recursal/Fanatic-Fandom huggingface dataset:
Northern Baronies

The lands north of Feylan Wood between the Grey Peaks and the Dragoncrest Mountains. The region first became populated by humans as their tribes began moving out the Jongura. Its history has been characterized by the constant warfare between different factions. It is largely referenced by its eastern and western portions due to its size.

The Northern Baronies as a geographical area is defined by its political strife. The Baronies themselves are quite numerous and few have retained the same ruler(s) for very long. This occurs with such regularity that maps of the region have not bothered to track borders since the Age of Kingdoms. A circumstance that can be quite surprising to travelers. Name changes rarely even occur anymore to the various keeps and lands. This chaos has led to the region also having large numbers of bandits and monsters that take advantage of the situation.
The Goblin Mystic

Rumors persisted during the Rise of New Loraen for a period of about a decade. These rumors were of a goblin that displayed unusual cunning and access to magicks. In the stories which sometimes circulated in copper-sheets the goblin traveled with various adventuring groups, traveled between planes and became a terrifying boogeyman in more horror themed works. While there exists historical evidence that such a goblin may have in fact existed it is unknown how accurate stories were. The goblin however continues to see fluctuating popularity in fiction to this day.
Forgotten Gods

The Forgotten Gods is the name given to deities worshipped in ancient Rafiah during the reign of the pharoahs. These gods were generally human in body but many had the heads of various animals known to the region. After the fall of the Pharoahs worship of these gods became taboo and their presence was erased from daily life. Statues, sacred objects and records of them now mostly exist in the ruins of the ancient kingdom.
Feylan Wood

Feylan Wood is a massive forest in the center of the continent larger than nations. It is a physical manifestation of the Fey Realm on the Prime Material Plane. Its edges are often exploited for it's lumber, wildlife, plants and other natural resources. However this is extremely dangerous as it almost garuantees conflict with the fey.
Cyliss

**Cyliss** - *goddess of Water, Healing and Aquatic Life*

*Holy Symbol*: a pearl

*Favored Weapon*: trident or harpoon

*Sacred Animal*: all creatures of the sea

*Colors*: blue and green

*Common Worshippers*: sea life, sailors and healers

*Enemies*: sea monsters

*Devotions*: healing and caring for others, blessing fishing, maintaining balance with the sea, protecting natural wonders, acting as oracles.

**Description**

Cyliss appears as a beautiful sea-elf maiden with extremely long and active hair. She dresses in manner similar to sea-elves. She is described by those who have encountered her as kind and bubbly. She behaves as one might expect the youngest of Madrian's children to. Sweet, cheerful and energetic. It has been said though that she has a darker side. One that sailors have sworn to have seen. Terrible moods during which the skies and seas rage as she screams into the maelstrom. As goddess of the sea this would make sense, but sailor stories are hardly reliable. Somewhere south of the Continent is supposed to be an idyllic island called the Pearl of Cyliss. From there one can access Cyliss's realm.
Brihlane

**Brihlane** - *god of Air, Birds and Mischief*

*Holy Symbol*: a feather and wind gust

*Favored Weapon*: talons or a sling

*Sacred Animal*: birds

*Colors*: blue, white and black

*Common Worshippers*: tengu, birds and halflings

*Enemies*: snakes and snake like monsters

*Devotions*: lessons taught through mischief, punishing hubris, assisting in freedom or escape, witnessing events, protecting birds/eggs/nests.

**Description**

Brihlane appears either in the form of a small bird appropriate for the location she appears or in her humanoid form. This latter form appears as a halfling with birdlike feet, feathered wings and with a birdlike mask. Brihlane is said to be playful with those she encounters and extremely curious. Some individuals have been so bold as to describe her as "annoying" or "obnoxious". Wherever she goes she is followed by a flock of birds. Brihlane does not keep a domain like other deities. She was once just a Totem but was elevated by her prevalence in myths and worship among halflings.

**Church**

Brihlane's faith is mostly followed by birds, and they reveal little of how they worship. Among humanoids she is most popular with tengu and halflings. Her clergy or "clowns", often live as hermits on the borders of a community or as a sort of homeless "jester" provided for by their followers. They teach through mischiefs, comedy and fables. Sometimes acting as an object lesson, themselves. The value of these activities is often questioned by those not of her faith. However, clowns of Brihlane often know as many secrets as the servants of Phades. They are also far more likely to share them.
The Black Rainbow

A combination of criminal organization with influence throughout Amato and Cao Wu. Factions with the organization have deeply spiritual beliefs concerning certain cosmic phenomena. These factions believe in a time when Madrian will fall into eternal darkness and be ruled over by monsters. At various times throughout history these factions have made efforts to hurry this event along and claim a favored position for themselves.
Grey Peaks

The Grey Peaks is a region compromised of the longest mountain range on Madrian, as well as the surrounding hills and rock formations. It separates the interior of the continent from it's western reaches. It runs from the White Castle region in the south all the way to the Mire in the north. The mountains are known for their vast mineral wealth and the stoic fierceness of it's natives. Trade routes run along the entire length of the range, transporting goods and materials all the way to the city of Gateway. Various footpaths, rough trails and dwarven roads allow smaller mercantile endeavors all along the region.

**People**

The Grey Peaks are populated by a variety of humanoid species. Norns and dwarves are the most commonly thought of, the Grey Peaks is also home to large populations of giants, trolls and huldr. However the various races are culturally similar, placing value in battle prowess, word of honor and independence. Natives of the Grey Peaks are quite folk, skilled in traveling and surviving in the harsh region. Communities display a love for privacy, but also a firm comradery when it comes to overall welfare. Many individuals however dwell in solitary homes scattered throughout the valleys and gentler hills. Hosting guests is a deeply important tradition among all the races of the Grey Peaks. Any traveler asking for shelter is treated with honor and guaranteed shelter except in the case of the most misanthropic of hermits.

Craftsmanship is a particular point of pride in the Grey Peaks. This is especially true in the case of stone or metal work. Be it of Norn, dwarven or giant make, items are made slowly using traditional techniques that produce durable and functional products. While not as beautiful or ornate as the products of other regions, these items last generations due to their craftsmanship. The people traditionally wear tunics and kilts, with cloaks year round. Scarves, furs, legging and layered clothing is common throughout the colder months. Most carry weapons at all times and wear at least light armor when expecting possible conflict.

**Climate & Geography**

Due to elevation the Grey Peaks tend toward colder temperatures year round. Snow fall can occur from early autumn until late spring, although in the spring heavy rainfall is more common. Even in summer, hot temperatures are only really experienced in direct sunlight. Because of it's sheer size the mountain range includes a number of terrains. These include alpine forest, alpine tundra, cold bogs, and snowy canyons.

**Economy**

**Government**

**Landmarks**
The Quiet Empires

Three empires rose during the Age of Myth that tend to get lost to history. Merfolk, goblins and the beings known in human records as "snake men" had great kingdoms in their own right. The merfolk had great cities throughout the waters of the entire globe. Goblins dwelling in the deserts of Rafiah mastered elemental magics and enslaved jinni to their every command. From the depths of the world the Serpent men build a bronze age civilization in every hidden corner they could find. Yet little history of these empires exist, merely ruins that have been picked over by adventurers and scholars since as long as any can remember.

Historians theorize that these once vast empires were devastated by the rise of the elder wyrms more than others at the time. That a combination of factors involved in the locations from which the dragons awoke, and the continents drifted may have affected these groups more than others. Remains of the goblin empire and the last traces of it in history are all in the regions of Rafiah and Mezorale. The underground cities and temples to Shaboah are in areas specifically associated with serpents and dragons. Many of the merfolk ruins that have been found are along undersea canyons, fault lines and continental shelves. It may be possibly that simply the choice of location is at the heart of the near complete destruction of these empires.

For their part these ancient races are little help in answering these questions. The merfolk themselves have no physical records of their people's history during this time and what they know they keep among themselves. Goblins degenerated into simple minded illiterate creatures, hardly helpful to scholars. As for "serpent men", many scholars believe they may never have existed at all, that they in fact represent some ancient tribe that was reviled and wiped out. However, adventurers sometimes return from the obscure reaches of the world with stories of these serpents. Claiming that they still dwell in dark recesses awaiting the return of their god to the Prime Material Plane.
Madrian (Goddess)

**Madrian** - *goddess of the World, Mother of all Life*

Holy Symbol: the World Tree

Favored Weapon: sickle

Sacred Animal: all

Colors: green

Common Worshippers: druids, elves, fey

Enemies: demons and devils

Devotions: observance of important cycles of nature and celestial bodies, assistance to communities, preservation of nature, helping with births, healing the sick, easing suffering of the dying, maintaining the balance between all life.

Madrian is the goddess who wandered the void before the world and found a place to begin it’s creation. She created the seed from which the Tree at the Heart of the World grew and drew energies from the elemental planes to give it soil, water, breath and light.

She is both the goddess and the world. Besides this, her greatest aspect is that of “the Mother”, all beings on Madrian recognize her as their mother. This effect extends even to gods and outsiders.

Her natural form is of a curvy dryad with green skin and hair. However she appears to others as an idealized image of a mother figure.

Madrian expended a large portion of her divine energies on the creation of the world and her children. Some time after she rested and eventually fell asleep and now lies dreaming at the center of the world. Gathering her energies.
Tarasque

A beast that formed from the corpse of the Jongura that existed only to bring destruction to the world until nothing remains. It has been bound in chains crafted by Grell since the Age of Myth. The dwarves have maintained it's bonds ever since. It is believed that it's freedom will herald the end of the world.
Balog

**Balog** - *totem god of Trolls/Ogres*

*Holy Symbol*: a bloody eye and two tusks.

*Favored Weapon*: spiked club

*Sacred Animal*: none

*Colors*: green and black

*Common Worshippers*: ogres and trolls

*Enemies*: most other humanoids

*Devotions*: sacrifice

**Description**

Balog appears as troll larger than a giant with black skin like obsidian. Cracks in his glass like hide leak mustard-colored fluids and bones are wrapped around his limbs and hug from his neck. He has a single eye that stares from a dripping socket. Everywhere the deity goes he is accompanied by a troupe of his worshippers. Adventurers that have survived an encounter with Balog, describe him as a simple minded and gluttonous creature. More concerned with his own ego and appetites than any real goals. His realm is somewhere in the wastelands of the Fey Realm and is said to have a link to Orcbreast.

**Church**

The worship of Balog is rare and only occurs among a few offshoots of giant. Ogres and trolls are most common, ettins occasionally are bright enough to even care. The rare cyclops prove to be his most able worshippers. Worship of Balog is primitive and simplistic. Spread his worship and make sacrifices on his altar to feed him. Unfortunately, shamans of Balog push their tribes to regular and ambitious raids. If such worship is occurring in settled regions it quickly becomes a problem for all nearby settlements.
Orcbreast

Orcbreast also known as Orkgrud, consists of the lands west of the Grey Peaks and north of Muspelung. It an extremely dangerous region full of savage beasts, trolls, ogres, and giants. It is a rugged land of cliffs, plateaus and jagged hills. The weather of the region is known to be particularly extreme. These factors have kept the land from being settled by any but the orcish clans. It is survival in this land that has shaped both their biology and culture over the centuries.

**People**

Orcbreast is perhaps most associated with the orcs that dwell there. Here is where clans and their various smaller tribes roam in nomadic bands. Forming temporary settlements for no more than a few months before moving on. Good sized populations of hill, frost, and stone giants have settlements and lairs within the region. Storm giants have been known to live in the region, but the often-cold weather keeps fire giants further south. Orcbreast is one of the few places where trolls form into small tribes, a particularly dreadful thing to encounter. Criminals avoided death sentences will occasionally eke out an existence in the eastern most edge of the land. Generally, however non-orc humanoids do not settle here.
Bermuda Project

The Bermuda Project is a government organization tasked with dealing with unusual phenomena that must remain obscured from the general public. This usually includes magic, the supernatural and situations involving aliens. They have also been known to deal with time travel and dimensional variables. The most important part of their work is keeping it from the public. The things dealt with by the organization have been determined to be too psychologically disruptive to the status quo. Thus, these events must be kept secret or obscured from general acceptance and hard evidence covered up or destroyed.
Muspelung

A region molded from a confluence of elemental energies. Because of this the region is a twisted land of volcanoes, lava and ice flows, constant storms and jagged rock formations. Much of this is in a constant state of breaking apart and being reformed. The few stable cliffs and mountains are home to the various fortifications of giants and their servants.
Elrin

**Elrin** - *god of Art, Love, Compassion and Travel*

*Holy Symbol*: a golden violin or harp

*Favored Weapon*: whip

*Sacred Animal*: dove

*Colors*: yes

*Common Worshippers*: bards, artists and lovers

*Enemies*: inherently evil creatures, especially those that corrupt

*Devotions*: creating art, sharing stories, displaying and encouraging compassion, assisting in matters of love, overseeing weddings and aiding with romantic problems.

**Description**

Elrin is unusual as a deity because he has chosen to exist as a mortal. He reincarnates after his death somewhere else in the world among humanoids. While his overall appearance may vary a few things remain constant. He is always male, with a natural charisma and kindness. He excels in the creative arts though he avoids publishing any works. He tends to dress fashionably but inexpensively and always takes on the life of a bard when he reaches adulthood. During God War, Elric was able to kill Elrin and prevent his reincarnation. This had a negative effect on love and compassion across the world. Ultimately this cycle was restored by the Iron Wings of Vengeance.

**Church**

Elrin's clergy can be difficult to discern as they often appear to be bards. While many bards and other entertainers do worship the god, they are generally not devoted enough to serve as clerics. Troubadours in the god's service rarely settle in one place and dress much like performers, making it difficult to identify them. This was something that was useful to them during the Reign of White Castle. Troubadours start as apprentices to more experienced clerics, learning a string instrument and the various songs of their god. They spend their lives traveling from one place to another and aiding those in need of their services. Some form of payment is always required but can be in any form. Usually, room and board and perhaps some wine.
The Great Serpent

The longest and widest river on Madrian, the Great Serpent has origins somewhere in the mountains north of Amatorini and stretch all the way south to inlets in Rafiah and finally Mezorale before joing the sea. The river is fed by countless tributaries all along it's journey south. The variety of aquatic life in the river is incredible, even including small whales. The river gets it's name from the Jonguran myth of the Great Hunter slaying a divine water snake.
The Jocklehopps

The Jocklehopps is a horrifying fey being that stalks the Bog of Forgotten Things in the Fey Realm. It manifests as an extension of that place. It is always reaching for something it can't quite remember. Said to be at least a hundred feet tall, it has a jawless skull with one rolling eye covered in a ragged shroud. It moves on long corpse like arms that appear and disappear within its rags. Upon spotting a mortal it rains spidery swarms of the rotting hands of its victims on the ground. Once caught it floods the minds of mortals with all the things they've forgotten and feeds on their memory.
The Prophet

**the Prophet** - *saint of Invention, Discovery and Learning*

Alignment : LN

Holy Symbol: a gear with a bull’s head at it’s center

Favored Weapon: crossbows

Sacred Animal: badger

Colors: copper and white

Common Worshippers: inventors, dwarves and alchemists

Enemies: goblins

Devotions: respect for the gods, scientific advancement, the protection of civilization.
Festival of Fianna

A late summer festival that occurs yearly in the town of Merlo. The town is located in the Wild March and is important part of the regions lumber industry, harvesting wood from the nearby Dorchodas Dorcha. It is a fairly standard lumber festival save for the contestants wear dresses. It is only of unusual note because of its interest to scholars of fey nobility. The festival has its origins with a woman named Fianna who slew the Erlking.

Tabitha Bristol's 'Folk Histories of the North' gives a synopsis of the legends regarding Fianna and the Erlking;

*"-The Erlking lived in Dorchodas Dorcha ruling the forest and haunting the region since any could remember. Fianna had come from the mountains and become one of the swiftest lumberjacks that the March had ever seen. One fateful night during a windstorm, horses escaped from the stable. Several of the men from the logging camp went after them including Fianna's fiancé. The next day there was no sign of the lost man or the horse he had chased after. For days Fianna waited as the other men warned her not to go into the Erlking's forest. Finally on the fifth day her fiancé returned with the horse. But he had a sickness which gave him fever and chills. He died before the week had finished.*

*All knew that the sickness was caused by the Erlking's touch. Fianna was enraged and would not listen to reason. Fianna tied her hair back, put on her wedding dress and took up her ax to go into the forest. For one week a storm raged over the area and the forest shook. Finally, the maiden returned from the wood torn and disheveled. She carried in her hands her bloody ax and the Erlking's head which she left to rot in the center of camp where all could see. So it was that the Erlking died and would haunt the region no more."*
Crimson Wonder

The Crimson Wonder was once the most famous superhero in the world. Beginning his career in the 1940s, he fought in World War II before returning to his hometown of Boston. The Crimson Wonder would die in the early 2000s in a battle with the Candy Skull.

**Character Bio**

John Charleston was born in 1915 to a poor hardworking family outside of Boston. Intelligent, with a love of science and athletics, John would go on to attend Boston University. While his doctorate in chemistry an accident exposed John to an experimental chemical which gave him his powers. Taking on the identity of the Crimson Wonder, John would learn the ropes of being a hero fighting crime in Boston. When the United States entered World War II the Crimson Wonder followed. Eventually he would help form the Liberators with a group of Allied superheroes. This team would fight against various Axis threats as a group and individually. After the war the Crimson Wonder continued to fight crime while based in Boston although he would operate globally as needed. He operated out of the Cave of Wonders, a hidden cave beneath Boston where he kept his gear, vehicles and built a crime fighting base.

**Powers/Abilities**

The chemical that John was exposed to, altered his biology and gave him several abilities. Low levels of super strength, enhanced agility and endurance as well as physical invulnerability. This invulnerability protected him from any physical harm not caused by magic, as well as slowing his aging process and increasing his natural stamina. John was very athletic and practiced gymnastics, boxing and wrestling. During WWII he was trained by the US military and would later receive further training in hand-to-hand combat from the Dragon Agent. John was also a very intelligent man, knowledgeable in various scientific fields including chemistry, forensics, biology, mechanics and others.
Orphan's of Zodar

During the Reign of White Castle, the reclusive wizard Zodar had for a number of years taken care of a group of orphans. When they came of age they wandered off for a few years to seek out their various heritages. Upon the wizard Zodar's death they returned to their childhood home, finding a magical mirror and an artifact they came to call the Tarnished Orb of Apocalypse. They set out on a series of adventurers, facing undead hordes, raging elementals, slaying giants and dragons. At some point they broke time. In the wake of this event, one of the members became foster mother to a reincarnated child form of the god Elrin.
Hell

One of the Lower Planes and realm of devils. It has nine layers which serve as the destination for those that have committed a variety of sins. It is known to arcanists and scholars as Baator. It is not unusual for those with the proper knowledge to enter into bargains with the native fiends. Such bargains rarely end well for the mortal.
The Warriors

**the Warriors** - *dual gods of Battle, Strength and Courage*

Alignment : CN

Holy Symbol: a great sword wrapped in a flail

Favored Weapon: any

Sacred Animal: ram and horse

Colors: red and brown

Common Worshippers: warriors, gladiators and mercenaries, generals

Enemies: monsters

Devotions: battle, feats of strength, defeating monsters, protecting the weak.
Earth

A planet in the Milky Way galaxy that is cosmology on the opposite side of a celestial axis with Madrian. Very few individuals have become aware of this connection over time. Fewer have bothered to guessed at the reason for this connection. One theory is that the Goddess herself may have originated on the planet of Earth during some primordial age.

It is assumed that the reader is at least passing familiar with the planet Earth. If not, find more comprehensive information about the planet at Earth - Wikipedia.

*See Also; GM Comics Earth*
Mortals

"Mortals" refers to any living being that lives and dies through non-magical standards. Generally such beings eat, breathe, reproduce, grow and show functional capacity. Also with rare exception mortals age and eventually die of natural causes if fate does not intervene.

Deities, the fey, elementals and outsiders are not considered mortal beings.
Uati

**Uati** - *totem goddess of Water & Snakes*

*Holy Symbol*: a jade colored snake

*Favored Weapon*: poison or dagger

*Sacred Animal*: snakes

*Colors*: red and white

*Common Worshippers*: Jongurans, merfolk, snakes, women seeking justice

*Enemies*: those who desecrate waters

*Devotions*: offerings of luxury goods (alcohol, food, jewelry), offering healing to the community, ritualistic dances, assisting women with marital disputes

**Description**

Uati typically appears as a beautiful Jonguran woman with long hair, she can appear either with legs or with a merfolk's tail. When she appears with legs, she wears red and white clothing appropriate for a young woman. In whatever form she appears, she is accompanied by a jade-colored serpent which coils about her body. Her interactions with mortals vary a good deal. She can be very kind and sympathetic and at other times has been known to drown sailors and fishermen. Her realm connects to Mungu Wa Maiji in the Jongura.

**Church**

Uati is a respected totem throughout the Jongura. Her worship is always strongest in settlements along rivers and lakes. She is served by druids, shamans, and priests who are usually childless women. (Women who wish to have children must leave her service.) Chiefly these clergy are in charge of providing healing and advise within their communities, make offerings to the totem and lead rituals. During rituals it is common practice for the practitioner to seek possession by the totem for the purposes of communing and the goddess's pleasure.
Astral Plane

The astral plane is considered by scholars of Madrian to be a bright, grey void beyond the Prime Material Plane which acts as a sort of space between the Prime and outer planes. Travel through this plane occurs naturally upon a living beings death or is achieved through magical means. Most forms of magic that allow for astral travel create a "cord" which connects the travelers living form to their spirit. Should this cord be destoryed the spirit can become lost in the infinite expanse of the astral plane.

For the astral plane as understood by scholars and hippies on the Prime Material world of Earth see Astral Plane - Wikipedia.
Shadow Realm

The Shadow Realm, also known as the Demi-plane of Shadows, is a dark reflection of the Prime Material Plane. Scholars often explain it as the dark version of the Fey Realm. All worlds have their own and it exists as a twisted gloomy version of the mortal plane. Any location or landmark on the Prime exists on its Shadow but corrupted. A city may be crumbling, river may be a sludge filled bed, forests are twisted and leaf-less. Even those living on the Prime have a shadow. Sometimes referred to as a "fetch" these beings have been known to cross over to prime and replace their duplicate. Fey, elementals and outsiders do not have these doubles. Instead, other beings are native to the Shadow Realm. Evil spirits and negative energy beings are especially common.

The whole plane exists in perpetual gloom. Neither true night nor daylight exist but instead an in-between state. This makes the plane a cold place where little grows except the strange, stunted shadow versions of things. Shadow planes also seem to have a direct tie to the ethereal plane. This allows travelers on one to reach the other without requiring the usual magicks. Certain scholars theorize that this makes a worlds shadow equivalent to an inner plane and that the Fey Realm is an outer plane with possible ties to the astral. This theory has yet to be successfully proven.
Blight Creeper

A plant created by drow horticulturists from more mundane thorny weeds, like black berries. It grows as rapidly and cantankerously as more common forms, but to a much larger scale. Capable of growing the size of trees and enveloping whole regions of forest. It chokes trees and other vegetation until all the remains is dead forest and the creeper. It is used by the drow as a sort of natural siege weapon.
Mornrith

Mornrith is a unique dragon that dwells on the islands known as the Three Dark Fates. Known variously as the Great Doom of the Sea, Sinker of Fleets, Mouth of the Hurricane, Dagon's Rage and the Oceans Vengeance. Stories of the dragon go back as far as the earliest days of travel on the Merchant Sea. It has been described as a great wyrm having two heads and the ability to breath both molten heat and freezing cold. Its most famous victim was the pirate Baul as has been dramatized in the opera; *'the Pirate Baul and the Dragon'*.
Old Halen

**Old Halen** - *saint of Sailors, Freedom and Glory*

Alignment : CN

Holy Symbol: a rusty anchor

Favored Weapon: gaff hook or a cutlass

Sacred Animal: albatross

Colors: navy and gray

Common Worshippers: sailors, merchants and pirates

Enemies: sea monsters

Devotions: exploration/charting waters, protecting sea lanes against sea monsters, tracking the weather and sea conditions, over seeing the care and rules of a ship, witnessing naval promotions, christening ships.
The Necromancer

A evil figure generally described as being a handsome human male that dresses in black. However most scholars believe that the Necromancer is not human or even mortal. It seems extremely intelligent and charismatic using it's influence to bring about chaos wherever it goes.

It is to believed that the entity appeared on Madrian at least as early as the Age of Myth and was the stranger which influenced the conflict between the Brothers. It appeared in ancient Rafiah as Nyarlathotep the Black Vizier/Pharoah.
Orrery Spire

A tower hidden somewhere in Feylan Wood built by the creators of the arcane schools. During the Age of Kingdoms the tower acted as a sort of school for wizards but in time this practice was abandoned. The location of the tower and the secrets it may hold are currently unknown due the impermanent nature of the Wood.
Ratfolk

Sentient rats that have evolved more developed thumbs and an anatomy more suited to bipedal movement. They tend to live in very tight knit communities in cities and ports almost exclusively. They can speak freely with more mundane rats and consider them to be part of their community. This leads local ratfolk to being among the most well-informed individuals of any given city. Ratfolk suffer from bigotry worse than most other humanoid races. Scholars believe this to stem from the association of rats with disease. This makes it difficult for ratfolk to integrate into communities where they dwell. So ratfolk largely live in city sewers, alleys and abandoned places just like other rats. Often, they operate as criminals and commonly run a black market. City officials and law enforcement generally ignore these activities as going into ratfolk claimed territories looking for a fight is suicidal. Zealous detectives if ever found are usually reduced to rat gnawed bones or completely insane.

While some might think that ratfolk find this to be oppressive and unfair, that is extremely rare. They are a very positive people and care little about what other races think. They see the ostracizing of their race in cities as giving them more freedom than any other group within a city. Among those that pursue life "above the streets" they are unflappable in the face of sneers and disgust. Sometimes finding it deeply amusing to act as "expected" at social gatherings. (Often to the frustration of their more self-conscious companions.) Despite expectations the species is intelligent, well-educated and has personal grooming habits generally superior to those that would accuse them of spreading disease.
Lyssium

**Lyssium** - *god of Dreams, Knowledge and Time*

*Holy Symbol*: mandalas

*Favored Weapon*: magic

*Sacred Animal*: chimera

*Colors*: turquois and silver

*Common Worshippers*: illusionists, monks, philosopher and artists

*Enemies*: none

*Devotions*: interpretation of dreams, record of time, the gathering of knowledge, healing nightmares, aiding with issues of the mind, dreaming the world.

**Description**

Lyssium embodies the stuff of dreams and thus appears in many forms. The god only appears in dreams and whatever form he takes suggests wisdom. When appearing as in a humanoid shaped form it will usually suggest a robed figure with exceptionally long beard. Those that have interacted with the deity have described him as distracted but friendly. These interactions are difficult to interpret however, as the god communicates in words and images that can be extremely symbolic. Those that have had such an encounter often spend the rest of their lives trying to translate Lyssium's message.

Unlike his elder twin, Adrianna, the dream god seems indifferent to the activities of other beings. Mortal or divine. Most of his actions often seem random and the true motivations are unknown. He has never been recorded as manifesting on the prime material plane but only in dreams. It is believed that dreams are in fact where his realm touches the mortal world.

**Church**

The "clergy" of Lyssium is unusual, much like the god himself. First of all, no known divine casters serve the god. Arcanists of various stripes serve as his priests. Wizards, shamanistic hermits, yogis and witches have all been known to serve him. All specialize in illusions which are amplified by their connection with the dream realm. These priests spend most of their time sleeping or otherwise disconnecting from surface level reality. Over time they have been known to project their consciousness hundreds of miles away from their actual location and their homes becomes unhinged from reality.
Akechi the Dishonored

Amato legends tell of a dishonored samurai who lived during the Reign of White Castle. He was a great warrior who won his lord many battles against the warlord Ginzen. For this he was given land and title. He married well and had a beautiful daughter that was beloved by all.

He discovered that his master was plotting against the Shogun and knew he had no way to prove it. So he slew his lord and then fought his way out of the keep. He was forced to avoid the roads and injured. By the time he reached his home the Shogun had already ordered the assassin's fate. Troops were at his home and executing his household. However he was able to save his daughter and escape with her into the forest.

The pair wandered the forest avoiding the Shogun's men. Akechi was injured and not a woodsman. The Shogun's men proved to be relentless and constantly on the heels of the fugitives. The samurai's daughter fell ill and they were forced to shelter in an abandoned shrine. In the night an oni appeared to Akechi and offered to restore his honor and position. When he agreed the oni laughed and snatched up Akechi's daughter before disappearing in a cloud of smoke.

The demon had lied. It had no intention of aiding Akechi and he was forced to fight off a group of men that had discovered the shrine. He chased after the oni's trail as he to was chased. It is said that he traveled to the far side of the Continent following the oni. Here the tales get muddy. The most popular versions say that Akechi found the demon is some ancient dungeon. However some of other dark force intervened and kept the two apart and that Akechi eventually went insane. He murdered a woman he had taken as a lover when she revealed her pregnancy and then killed a tribe he blaimed for his madness. He gave in to the dark forces that tormeted him and became their servant.

Legends say that since then, anytime a warrior breaks his vows of honor, he risks drawing the attention of Akechi the Dishonored. The warrior will find their road grow foggy and Akechi walking behind them with his lover's ghost and the heads of all those he has slain. When the warrior turns, Akechi takes their head and adds it to his retinue.
Cassandra Jose

**Cassandra Jose** is the deployed Executive Assistant to Secretary Arturo Padua in order to bait Mariano from his infatuation on Ellen Padua. She may

## Cassandra Jose

### Occupation

Executive Assistant to Executive SecretaryHenchwoman

### Family

Lily Ann Hidalgo (aunt)
Oscar Hidalgo (uncle in law)
Aubrey Hidalgo (step-cousin)
Yohan Hidalgo (step-cousin)
Gracie Hidalgo (step-cousin)

## Behind the scenes

### Role

Henchwoman

be possibly enemies with Ricardo Dalisay as Lily is enemies with him. On August 13, 2021 she breakups with Mariano was No Longer Boyfriend with Mariano and was Betrayed by Arturo Padua. It was replacing Meilin Yang.
The Void

The Void existed before deities filled the universe with their creations. Ruled over by the Elder Gods that came before. All planes are believed to exist within the void and yet seperate from it. No scholar that has returned from traveling to the void is considered a reliable source of information due to acute madness.

*See Also :* Madrian
Lunas

**Lunas** - *dragon of the Moon, Stars, Guidance and Wards*

Alignment : LN

Holy Symbol: a silver moon or dragon

Favored Weapon: chakram

Sacred Animal: silver dragon

Colors: gray, silver and pale blue

Common Worshippers: good dragons, good lycanthropes

Enemies: creatures of the night and evil lycanthropes

Devotions: prayers for the phases of the moon, keeping of obscure knowledge, blessings of protection, acting as councilor, reading omens, fasting during the new moon.
Farson's Pass

Farson's Pass is an important trade route that passes through Jaka La Hadithi. This low-lying mountain range separates the North-East Baronies from the Jongura and until the early days of White Castle was considered impassible for trade. The pass was discovered by Emilia Farson. An adventurous halfling spice trader, Emilia had dreams of a route to connect trade along the eastern side of the Continent. Years of exploration among the natural paths in Jaka La Hadithi culminated in the discovery of an old goat path that wound through the mountains. Hiring dwarven workers, Emilia spent every copper she owned as well taking on sizeable loans to widen the pass. The result was a route which opened up trade from the Northern Baronies, through the Jongura and as far south as Rafiah. Emilia was able to pay her debts and retire with a sizeable fortune trading along the route.
The Living Dead

During the Fall of White Castle, the dragon of Phades swept over the city. The rose-colored flames it breathed burned everything it touch with negative energy. Those slain by the dragon were doomed to rise as the undead. However, the germination of the Tree of Life spread positive energy across the land as well. These two opposing forces resulted in not undead but living dead. Beings whose bodies were dead, but their souls and minds were alive.

Appearing as animated corpses or even skeletons they still have all the needs of life. Food, water, sleep and comfort. Physically these things meant nothing but deprived of them they could suffer a sort of death. Over the years many have been slain as undead or gone completely insane. A rare few have found peace despite their unusual circumstances. Rumors say of community of the Living Dead have hidden themselves away and live out a peaceful existence. Of course, the most famous member of the race is the Archdruid Xera.
Gnoll

Hyena like humanoids found primarily in Rafiah and the Jongura. Known for their tendency toward raiding and their "primitive" culture. They regularly use other humanoids for food or slaves. They have a matriarchal society and tend to worship demons, especially those associated with hyenas or scavengers. Their habit of keeping slaves is fed by a cultural distaste for labor and chores. Such activities are considered to make one weak and "lesser".
The Big Bad Wolf

**the Big Bad Wolf** - *totem of wolves*

*Holy Symbol*: a wolf leaping

*Favored Weapon*: teeth

*Sacred Animal*: wolves

*Colors*: natural colors associated with wolf hides

*Common Worshippers*: canines, werewolves, druids and cultists

*Enemies*: hunters, woodsmen and heroes

*Devotions*: The maintenance of his sacred places, the law of the pack, offerings, obedience to the moon.

**Description**

The Big Bad Wolf of simply the Wulf, appears as a massive personification of the wolf. Any individual seems the totemic deity as they would imagine a wolf to be, including regional species and color. The Wulf is cunning and opportunistic. His natural curiosity means the deity is prone to conversation but is often bullying in his demeanor. Lessons learned over ages has made him cautious of adventurers and other potentially powerful beings, though his hunger can get the best of him.

The Big Bad Wolf brings his domain, a lightless primeval forest, with him wherever his goes. This forest is part of the Fey Realm itself and home to the spirits of wolves that were faithful to their god in life.

**Church**

The Big Bad Wolf has an interesting history as a totem. Wolves as symbol are common in most surface world cultures and the totem features prominently in countless myths, folktales and other forms of narrative. Often presented as adversary, but at other times companion or advisor. Prior to God War this made the Wulf nearly as powerful as Oohktah. Followers of the wolf totem kept to pack laws which centered around obedience and loyalty to the group. Though cults could at time be murderous, most often they kept to the wild places of the world.

When Elric came into power as a deity he diverted some of the Wulf's worship. Elric used his role as a deity to bards to steal myths and tales from the totem. This period only further tainted the reputation of wolves as evil creatures. Something which played further into drawing worship away from the Wulf to Elric. During the Rise of New Loraen when he encountered the Iron Wings of Vengeance, the Big Bad Wolf was a shadow of his former self. Slain by one of the Iron Wings, his position as wolf totem was taken by the Iron Wolf.
King's Barrow

An area of burial mounds in the southeast of Moorlund. The burial mound of the Lost King was believed to be hidden among them. Numerous tales were tied to the King and his treasure. That his tomb the Crown of Night and that one day he would rise again to take back his lost kingdom.

In addition to the Lost King, numerous other warriors who had served him were buried there. Including both human and sluagh.
University of Ivennius

The wizard Ivennius moved into a forest near the city of Gateway. He assisted the dwarves with construction in exchange for a specialty designed tower. In time his tower attracted apprentices who grew to attract their own. In time these towers became a university for the arcane arts. The spellcasters drawn there bolstered the defensibility of the city and so it was unofficially ignored during the days of White Castle.
Tamamo no Mae

The most famous kitsune to ever achieve the rank of nine-tailed fox. At one time she was one of the most powerful yokai to ever exist. As powerful as lesser gods. Her beauty, cunning and cruelty are legendary even among some beings from the lower planes. Over several millennia she manipulated the political structures of first Cao Wu and the Amato.
Mire

The Mire is a gigantic swamp that stretches from the northern edge of the Wild March to the shores of the Twilight Sea in the north. It is a swamp with brackish waters and overgrown with a twisting and thorny jungle. Travel is especially dangerous for non-aquatic races due to the almost complete lack of land above water. It is the only known location where goblin trees grow. The twisting trees grow in a tangled mass across the swamp forming the "walkable" terrain for the Mire's wildlife and goblins.

Entrance to the domain of Phades is located somewhere with the Mire.
Seltine

**Seltine** - *fate goddess of Summer, Storms and Luck*

Alignment : CN

Holy Symbol: berries (varies by culture)

Favored Weapon: javelin

Sacred Animal: fire fly

Colors: green, orange and blue

Common Worshippers: farmers and gamblers

Enemies: none

Devotions: summer festivals, helping in times of drought and storms, blessings for uncertain tasks.

Seltine is middle child of the three fates. Her's is the aspect of the fullness of womanhood, neither maiden, nor matron. She appears as a mature woman, with fiery red hair, eyes the color of a summer sky and tan skinned. She tends to favor appearing in loose skirts and little if any other clothing, all of which is decorated vibrantly in her colors. She is said to often appear wearing jewelry made of coins, dice, cards and other items associated with games where bet's are made.

Her demeanor is itself generally warm and passionate. Still carrying some last bit of youthful vigor, but tempered with growing wisdom. However, her rages can be spectacular and come suddenly. It is said that only Tamera herself is more fierce in her rages.

When dealing with her sisters, she often tries to act as a bridge. She understands Viridia's energy and recklessness and likes to encourage her younger sibling to chase her whims to a degree. However she has come to respect and understand Welhine's advice for caution and restraint. The words of her elder sister carry even more weight following the death of Evangellein during God War.
Tarnished Orb of Apocalypse

An artifact of unknown origin that consisted of a meteoric metal ball fixed to a length of chain. Destruction of the artifact was prophesized to cause the destruction of the world. This event occurred during God War and did in fact destroy roughly half the planet. If not for the intervention of Madrian herself the world may well have ended.
Moorlund

Moorlund, also known as the Moors, is a damp hilly region along the edge of the Grey Peaks south of the Dalelands and north of White Castle. The land is rocky and uneven, mostly made up of moors and bogs. The area also has tors, heath and highlands. Rain fall in the Moorlund is generally light but very regular, fog is so usual it is considered by natives to be a constant. A fogless morning is considered an omen, good or bad depends on who you ask. Travel through the region is safest along the well-maintained roads which act as artery for trade between northern and southern regions. The region becomes more wooded as one heads south and the south-east borders the Hallows.

**People**

The people of Moorlund trace their family lines back to a variety of regions and races. Their ancestors fled lands under control of White Castle during the kingdom's reign. Humans, dwarves and halflings are common and have origins mainly in the Grey Peaks, Tieralto or the Northwest Baronies. Poor families brought by the promise of land, criminals avoiding the law and "heretics" wanting religious freed formed the bulk of the original settlers. Since those early days it's become very unusual for new folk to move to the region. They are welcoming to strangers in seek of a room before night, but once the sun sets doors remain bolted.

Moorlunders value superstitions, a solid door and minding one's business. The region is divided into counties and the ruling Counts and their burgomeisters collect the taxes which maintain the roads, lawmen and cemeteries. Roadside inns are a common feature in the area and are considered important landmarks among the natives. Cemeteries are sprawling affairs in the Moors. Settlements within days of one will all inter their dead there under the watchful eyes of Adrianna's clergy. A funeral procession to the nearest necropolis is common for all but the poorest of individuals.

The land is considered by many to be cursed. Many theories exist for this, the Lost King, Elric's fondness for the area, unholy cults and others. Whatever the case, dark magic seems strong in the region. Lycanthropes, vampires and restless spirits are common on the Moors. Shrines to devils, evil nature spirts and worse dot the land.

**Climate & Geography**

**Economy**

**Government**

**Landmarks**