laws proven by aforementioned Cardinal-Philosophers). This is generally referred to as the Theory of Retribution, and entails the eradication of all humanity, as well as marking and completing one cycle of history. Ra'laabreists therefore believe it is absolutely and undeniably imperative that all magic must be severely limited in use to prevent this theoretical reset of history and thus the continuation of its cyclical nature.

Ra'laabreism, when including all sects, is adhered to by several states and populations in differing levels, and includes the entirety of the Azurrei, Ampelu, and large populations in the Augkarate of Otheiae (and formerly, the human states in now Skiratii-inhabited regions). Significant diasporas of Ra'laabreists inhabit further regions, and it is generally considered to be the most widespread religion in Nomos. It is split into two significant sects; that of the Western Ra'laabreism, and that of the Eastern Ra'laabreism, or more commonly, Ra'laaqism. Ra'laaqism contains the entirety of Ampelu, as well as related diasporas of adherents in Southeastern Nomos; Western Ra'laabreism generally contains all other adherents.

## WESTERN RA'LAABREISM

As aforementioned, Western Ra'laabreism is the term given to those adherent the original faith following the gradual schism and eventual separation of the Eastern Cardinality into Ra'laaqism. It is typically considered to be the direct continuation of the original faith founded by the Cardinal Ra'laabrei, though with significant differences, especially in organization and the role of the Cardinality of Man.
Borderlanders

*Part of Culture of Otheia*

The Borderlanders are a unique sub-culture of the Otheiae, native to the eponymous northern frontiers of Otheia.

Living alongside the tribes of the north and east, the Borderlanders have adapted to the northern climes. They wear wool clothing adapted to the cold winters, and live in isolated, fortified farmsteads. Regions tend to be controlled by allied families and clans, with each family controlling their own farm.

Clans often take to raiding each other, often with the aim of stealing cattle and other livestock. Thus, they are expert riders, riding stocky, stout horses. Livestock such as cattle and ponies are easily rustled, compared to the more bulky goods which lack locomotion of their own, which are relatively rare as loot. Provided the targets have no kin connections to the raiders, they are considered a viable target.

Borderlanders consider themselves separate from the realms of the Augkarate, maintaining a culture of fierce independence and self reliance. They also put no stake in magicians, whom have never helped them in their battles with the northern tribes.

The Borderlanders have often found themselves in conflict with the various neighboring tribes, in fact it was this contact which first drove the frontiersmen to fortify their homes. It was the effective use of raiding by the tribesmen caused the Borderlanders to adapt the practice themselves, terming it “Riding”. The constant conflict along the borderlands has seen much death and destruction for all involved.

Despite their lack of loyalty to the realms which nominally hold the land, the Borderlanders are valued as assets to the Augkarate, who see their culture and the amount of small fortifications they possess as a key resource in repelling the raiders of Matsurien.
Augstene Fencing

*Part of Culture of Otheia*

In the highland realm of Otheia a distinct style of fencing has developed, along with weapons designed to suit it. Forged in the cramped and narrow alleyways of the City of Hihhil, Augstene fencing focuses entirely on the thrust. The weapons suited for the style are similarly focused on thrusting above all else, and no parallels are found throughout the rest of Otheia.

### Style

The Augstene style of fencing focuses on swords, daggers, and unarmed combat. The most famous is the sword style.

#### Stance

The stance of combat prefers the lowering of the center of gravity, and the drawing of the lower torso behind the feet and head, for protection against lunges. The sword is held forward with the arm semi-extended, that the guard may act as a shield against incoming blows. The off-hand is held close to the face, where it may be used to bat away incoming attacks.

#### Strikes

The primary strike of Augstene fencing is the lunge. Duels tend to last only a few seconds, with a single lunge deciding the victor. The lunge begins with the arm extending, leading the blade toward the target, before committing the body. The blade bats away the opponent’s strike before guiding into the opponent’s torso or face, killing them.

#### Defenses

Augstene fencing is almost entirely focused on the attack, though there are some defensive measures, all to do with the off-hand. The first is the hand to ward away strikes. There is also use of a parrying dagger, and cloaks are used in both defending against strikes, and thrown to distract an opponent from one’s own incoming attack.

### Operis Sword

The blade which developed to suit Highland Fencing is known as the Operis. It is a long, thin blade, with a circular disk guard to protect the hand. It is optimized for thrusting, and very few swords have a blade suited to cutting, most having a diamond cross-section.

The Operis is considered by the nobility to be a peasant’s weapon, having developed for a martial style used by the lower classes. Despite this, due to its popularity in Hihhil, many outside the city have begun using the sword as well, associating the sleek sword with the trendy society in the capital of a Otheia. Thus, it has been increasingly found in large numbers outside of the Highland Realm, in cities such as Estya, Rasek, and others connected to the capital of the Augkarate.
Water Castles of Lake Ersers

*Part of Ships of Otheia*

The Water Castles of Otheia are gargantuan coastal vessels built and used on the Great Lakes of Otheia, most particularly on Lake Ersers. Built and used during the internecine wars in which control of the Lakes becomes vital for the movement of troops across central Otheia. These vessels are regarded as floating fortresses rather than as true ships, and are only used in coastal actions in the shallower parts of the lakes. Propelled almost entirely by oars, as their bulk, armament and armor impedes their travel by the variable wind conditions of the Lake.

Water-Castles are armed with 4-6 small guns, as they lack the strength to withstand the recoil of a cannon. Unlike seagoing warships, however, they are often equipped with Battlemages, who use their magic to equal or greater effect than the cannons mounted aboard. This is due to the conditions of the lakes, which as a rule, aside from during storms, are much lighter than those at sea, and the large bonfires used to power the magicians are unlikely to breach their containment.

#### Iron Castles of House Arama

*Part of Technology of Otheia*

To gain a decisive advantage over their rivals on Lake Ersers, particularly the House of Easu, which can field far more vessels, the Realm of the Northern Shore, under the House of Arama, began the construction of several modified Water-Castles. These are covered in thick iron plate, from the top of the ship to the waterline, for increased protection against arrows, fire, and smaller guns. The Iron Castles are heavily gilded, and are intended to provide the means to defeat any enemy Water-Castle on the lakes.

The Iron-Castles are expensive and time-consuming to produce, with much of the components being ordered from abroad, particularly from the city of Stecer. However, they are considered to provide the House of Arama with a leading edge on on the Lakes, despite their fleet's smaller numerical value.

These are considered to be the first iron-clad ships in the world, though other vessels have been armored with different materials, including copper, lead, and even animal hides.
Vicset Grifo

The people that call themselves the Grifo Rogo are perhaps one of the most infamous tribes that make up the Vasadlan tribal network, being famed for their high-quality steeds and questionable culinary traditions. However, the other tribes may view them they are renowned for their combat prowess, learning to shoot bows and ride horses from as soon as they are able to walk. The gruelling life on the steppe is normally seen as a rite of passage in itself for the other people that live on them, but the Grifo Rogo demand that children go one step further to prove they are truly worthy of power.

This tradition is known as Vicset Grifo, or “Wolf Catching” and is commonly done at the age of 15 or 16 but can happen as late as 18. It is a simple trial, in which a child is cast out of the tribal town with his horse, a water sack and the clothes on their back and are only allowed to return after slaying a wolf for its pelt. This tradition is exceedingly brutal, even for the steppe peoples, with death not being an uncommon outcome. It is not necessary for a tribe member to complete this trial in order to progress into adulthood but it is a requirement for those wishing to join the army or work for the kings.

The wolf pelts collected are often held onto as a rite of passage, worn around the waist or torso. King Otillia, himself being from the Grifo Rogo has completed the ritual 3 times, once when he was 14, again at 18 and finally after becoming one of the Kings of Vasadla at 28. His 3 pelts have allowed him to fashion a tunic of them, proving his skill as an adept warrior and one of the strongest leaders the Grifo Rogo have had in many years.
Rathcel Pump

*Part of Technology of Otheia*

A Racthel pump is a form of steam/powered pump used for draining flooded mines of water, commonly used in the Steel Realm of Otheia. Invented by a Coer Racthel (incidentally a co-inventor of the modern diving bell and several types of improved scientific equipment, among other items), he was granted a patent for the invention some 50 years ago, which was then extended, so that it lasts into the modern day.

First a container is filled with water via a pipe, which extended through the top of the container to nearly the bottom. The bottom of the pipe would be submerged in the water, making the container airtight. The container is then heated to make the water boil. The steam generated pressurized the container, but the inner pipe, immersed at the bottom by liquid, and lacking an airtight seal at top, remained at a lower pressure; expanding steam forced the water at the bottom of the container into and up the pipe to spurt out of a nozzle on top.

Racthel first demonstrated the use of a full-scale version of his pump (other, smaller versions had been used to power fountains before) at the Thesara Mine, an anthracite mine which had become flooded about a decade before. After a week, the line was drained.

In the current day, about one hundred of the pumps are in existence, with most examples found in the Steel Realm, though some dozen or so are in use across the Augkarate
Plotscild Armor

Part of Armor of Otheia

A plotscild is the most common type of armor among the Otheiae, being found issued as munitions to soldiers, in the personal armories of the aristocracy, and in the hands of adventurers and bandits alike. Consisting of a round plate over the lower chest and upper belly, and sometimes two smaller rounded plates over the breasts, it is designed  to protect the vitals of the wearer, while still enabling rapid movement.

Generally consisting of two wrought iron and a steel plate, the iron plates are placed on either side of the steel. The plates are then laminated into a single piece by forge welding with powerful hammers.

The different types of metal are used as the wrought iron provides compressive strength, while the steel provides tension, thereby allowing the armor to be slightly more defensive than otherwise. When a bulk order for the armor is placed, usually by a realm’s army, the steel is often forgone, as it increases the cost of the armor.

Visual records indicate that Plotscild armor has been worn since the Age of Kings, though it only rose to prominence following the Glorious Revolution, as the increased use of magic on the battlefield has forced soldiers to become more mobile, causing other, heavier armor to be cast aside.

Plotscild is often worn accompanying a short-sleeved maille shirt. It is common among civilian groups, such as adventurers and bandits, but armies issue both forms of protection to their heavy infantry and more valuable assets, such as spellswords and battlemages.

In terms of armies, plotscild is issued as munitions to almost every soldier, such as infantry, archers, sword-staffers, hunters, and rangers. Those soldiers who supply themselves, such as irregular militia forces, spellswords and battlemages, as stated above, also commonly wear plotscild.
Control of Trade and Commerce act of 241

The trade and commerce act of 241 was passed by a senate controlled by a senate nearly completely made up of members of the Buchuxe party after the “Revolt against foreign intervention” in the year prior. This was one of the many laws made to limit the access and rights of outsiders whilst they resided in the republic, with the CT&C act banning any and all ships from the Warm Sea Company from docking in the many ports of the islands. These ships where a rare site as it was, with few islanders trusting the men who sailed from the north and fewer having any interest in the products they carried.

The act would be more lenient on Lirei tradesfolk, with the public reason being that the Lirei could be civilised in time, with the tone of their skin being closer to the dofvais. The official reason was purely pragmatic, with the trade with Lirei and its colonies being too valuable to cut off.
Mines of the east

In the far east of Vasadla, amidst the vast forests and rocky outcrops there lies a gaping scar in the earth, reaching deep into the ground and full of all the wealth the Wiglāz had gifted humanity. Iron, gold, tin, copper and a million more types of metals have long called the cold walls of the cave system home, and for just as long the Liget Stane have been dragging it up and refining it into a myriad of tools to manipulate their surroundings.

Liget Stane is not the tribes native name, as it is a name gifted to them by the Vasadlan King Bacilio after his visit to the peoples capital, a wooden fort that overlooks the largest of the chasm and where the constant din of pick axes and winches can be heard. The peoples have only been under Vasadlan rule for a handful of years, after a quick conquest by King Otillia by beating the local king in single combat. The tribe is a unique one in the larger region of the eastern forests, being a primarily settled people living in round houses made of wood and a mixture of dirt and animal dung.

Metal works dot the valley, turning the iron and other metals into tools, weapons and just plain bars of material that are then used to trade with the many other people of Vasadla and beyond. Their primitive industries have yet to really exceed the average quality of Vasadlan metal work, but now having access to the wider skills of the Kingdom is sure to see an increase in quality of goods, and paired with the major east-west road that passes through the tribes capital has seen a drastic change on the regions industry. With food now being easily imported from other tribes near by in exchange for metal tools the old farms have been left to grow over as the people who worked them where sent to the mines.
Nomos Demographics

A compiling of each state's estimated population, judging off of real life equivalent states and circumstances. Intended to be as accurate and or realistic as possible. Ordered in most to least populous.

### PROS

* Moderated, oceanic climate. Mild year round.
* Internally stable and structured.
* Hyperfertile Janilho river plain.
* Agricultural techniques equivalent to the early seventeenth century in Western Europe.
* Geographically defensible.

### CONS

* Over a third of the land area is mountainous; vastly reduces amount of arable terrain.
* Historically unstable until recently.

### REFERENCES

Pulled from the Kingdom of France in 1600 AD, with an estimated population of 20,500,000. Reduced to account for terrain.

### PROS

* Ansverren agricultural techniques.
* Mostly even and suitably arable terrain.
* Oceanic southern coast.

### CONS

* Almost entirely a warm-summer continental climate with harsh winters. Transitions into a harsher subarctic continental climate and cold steppe further north.
* Constant intermittent infighting and internal strife. Deeply militarized.
* Geographically susceptible to invasion.

### REFERENCES

Pulled from the HRE in 1600 AD, with an estimated population likely over 27,000,000. Greatly reduced to account for significantly cooler temperatures and a smaller land area.

### PROS

* Fertile river plains.
* Very warm.
* Highly advanced agricultural techniques.
* Geographically defensible.

### REFERENCES

Pulled from Ottoman Egypt, Palestine, Syria, and Sidon in 1600 AD, amounting to an combined estimated total population of 6,819,000. Increased to suit for efficient agriculture.

### PROS

* Entirely oceanic in climate. Mild year round.
* Almost entirely arable.
* Ansverren agriculture techniques.

### CONS

* Common infighting and instability.
* Geographically susceptible to invasion.

### REFERENCES

Pulled from England in 1600 AD with an estimated population of 4,110,000. Increased to account for a lack of a Black Death equivalent event.

### PROS

* Very warm.
* Large central river valley.
* Geographically defensible.

### CONS

* Previous inhabitants enslaved and barred from reproduction following a violent invasion.
* Generally arid.
* Rough terrain.

### REFERENCES

Pulled from Ottoman Anatolia and East Thrace in 1500 AD, with an estimated population of 6,300,000. Reduced to account for the progressive genocide of the previous inhabitants.
Rangers (Otheia)

Part of Armies of Otheia

Rangers are the primary cavalry aspect of Otheiae armies, and alongside hunters, they serve as the scouting and skirmishing units as well.

The only defining aspect of a Ranger is the way they operate. As mounted infantry and light cavalry, they are generally mixed units, Ranger companies having archers, swordsmen and other soldiers interspersed. In this way, they are able to operate as a well-rounded (if smaller scale) force, with no glaring oversights. This is essential to their methods of warfare, which consists of operations independent of the main army.

Rangers don’t tend to act as cavalry during battles, rather they range out in small parties that scout, destroy or seize enemy supplies, attack mustering points, sabotage defensive works, and generally cause chaos to clear the way for the main body of the army to enter the region, and force the enemy to dedicate excessive numbers of men to guarding their rear and supply lines.

During battles they tend to dismount and fight on foot, using their horses to move rapidly between hot-zones. They will occasionally be employed to ride down valuable enemy targets, such as lone mages, and are commonly used to flank enemy formations of infantry.
Battle of Baitel Manor

*Part of History of Otheia*

The Battle of Baitel Manor was a decisive battle in the conflict between the Mage Houses Roral and Esaen. Occurring in 190, near the village of Baitel, in a field called the Reslauc, the battle was a major victory for House Roral.

The battle was a Meeting Engagement, where both factions agreed beforehand to join battle upon the location. Both sides were well equipped, and both numbered about 30,000 men. The terrain gave neither side tactical advantage.

The armies deployed opposite of one another, a forest on the northern flank of the battle, and a large lake on the southern.

The Roral army was primarily made up of conscripts and newly recruited militiamen, while the Esaen force was more professional. However, the Roral force had far more Spellswords and Battlemages in their ranks, the latter of which would prove decisive.

The Esaen commander, a Lord Hariete, deployed his soldiers in the loose formations typical to the Otheiae. The Roral General, Lord Tyllery, Advanced, arrayed his forces similarly, but deployed many of his mages ahead of the main line of infantry, among the skirmishers.

The battle was short, lasting only a handful of minutes. Due to a stroke of luck, a light rain rolled through the area, mostly affecting the Esaen force, partly dousing the bonfires of their mages. Thusly, the Roral mages, their own fires mostly unaffected, were able to cast their spells, and bombard the enemy mages with various projectiles. With their heavy artillery gone, the Esaen army were quickly routed by the Roral archers and mages, the unreliable Roral infantry not needing to be committed to the fray.

The Battle of Baitel Manor would secure the House of Roral’s dominance over the other Mage Houses for many decades, and they would not be challenged until the Rasek Revolt about a century later
Raid on Ledann

Part of History of Otheia

A small band of Vasadla riders trekked through the wilderness of the Steel Realm. Far faster than any word of their arrival in the northwest, these dozen warriors had but one goal: to find the Iron City, and take what they could.

However, when they arrived at the City of Stecer, the nomads saw its strong walls and high population, at least 100 times their number. Thus, they turned their attention to the smaller hamlets which produced the iron the city used.

Approaching Ledann Manor in the afternoon, the raiders attacked as night fell. Sending the population into a panic, the raiders began to loot and burn the town, killing those who stood their ground. The villagers took shelter in the blasting-house with the ironworkers, who fought back with molten iron and unfinished steel blades, as well as in the Manor of the hamlet.

The people watched helplessly as the village was burned, and the raiders made off with what raw iron and tools they could. The hamlet burned into the night and until dawn, and while the villagers attempted to douse the flames with water from the millpond, most buildings could not be saved. Landguard riders appeared once the flames were seen, but by then the raiders had long disappeared, and could not be tracked.

Following the raid, the Vasadla warriors vanished into the woods, and a search of the region commenced, but nothing could be found. A panic was sent through the Steel Realm, especially the rural villages, and watches were established at all times, to protect their towns from the fate of Ledann Manor.
Shipyards of Jadʋcicho and the ships of the Dofvai

The Dsuðedzatu Chefuchu has for a long time had a very adept and able ship building industry, constructing small but ornate ships for use by the I.ð.U. The largest ship yards are located in the republics capital of Jadʋcicho and is one of the largest employers in the city. Only 3 different ships are built in these yards however, the largest being the Itdsouðe. These ships are about 100 feet long, armed with 10 guns and has a crew of around 50 men, the 3 masts of the ship propel them up to around 25 knots and with their 300 tons of cargo space they can move a large amount of goods around the warm sea faster than any other competitors could do. Each one of these ships is a true work of art, with fine woodwork and embroidered sails setting them apart from the many other ships that traverse the waters of the south. The wood and needle work is done across the island, with the finished pieces being moved to the central shipyard in the capital for final assembly.

The smallest ship built by the Dofvai is the Poniðe, with 2 masters over 1 deck and a crew of about 15 men. The small ships carry only a small number guns as there isn’t much space across the smaller hull to store them. These smaller vessels can easily keep up with the larger Itdsouðe and are often seen escorting them to keep pirates and unwanted competition from straying too close. They can also carry a small amount of cargo and have sometimes been used to quickly move mail and more clandestine missions from time to time.

The 3rd ship built is a design made in collaboration with the Lirei Empire, the Noðumaokubi (Gvarlon in Lirei), combining several elements of Dofvai, Lirei and Falkeni building techniques to create a vessel that can be produced in large numbers for the empire and bolster its aging navies size. The much simpler design of these vessels will means the Dofvai can churn out huge numbers of them in exchange for lower trade tariffs with the Lirei. Many trade deals have been signed to make this new plan possible, with imports of wood and iron being increased to keep up with projected demand.
Síggiøríngíkemærseær

The Valirafoyd

**Síggiøríngíkemærseær**, literally meaning the Eternal Winter is the prophetic faith of the Sigjariahlæm.

## Gods

### Enyqautauðhlegats

The Summer Father, Enyqautauðhlegats sacrificed himself during the ancient days to stave off winter and in doing so, brought about the season of summer and the sun. A great celebration is held in his honour on the first day of spring which marks the end of winter and the beginning of his sacrifice. Many worship him as the form he takes in the sun, which brings light and rarely sets in the summer months.

### Auhhlegazsaaðmær

The Mother of the Ocean and Moon. Auhhlegazsaaðmær like her lover sacrificed herself to the sea and brought it into life to keep the Sigjarir fed during the winter months when nothing grows. In this role she took the form of the moon, bringing them tides in and out and lighting the sky up in the night with her glow. Often on nights it is said the purple and green lights that dance about the sky is her long flowing hair fighting off against the cold of winter.

#### Boltunri

The Wanderer. The most well-known child of the two Elder Gods. Boltunri is a God himself, left to walk the lands as a wanderer and ensure that the sacrifice of his parents was not in vein. He is known to be a shapeshifter, with his preferred form being that of a great white bear. His wife, Íækvins, Beauty of the North, often beside his side. It is said that all Sigjarir descend from Boltunri and Íækvins and it is where the gift of emrylír comes from, those with supposed direct descent from Boltunri are known as the Emíngkahlsboltunri and rule over the Sigjarir as his true descendants. It is said that when the Síggiøríngíkemærseær arrives, Boltunri and Íækvins will guide the Sigjarir to a golden haven (Enyøahlicatun) where winter cannot reach them.
Uthōno Tribes

**A diaspora group of human nomads, widespread across the land, who face** **persecution and eke out a living, with descendants of magical bloodlines there to guide them from the shadows.**

##### RP description

In the aftermath of the severance they began their centuries long diaspora across the many lands of Nomos, from the snow of the lands of the midnight sun in the north, to the scorching seas of sand in the south. Guided by their religion, Devlesa, they live on, with ancient magic passed down by the nine bloodlines.

##### Authors commentary

Uthōno are a reimagining of the Romani people endowed with magical bloodlines in a fantasy setting. Their lore takes inspiration from the cult classic rpg Vampire the Masquerade Bloodlines, as well as the Elder Scrolls games, and the tabletop rpg, D&D.
Woful Thorth-Orth

Dwarfs of Kamengrad may be brutish in nature, but you've got to give them that they are good at building and designing things. Woful is one of the many Thorth-Orths who know how to best apply dyes to structures or paper. Woful in particular is skilled in the arts and drawing on canvas, something very useful to other Vervi in their plans, concepts or schematics. Although the majority of dwarf art is used for practical purposes, Woful does find time to draw something... more unusual. It is said that there is a secret corner in Woful's house with the collection of unknown, possibly dreadful paintings carefully hidden from others. Nobody knows for sure, but considering Woful's love for animals, some dwarfs have their guesses.
Faiths and Religions

This page is created to monitor all religions, dead and alive, and categorise them in an orderly manner. All faiths are listed in alphabetical order.

### Template for describing a faith:

1. One-sentence-description
2. RP description
3. Authors commentary (optional)

## Devlesa

Uthōno religion is called Devlesa, which translates to "the belief in the realms." There is no central authority in control of Devlesa, which allows for some diversity in belief and practice. It is a polytheistic religion that revolves around the nine spirits of the Kerrano. Kerrano are believed to influence the world, in the manner that their power enables them too. Kerrano altered but did not create the world and since the severance can only be reached through divination or prayer.

## Kamengradian Pantheon

***Beliefs of dwarves of Kamengrad, proven true by the presence of the great Ur-Wall***

Dwarves of Kamengrad have no organised religion, only faith in the knowledge they possess. Their beliefs are centered around the Ur-Wall — the well of their souls, the source of their bodies, the remains of their Creator.

From the most dusty tomes of the Lorgnomm library they know that they came from another world, probably just like all the other races in Nomos. They know that most of their gods are either dead or suffering fate worse than death for almost destroying the universe in a drunken stupor. And they are aware of their own immortality brought by the self-sacrifice of their Creator, which makes them all the more proud of their nature.

Beyond that, though, dwarves bear no faith, as they don't try to overthink it.
Tactics of the Horde

An army is divided into units for 1000 men across a line and when the order is given every other unit rides out to the enemy, firing arrows at them until they get within 100ft before turning back, turning in the saddle to keep firing behind them. When they turn the rest of the army rides out, firing arrows over their comrades to keep up a constant barrage. Great skill is needed for this to make sure the 2 armies don’t ram into each other, but the men of the horde are skilled, and this never happens. Men commonly flee due to the seemingly endless waves, and when they do route, they are cased down. If the attack is counter charges the Vasadlans perform a feigned retreat, allowing them to be lead back to a larger army and have them slaughtered.

Feigned retreats common to take forts, with garrisons commonly chasing after leaving the city defenseless. If the retreat isn’t chased Vasaldans will commonly just leave and raid the local lands to lower moral as refugees run to the army with tales of the raids.

Raids are common and are performed using traditional hunting methods, forming a large circle around the target before closing in, making sure no survivors leave unless allowed to. Commonly used to combat smaller armies. One gap might be left in the circle, funnelling refugees and armed men out along a path chosen by the attacker, and once the people leave a secondary force will close in on the de-moralised and weak force and make short work of them. These methods are commonly used in sieges too, but to mixed success.

Another tactic involved dividing an army into 2, with a smaller and lighter force going ahead, mainly made up of light horse archers and the secondary one having both heavy (armed with bows+ lances/spears) and light archers. Second force hides away as best it can. The lighter force meets the enemy, skirmishes a bit, shoot them up a bit when your close then pretend to retreat back to where the second force is waiting with the enemy chasing them where upon the waiting army rushes down and kills the enemy, heavy riders going in after the attackers are softened up a bit by arrow fire. Heavy riders tend to squash whatever is in front of them and the light riders move to encircle them and chase after any men who may try escape.