recursal/Fanatic-Fandom huggingface dataset:
Regions

## Human Europe

* Allemagne
	+ Lechia
	+ Rakusko
	+ Bohemia

* Gallia
* Hisperia
* Burgundy
* Italica
* Ruthenia
* Switzer
* Islands
	+ Sard
* The Fourteen
	+ Crisan - 9
	+ Croaza - 2
	+ North Illyria - 13
	+ South Illyria - 14
	+ Kovina - 8
	+ Maked - 7
	+ Maltopol - 11
	+ Olten - 3
	+ Qiper - 4
	+ Sero - 12
	+ Slovenska - 6
	+ Torum - 5
	+ Ungarn - 1
	+ Wend - 10

## Middle East

* Uthman
* Gnoll Wastelands
* Sand Consortium
* Arakk Federation

## North Africa

* Grahm
* Qart
* Zighen
* Trialq
* Khmet
* Sain

## Russia

* Ogre Imperium
* Caspar Cities
* Canae Clans
* Centaur Tribes
* Minotaur Tribes
* Strigi Villages

## Dwarves

* Alb
* Karadag
* Karpatir
* Kavkaz
* Ostyak
* Penine
* Pyrine
* Svalbeard

## Elves

* Electi
* Silvestris
* Tenebrae
* Aureus
* Igni

## Undead

* Romanar
* Twilight Union

## The Black Triumvirate

* Golden Syndicate
* Verdantia
	+ Kor's Garden
* Bionoria
* HELEN
South Illyria

South Illyria is a moderately powerful region that has always desired the lands of North Illyria. The crusades against the orcs provided a unique opportunity for SI to align itself with a superior power and overwhelm NI. Progress has been slow thus far, so SI has begun dedicating more and more resources into covert operations in order to obtain sufficient evidence to warrant a Gallian inquisition. This would likely lead to the removal of the NI government and their vassalization under SI.
Elizabeth Leighton

From a complied Post on the ETARC Forum

References: pdf1 from Archive-1, pdf2 from Archive-2, video from second sequence (upper right triangle on wakingtitan.com)

Description:

She has always been in contact with Major Sophie Dubois, discussing the proceedings of project-wt, its assets and participants. From the second sequence video \*uper right triangle in sigil on the wakingtitan.com page), we learn she is the CEO of the Atlas Foundation and is asking for help.
Echo-64 Ads

```
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But now, thanks to Echo Software, I - I can hear her voice back, just using a
sample from an old home movie.

Grandma: Are you filming this honey?

Woman: I can make her say what makes me feel close to her again, like

Grandma (voice slightly mechanic) I love you honey, and I'm leaving you all
my  jewellery.

Woman (laughing and crying) Thanks to Echo Software everybody's voice can be
anybody's.
Visit echo-64.com

```

## Recordings of the ad

Players made recordings of the ad across the day. You can find them below

* Recording 01
* Recording 01 alternative link
* Recording 02
* Recording 03
* Recording 04
* Recording 05
Anthrach

* Generally looks like a regular human, but has four additional spider legs growing from shoulder blades, often sharpened to a point before assassination missions and battles
* Although hidden normally, 6 additional eyes can be opened to dramatically improve spatial awareness
* 1 just in front of each ear, 1 behind each ear, and 1 in the palm of each hand
* Result of Golden Syndicate experiment on blending spiders and humans
* Accepted by Arakk Federation and feel strong loyalty since no other group would accept them
* Often used as infiltration units when the arryne have determined that a threat to the Arakk Federation must be neutralized
* Much stronger than normal humans since they have a chitinous exoskeleton just below the skin, but no bones
* Mistaken association with vampires since they sustain themselves by drinking nutrient-rich liquids like blood and marrow
* Canine teeth are hollow and full of a very deadly venom
* No spinnerets, which means that they cannot produce any sort of webbing
* Those that joined the Arakk Federation escaped from the Golden Syndicate, but many stayed behind
* Those that remain are still loyal to their creators, resulting in strong friction between the two factions
* In cases where Arakk interests conflict with those of the Syndicate, expect anthrach agents from both sides to brutally work to undermine one another
* Both wish to convert the other side, but are willing to kill if that is impossible
* Anthrach agents are frequently sighted travelling throughout the Middle East, looking for other agitated products of the Golden Syndicate to foster relations with
* Although they are not the newest species to join the Arakk Federation, they do have the least power due to their half-human nature
* The anthrach representative often advocates for caution and ultimately desires the formation of a coalition to end the Golden Syndicate once and for all
* Due to the inherent connection between intelligence and covert operations, the anthrach are closest to the arryne, which does afford them a good deal of influence
* Important arryne diplomants generally have personal anthrach agents that act as bodyguards, advisors, and even confidants
* In war, anthrach are responsible for planning out ambushes and engagements, often with advice and support from arachyr
Hisperia

* Hisperia has no viable directions to expand naturally, so they have been looking into exploration and colonization
* Better than expected relations with Gallia due to Pyrine buffer zone
* Positive relations with Allemagne and many dwarven realms, complicated relationship with Italica and Qart
* Antagonistic relationship with Grahm, no open warfare currently, but many naval skirmishes
* Funding extensive expeditions to Africa,  Arabia, Antarctica, no luck getting to Americas

* Ruled by a king, but the nobles are contentious and unwilling to unify for anything
* Independent regions are quite rich and powerful, power is extremely decentralized
* Princes, dukes, maquises, counts, lords, and viscounts form a complex web of power in that order
* Substantial natural resources and environment suitable for many expensive and popular crops
* Many coastal states are engaged in a three-way trade war between Hisperian states, Qart, and Italica
* Unlike Italica in that each region has many loyal soldiers instead of mercenaries
* Military is weaker than expected due to a lack of recent combat, leading to little combat readiness, minimal experience, and a technological disadvantage
* If serious war did break out, Hisperia would need to bring in foreign experts to rapidly modernize her military with firearms
* The merchant fleets are somewhat of an exception since they must contend with other cutting-edge navies
* Given the lack of unified political powers in the Med, Hisperia often acts as something of a police force in the northern half
* Due to proximity, southern Hisperia is one of the more accepting regions of Grahm/Qart species/culture
* This leads to a some strife with the Ecclesiasty, but not nearly as much as if Hisperia had good relations with any orcs
* Hisperian expeditions often bring back foreign goods and individuals, resulting in a massive melting pot of cultures
* Foreign fashion trends often disseminate from HIsperia to Italica and then north into Allemagne, with Gallia broadly resisting due to their xenophobia
* Dwarves largely ignore these fashion trends but are incredibly interested in foreign craftsmanship, which partially fuels their open trading policy with Hisperian merchants
* The situation with Grahm has led to the natural development of experienced and well-funded covert operations networks on both sides
* These agents are renowned throughout the known world as experts in gathering intelligence and assassination
* There are even rumors that the intelligence organizations on both sides have been secretly working together for some purpose
* Some hypothesize that their union has largely prevented war from breaking out, while others say that they are trying to start a war that will end quickly and decisively
* Hisperia has been covertly examining the situation in Zighen, looking for the possibility of a faction that could apply pressure to Grahm
Vorpom

## The Cove

The coastal fortress of the Order of the Leviathan.

## Ramvirat

The sprawling shipyard that builds and maintains nearly every boat, civilian and military. All the region's lumber operations are directed through Ramvirat, where shipwrights get first pick.

## Sybile's Tomb

The secret developmental shipyard of Allemagne, hidden off the coast within a deathtrap of rocks and currents. Aureus and human work side-by-side to develop and apply the latest advances to their ships. Progress is limited by accessibility and the need for secrecy, but there are working prototypes for submarines, metal warships, sleek blockade runners, and revolutionary anti-ship weaponry.

## Thelemen

The heart of the massive Allemagnian fishing and shipping industry. Strict regulation prevents overfishing and greatly limits smuggling. From Thelemen, an array of roads leads to every corner of Allemagne.

## Torkvimrat

The only major inland city of Vorpom, a formerly minor regional center that was elevated to great prestige after the unification, when it was chosen as the provincial capital. Torkvimrat does lie on a river and thus has easy access to the coast, but it lacks the respect of Ramvirat and Thelemen.
The Order of the White Wing

Should you ever travel through Nieder, you will likely see at least one pegasus soaring through the sky. If you are lucky, you might even see formations of White Wing knights training in their resplendent white armor. It's easy to understand why many mistake White Wing knights for angels since not only do they look the part, but they also serve the preeminent religious institution in Allemagne, The Brotherhood, which has close ties with the religious institutions of nearby Gallia. During the recent crusade against the orcs, the Order of the White Wing led Allemagne forces, a testament to their hatred for the enemy and dedication to the idea of human superiority. While they are willing to accept the existence of elves and dwarves to a certain degree, they will not tolerate orcs or undead in any form, which has resulted in White Wing knights being some of the most vocal voices when it comes to discussions of what to do about Romanar. The fact that Allemagne is not generally a very zealous country is a convenient coincidence when it comes to White Wing membership, since there aren't many pegasi anyway. The low number of applicants often means that every accepted knight is given a steed, so squires are much less common than in other orders.
Kovina

Kovina is a small and unassuming kingdom that is notable only for its secrecy. Within the last century, Kovina has closed its borders and cut off all contact with the outside world. Many speculate about the cause, but none have been able to obtain solid evidence of what happened.

The truth is that Kovina was the site of a catastrophic portal incident. Since then, Isolationist forces have secretly occupied the region and monitored the portal to ensure that it wouldn't open again. By necessity, the Kovinans have been elevated to an Isolationist power and rapidly uplifted. Extensive measures are taken to ensure that intruders and neighbors cannot discover the truth of Kovina.
Vampires

## Anatomy

100 year transformation period where they grow 20 centimeters taller and 20 centimeters wider, mostly just skin and bone

Shed skin and reveal leathery skin that cracks in the sun (why they don't spend much time out during the day)

## Misc

* 2 million Romanians, 75% collection efficiency, Vampires field an army that requires 10x their personal consumption needs
* Romanians donate once every 3 months, Romania is stockpiling roughly 100k units per month
* Can only die if killed in the light
* To create a vampire, kill a person and then, drain all their blood and replace with something
* The creator must completely fill the person with blood from their own body, water magic cult - The Order of Crimnir
Porcene

## Anatomy

Porcene average 1.75 meters tall and 150 kilograms heavy. Their impressive weight is a direct result of a unique metabolism that makes it incredibly easy for them to build muscle and fat. Every porcene has a pair of tusks that measure 30 centimeters at adulthood, though many intentionally reduce their length for social reasons.

Porcene have cloven hooves on their feet, but the standard 5 fingers on each hand, allowing dexterity roughly equivalent to that of a human. They have long snouts that provide an excellent sense of smell, yet also hinder their field of vision somewhat.

## Distribution

* Fairly widespread throughout northern Africa, Europe, and Asia

Porcene can be found all across Europe, in northern Africa, and in western Asia. They are most heavily concentrated in Hisperia, Allemagne, and Burgundy

## Society

* Substantial friction between the two different types of porcene, but both groups have generally positive relations with the other species
* No official state of their own, possible diaspora centuries ago due to destruction of their country
* Porcene soldiers are considered to be much more valuable than the average human soldier, with some human rulers employing royal porcene guards to show off their wealth and power
* Due to the relatively widespread nature of both groups and the inability of porcene to mate with other species, it is not uncommon for urban and rural porcene to intermarry

### Urban Porcene

* Urban porcene shave themselves completely on a regular basis and shorten and blunt their tusks
* There is a significant industry around porcene grooming which often uses foreign and exotic goods, stimulates unconventional trade routes
* Frequently work as merchants, bureaucrats, and other white collar jobs
* Developed a reputation for greed and opulence, partially deserved
* Within urban porcene culture, rotundness is associated with success and wealth
* Urban porcene see their cousins as uncivilized brutes that are unwilling to conform to a changing world

### Rural Porcene

* Rural porcene disapprove of their urban cousins, seeing struggle and hardship as the best way to go through life
* Many serve as farmers, toiling and working on small plots of land that they own
* Others are frontiersmen, professional soldiers, lumberjacks, or laborers, though few exist within anything larger than a small town
* As a point of personal pride, many rural porcene adorn their tusks and paint patterns on their fur
* Rural porcene see their cousins as weak, soft, and all too willing to forget their people's culture and history

### Seekers

* Porcene don't have a particular religious persuasion
* Some seek the unification of the Porcene
* They tend to search for evidence of where the Porcene came from
* They believe that if they can return to their homeland, they can restore their rightful place as masters of their own destiny
* These Seekers roam the world in search of clues, often in master-student pairs
* Seekers tend to gather a great deal of knowledge in their travels, resulting in a reputation for worldliness and experience
Thuring

The incredible population density in the rest of Allemagne is only made possible by the astonishing agricultural output of Thuring. Crops have been bred into perfect varieties over centuries of trade with Aureus, allowing highly nutritious yields that are resistant to spoilage and disease. The output is distributed quickly and efficiently along the pathways reserved for imperial taxation services and agriculture, ensuring that food can be moved to every corner of the reich without fear of robbery or traffic jams.

## Brewery

The Brewery was originally a subterranean series of storerooms used for creating massive quantities of alcohol. With the arrival of the Aureus, the scope of the operation expanded massively, down nearly a dozen floors underground and another dozen above. Different levels are used for different grades and types of alcohol. The surrounding city is impressive in size, funded almost entirely by the immense profits of the expanded alcohol trade.

## Farm

A minor hamlet that was catapulted into a position of ultimate power when the Aureus advisors recognized the favorable terrain surrounding the settlement. Within a few decades, multi-leveled greenhouses had been constructed, each of which housed modified strains of common crops. The hamlet grew and grew until it sprawled out far past the towering "Farms." Businesses sprang up around the processing and refining of the miracle products, immediately preparing the output for trade.

## Granary

While the Brewery and the Farm took advantage of Aureus engineering techniques to make use of vertical space, the Granary chose another approach. The Granary makes extensive use of magic to enhance the soil and create perfect crops. Increased surface area would be wasted because there is only so much magic that can be used, so they instead chose to create extraordinary crops in limited numbers. The central city of the Granary is small to match the size of the fields, but the concentration of wealth is immense, with these crops being hundreds of times more valuable than non-magic competitors.

## Kelanor

The current and historic capital of the region, home to the wealthiest and most successful merchants and estate owners. Many have moved their interests out of the city to pursue the three harvest capitals, leaving ample room for outsiders to move in. Now, Kelanor is mostly filled with administrators, poor locals, and wealthier citizens with too much pride or too little foresight to leave.

## Tyrant's Wail

The home of the Order of the Begleiter, named after their crowning moment of glory. The tyrant was slain and reunification was complete when the Begleiters returned after their exile to strike down the madman in his own fortress, which they then claimed for themselves. His name was stricken from the records in a final act of defiance to his brutal and repressive regime.
The Order of the Hafgryf

Palat is famous for its lengthy and storied military history, especially since it was only through their alliance with Brambor that Allemagne was even unified in the first place. The warriors that come out of Palat are some of the finest in the country, and their cavalry is no exception. Yet while other regions may be content to use simple horses, Palat settles for nothing less than the legendary hafgryfs, monstrous, flightless avian beasts that are as long as a horse, yet several times as wide and have the head of a great eagle. They may not have wings, but they do have claws for ripping and tearing, a beak for brutally crushing, and a muscular body that is perfect for slamming into and trampling all but the largest of foes. Given the extremely dangerous nature of these beasts, the order requires that all potential recruits must retrieve an egg from the ancestral home of the hafgryfs and nurture the hatchling until maturity, a task that is far easier said than done. Acquiring such an egg requires getting past a forest full of feral hafgryfs, picking up an egg that weighs as much as half a man, and then carrying that egg back to the order, a task which requires four days of marching altogether. It is unsurprising that few recruits make it to the stage where the majestic beast actually hatches, but those that do are almost always supremely qualified to lead the forces of the Reich into battle. While other knightly orders often serve as scouts or flanking forces, it is Hafgryf and Eisen Donner knights that lead the charge when it comes to offensive troop movements. Out of this has developed a friendly rivalry, with both orders seeing themselves and each other (and possibly the Order of Mut) as the only honorable knights in the realm, yet both orders loudly proclaim the superiority of their own order. For this reason, it is relatively common for Hafgryf and Eisen Donner knights to sneak into Gallia from time to time to compete opposite one another in the great tournaments of Gallia, a practice that is officially frowned upon by the both orders, yet only punished in the event of a defeat, instead being quietly celebrated if a knight returns home victorious.

## Heraldry

A hand clutching a talon, all within a stylized wing and beak.
Cult of Hammer

## History

In the beginning...

While other cults have recently fallen into relative obscurity, membership of the Cult of the Hammer has boomed as Bavar continues to grow. Unlike other cults, the Cult of the Hammer took extensive measures to associate itself with progressive and order.

The massive size of the Cult of the Hammer and its loose set of guiding principles means that there are no real core values of the cult. There are many different adherents that believe in many different things, thus the cult has been divided up into a number of sects. When you ask a Bavarian if they are a member of the Cult of the Hammer, their response will never be a simple yes; it will either be an emphatic no or a proud declaration of their preferred sect.

## Heraldry

Upper half is mountains, lower half is subterranean wealth (inverted?).
Kavkaz

The Caucasus mountains are home to a relatively strange group of dwarves (the Kavcaz) that have recently become infertile and are desperately in search of a solution. Fortunately, dwarves do live several centuries and the infertility has only appeared recently, so there is substantial time left before the society is completely wiped out. The nature of the infertility is also unclear, with impregnations being much rarer than usual and every child born dies soon after. It's also unclear where the affliction comes from, with some suspecting foreign mage involvement, some suspecting a curse from the gods, and others even suggesting that the conspiracy is dwarven in nature.

One thing is for certain though, and that is that these dwarves will not quietly accept their fate. Solutions are being pursued on every front, from renewed piety and faith in the ancestors to massively increased spending on research and even to the construction of sentient constructs to house the consciousnesses of the dwarves. The results of these wild and desperate measures cannot be foreseen yet, but they will undoubtedly have lasting ramifications on the dwarves and everyone around them.

## Government

The peculiar plight of Kavkaz has placed abnormally high value on the females of the realm. As such, responsibilities and influence have slowly shifted from the men to the women. Hereditary leadership roles are passed down matrilineally and matriarchs tend to hold the most authority within clans.
Switzer

* Association of universities located deep in the mountains
* One college to study each of the 6 branches of known magic
* Many smaller associations focused on blending the different branches
* Additional universities study non-magic, but they are largely seen as inferior
* Significant classism between those that use magic and those that do not
* Due to the extreme geography, there are few inhabitants outside of the universities
* Food is efficiently produced by the Agricultural University, which is the largest university in terms of land, but smallest in terms of population
* No established military, but the elite Switzer Gaad maintains order between the univerrities and investigates criminal matters
* Civil matters are largely decided by mageocratic courts
* Foreign countries are quite unwilling to attack Switzer since it has incredibly defensive terrain and can completely cut off their magic users
* Rivalries between the universities, usually nonviolent and friendly
* Hundreds of years ago, one of the deepest rivalries (Fire and Light) escalated into brutal violence
* Death sided with Light, while Water, Air, and Earth sided with fire
* Only the merciless intervention of the Reaper King ended the crisis (this led to the strengthening of the Switzer Gaad)
* Since then, rivalries have never broken out into large-scale fighting, but individuals do die from time to time
* Reapers are unwelcome in general, but do maintain contact with high-ranking mages on an individual basis
* Vampires are a subject of study for students of Death, with several serving as educators
* However, these vampires must undergo constant surveillance and must completely sever ties with Romanar
* Old Swiss Confederacy
Renia

## Tailion

A sprawling city with relatively few inhabitants. A major center of trade for game and lumber, as well as a premier destination for upper-class hunters.

## Vaallon

A city built around and on a series of lakes up in the mountains.

## Stoneroot

An ancient druidic city built in symbiosis with a forest of stone.

## Horncleft

The mountainous fortress of the Order of the Lynx.

## Irrendil

A city built where a massive river runs through the mountains. Populated by a combination of dwarves, elves, and humans.
Karpatir

The Karpatir dwarves make their homes in the Carpathian mountains of central Europe, where they dedicate their lives to the singular ideal of unifying their scattered race. To accomplish this, they tirelessly dig to create a massive series of underground networks connecting all 8 of the European dwarven societies. Although the other seven regions do agree with this ideal and contribute to the project, the vast majority of enthusiasm and work emanates from the Karpatir.

## Current State

The unification project has been underway for several centuries, but progress has been slow until fifty years ago, when tunneling technology from Svalbeard arrived. Since then, tunnels have expanded exponentially and connections have been made to every single region but Ostyak. They are too small and treacherous to allow trade or constant use, but the current plan is for them to be widened and ready for commercial and military use within another fifty years.

However, there have been some serious complications recently. Small earthquakes have struck all over the network, setting progress back by years. While many initially assumed that it was merely bad luck and that the quakes would subside, evidence has arisen that suggests that the earthquakes are not natural, but rather the work of a party trying to stop the unification. Regardless of the danger, the dwarves press onward, both in their quest to unify their peoples and in their search for the truth of what is hindering their progress.

Some hypothesize that an orc warlord is to blame, while others believe that the threat is subterranean in nature. A select few quietly think that it might even be the work of dissident dwarves from other regions that are trying to keep dark secrets hidden.

To make matters even more complicated, the Karpatir dwarves are also caught in the middle of the growing dispute between the vampire sympathizers and the Reich. Their current policy is that they will seal off their cities from the surface and completely dedicate their attention to the unification project if open war erupts, but that could be a catastrophic mistake if it turns out that there is something insidious down in the tunnels with them.

## Government

Influential clans control everything within Karpatir. While mining and trade clans hold the power in other dwarven realms, it is the the unique tunneling clans that dominate Karpatir society. Mining and trade are only given the scraps left to them by the extensive tunneling projects. Resentment between miners and tunnelers has slowly developed over the last several decades as numerous veins have been irreparably destroyed by the Svalbeard tools.
Qiper

The small kingdom of Qiper has always been one of the least influential states in the region. Eager to change that status, they answered the call when Gallian fleets arrived carrying crusaders. Qiper willingly gave itself up to Gallia and offered to serve as a staging ground for the eastward incursions.
North Illyria

North Illyria is a prosperous, yet small region that has leveraged its central position to act as a haven for orcish refugees that have been displaced by the Gallian occupation forces. This humanitarian gesture has led to extreme tension with Gallia and the Eccles. In particular, South Illyria has always been envious of their more prosperous sibling and has wholly embraced the Eccles in the hopes that they will be given control of North Illyria in the event that Gallia smites them down for their insolence.
The Order of the Chamois

The Chamois knights are the renowned watchmen of the Sueb, always vigilant and forever riding onwards. While such a description might ring with hyperbole anywhere else, the unique horses ridden by the Chamois are truly a marvel to behold, never tiring at all. The exact reason for this is unknown to all but the members of the order itself, yet many have hypothesize that it is magic, dwarven runes, advanced technology placed within the horses, or some combination of all three. In any event, the most welcome sight to any traveller that frequents the region is the distinctive formation of a Chamois patrol in the distance. As one might expect, Chamois knights are most commonly found as scouts and couriers, relaying critical information from region to region. They are generally armored very lightly compared to other knights, wearing nothing more than high quality hardened leather and carrying nothing more than simple rations and their choice of light weaponry, which allows them to reach and sustain top speeds that other knights can only dream of, though their acceleration, agility, and physical strength are rather below average.

## Heraldry

Gold and purple, circular, divided into four quadrants with distinct symbols.
Svalbeard

The Svalbeard dwarves make their homes far in the north, nestled deep within the Scandinavian mountains. While other dwarves are constrained by their beliefs to one degree or another, the Svalbeard  clans place technology and forward progress above all else, for better or for worse. Flanked by hostile elves on the east and west, Svalbeard lands are almost always under siege in some way. From piratic sea raids to border skirmishes to complete sieges of sealed holds, neither the dark elves nor the wood elves have any interest in respecting the borders of the northern dwarves.

As a result of this, the need for better defensive capabilities has driven technology forward. Massive gun batteries litter the mountains, facing in both directions. A large cargo train that runs on a combination of geothermal steam, and runic power runs the length of Svalbeard, redistributing ammunition, food, and supplies as necessary. Massive dreadnoughts are being developed, but progress is slow and they currently function as little more than floating gun batteries that dissuade dark elves from getting too close to dwarven drydocks. Finally, constructs, tanks, and other war machines are ready for combat, making up the bulk of Svalbeard forces when it comes to combat outside of their hallowed halls. However, mass production is not an option, so assembly is slow and the loss of even a single construct will require thousands of hours of work to replace.

Use waterfalls for hydroelectric power, runes/cogs

Most are addicted to breathing smoke, must wear special masks on the surface in order to feed addiction

Have refused to side with either Fenrir or Jormungandr

## Government

Constant external pressures have hardened the resolve of the Svalbeard and forged a military dictatorship that the vast majority approves of. Warlords rule until they die, which is a very realistic possibility if an underling challenges them for control. The Grand Warlord rules over nine Warlords, each of which is responsible for hundreds of thanes and tens of thousands of warriors.

However, measures exist to prevent constant slaughter in the name of upward mobility. For example, a warlord can only be challenged to combat once they have lost a vote of no confidence. This system forces leaders to be both martially adept and popular in order to retain power for long periods of time, both of which traits are held in the highest esteem by Svalbeardians. Popularity in a nation under siege is a noble feat and cannot be won through trickery. Outstanding martial prowess in a nation of cold warriors with centuries of experience is an even greater achievement.
Werewolves

* Deeply connected to the humans that have settled throughout Norway and Sweden
* The great wolf watches over those that worship him, providing them with the power to defend themselves against the harsh and hostile environment (completely literal)
* Power hinges on the season and moon cycle, weak in summer and new moon, strong in winter and full moon
* A true appeal to Fenrir in an hour of great need will bring the blessing of the wolf, permanently transforming a man into  a monstrous half-man, half-wolf
* The gift is a gradual and permanent descent into ferality, those that accept the gift are generally exiled from their communities and forced to roam the wilderness
* Sheer force of will can slow the descent, but ostensibly cannot stop it completely
* Some werewolves roam as mindless beasts, others are watchers in the night that safeguard their fellow men and loved ones from the existential threats that lurk nearby
* The bite of a werewolf is infectious, but only in the sense that it spreads dangerous bacteria. A werewolf cannot be created without the necessary plea to Fenrir
* Killing a werewolf does not require any special tools or weapons during a new moon in summer, but they become impossibly resilient during full moons in winter
* A transformation is the greatest honor that a man/woman of the north can be given. The exile is a highly ritualized celebration rather than a somber punishment
* In cases where a feral werewolf poses a threat to society, it is the duty of other werewolves to hunt him down and execute him, after which the body of the feral werewolf is interred in the Hall of the Fang
* When a sentient werewolf feels that they are slipping into ferality and wishes to end their life before them become a threat, they return to the Hall of the Fang and undergo a highly ritualized, yet solitary suicide ritual in a personalized crypt
* If a werewolf finds the body of a fellow werewolf, it is their sworn duty to carry the corpse back to the Hall of the Fang and build a crypt if one does not exist.

* For werewolves, the bonds of brotherhood are between themselves and the dead, not between themselves and the other living
* It is said that the fallen warriors in the Hall of the Fang will be brought back to life as immortal and sentient members of Fenrir's pack when the final struggle against Jormungand begins
* Some sort of cult that seeks to create an endless full moon/winter?
Brambor

Brambor is a densely-populated province that has been the capital of Allemagne for centuries. Cities are filled with multi-story buildings that can contain thousands of inhabitants. Sprawling towns and villages flow into one another on the roads between cities. No matter what direction you walk from any point in Brambor, you will find a town within a day.

## Aanril

The cult capital of Allemagne. Philosophy and magic form the foundation of Aanril, the site of the oldest city in Allemagne. While the city itself is mostly a small affair outside of the ruins, many pilgrims visit every year. Each cult has a substantial temple where the validity of each perspective is challenged and affirmed through debate and rigorous analysis.

## Florendrin

The economic capital of Allemagne. While money and material wealth are kept elsewhere and constantly in flux, the real decisions are made in the ornate halls of Florendrin, a gilded playground for the rich and famous. Exotic trends compete against one another in an endless struggle for dominance, the winner only lasting days until being overthrown. Foods, animals,

## Minstrata

The academic capital of Allemagne. Numerous universities, research labs, and administrative offices fill Minstrata, creating a city that is much quieter than normal. Clerks and couriers hurry down streets, but businesses operate indoors and the boredom drives off most rowdy visitors.

## Reich

The official capital and largest city of Allemagne. Careful planning and expansion allows millions to live within a gridwork of streets and multistoried structures, all regulated by quotas and liberal use of magic. Districts are slowly added as the population grows, street by street and building by building. The Order of the Mut is stationed here, as are most foreign dignitaries.

## Xenia

The military capital of Allemagne. Rather than an actual city, Xenia is a colossal garrison with enough services around it to function as a city. Massive training fields and mock battlefields bring the size of Xenia up to Reich or Bavar City, though the population is comparatively tiny.
Maltopol

Maltopol is a pacifistic kingdom that seeks to avoid direct violence when possible. As such, they have struggled greatly with the decision of whether to join the Romanar Coalition. On the one hand, joining the coalition would either force them to fight or directly support the military actions of their allies. On the other hand, refusing to join could mean Allemagnian subjugation and slow erosion of the ideals and culture.

However, the ultimate decision does not need to be made yet. For now, Maltopol is a neutral country that refuses to pledge itself to either side.
Magic

## Runic

Runes are created by combining mana crystals in specific quantities, transforming their energy into a stable and reusable form, and establishing command and output words. A rune is activated by a specific sound, which can be pronounced by a sentient being or even expressed by another nearby rune. When the command sound is heard, the rune fulfills its function once, emits the output command when complete, then returns to its dormant state. Simple runes can be immediately available for reuse, while more complicated effects require recharging time proportional to the power of the effect.

For some runes, there is no intended function beyond the output sound. By lining up a number of runes with identical input and output sounds, you can create a long-range chain that allows near-instantaneous warning or communication. Weapons can even be triggered remotely via such simple rune chains, a function that is particularly applicable to artillery and explosives.

Other common types of runes can absorb or expel heat, light, or sound. Some runes, known only to groups such as the Ostyak, are capable of animating inanimate objects.

Dwarves are the main producers of runes, though a select few outsiders have managed to build functioning runes as well. Ironically, the most popular type of rune, the translator rune, is not technically a rune at all, but rather a simple piece of creator technology that dwarves were able to reproduce and replicate with ease.
LAN

Local Area Network. WLAN is Wireless (same thing only using wifi)

A group of computers that share a common communications link to a server.

Usually geographically distinct (like, local.) Used to share common resources like a printer, or network storage.

Can be 2 or 3 home computers or hundreds of work computers.

Usually Ethernet or Wifi.

LANS are also useful for workgroups who all need the same shared network resources like storage files but you need to keep other folks out.

Virtual LANS are on the rise.
Bavar

## Bavar City

The colossal heart of Bavar and home to nearly half of its population. The city sprawls for dozens of miles and has surprisingly low population density. Air magic is heavily used to drive pollution from the immediate area.

## Titanica

The crafting area of Bavar City is larger than most other cities in Allemagne. There are so many industrial centers in the area that entire support structures have sprung up to provide amenities, food, lodging, and entertainment.

## Blackwall

The home of the Order of Iron Thunder, Blackwall is a walled city within a city. The enclave is a bustling melting pot of hulking knights, heavy infantry, advanced military technology, dwarven interests, and the latest artillery.

## Gilrune

The capital of Bavar is a secondary sprawl that is much smaller than Bavar city. While Gilrune does not have the same industrial capacity of Bavar city, it is uniquely skilled in the combination of magic and steel. Arcane and elemental artifacts are produced nowhere else in Allemagne, a likely result of Gilrune's proximity to Switzer.

## Bloodmount

Bloodmount is an ancient city of dwarves and humans that borders Alb. It is the focal point of trade and intellectual exchange between the two peoples and the only city in Allemagne to have dwarven architecture.
Ursae

## Europe

* Wandering gypsy tribes that are looking for their promised land
* Related to the ursae of Khmet
* Travel in several large nomadic packs
* Leave old and sick bears in towns along the way, which irritates they towns
* However, the bears are strong, thus that irritation isn't enough to actually spark a serious incident
* Possibly connected to opera
* Like to mess with people that make fun of them, threaten to kill them, then laugh
* Have a unique type of alcohol that they sell, moonshine?

## Khmet

* Current rulers of Khmet that invaded millennia ago, but not even they can remember where they originally came from
* Naturally quite hairy, but shave themselves as both a sign of culture and to increase comfort (make sand less irritating and keep cool)
* Though many believe the ursae to be the creators of the Khmet  religion, it was actually devised by the kyrops, who see the ursae as the perfect front of power to hide behind
* This relationship is largely understood and accepted by the leaders of both sides
* As expected, there are minor factions within both species that wish to change this relationship
* Every Khmet town of significant size is overseen by an ursae family
* Some are more involved than others, different levels of autonomy are given to the locals
* The majority of ursae live in Zandr
* Those that do not rule train as royal guards, some serve as mercenaries
* Master tacticians that have maintained control of Khmet through a unique image
* By appearing as bloodthirsty and mindless conquerors, they lull enemies into a false sense of security
* In reality, they are constantly planning traps and brutal attacks to counter any possible uprising
* While some ursae are impatient brutes, the vast majority are cunning administrators and warriors that acknowledge the benefits of gradual expansion and limited conflict with neighbors
* Though a more traditional administration would possibly lead to less rebellion, this plan has uniquely culled most of the dangerous dissidents
Diameter

AAA protocol for networks. Evolved from and replaces RADIUS.

Not backwards compatible with RADIUS.

Application layer of 7-layer model

Upgrades from RADIUS:

- support for SCTP

- capability negotiation

- application layer acknowledgements; defines failover

- extensibility (new commands can be defined)

- aligned on 32-bit boundaries
802.1x

An IEEE Standard for port-based Network Access Control (aka PNAC).

Runs at network layer of the 7-layer model.

Part of the 802.1 group of networking protocols defined by IEEE, it's the standard defining authentication for anything wanting to talk to a LAN or WLAN.

It defines the encapsulation of Extensible Authentication Protocol (aka EAP) over IEE 802 (EAP over LAN, aka EPOL).

You have a supplicant, an authenticator, and an authentication server.

The supplicant wants to talk to the LAN/WLAN. The authenticator is the switch or wireless access point;the authentication server is whatever's running RADIUS and EAP protocols that the authenticator is using to authenticate the supplicant.
EAP

Extensible Authentication Protocol

Framework for providing transport and usage of key material. Only defines message formats, the wire protocol (like ATM, STM, etc) has to define its own way to encapsulate EAP messages within the protocol's messages.

Used by WPA and WPA2 through their use of 802.1x.

Methods:

LEAP: Lightweight EAP

EAP-TLS: EAP Transport Layer Security

EAP-TTLS: EAP Tunneled TLS

EAP-MD5: EAP with the MD5 hash function

EAP-POTP: EAP Protected One Time Password

EAP PSK: EAP Pre-Shared Key

EAP PWD: EAP Password

EAP IKEv2: EAP Internet Key exchange v2

EAP-FAST: EAP Flexible Authentication via Secure Tunneling

EAP-SIM: EAP Subscriber Identity Module

EAP-AKA: EAP Authentication and Key agreement

EAP GTC: EAP Generic Token Card

EAP EKE: EAP Encrypted Key Exchange

Encapsulation:

IEEE 802.1x

PEAP

RADIUS and Diameter

PANA

PPP
7-layer model

7. Application Layer

6. Presentation Layer

5. Session Layer

4. Transport Layer

3. Network Layer

2. Data Link Layer

1. Physical Layer

1. Hardware stuff. Fast Ethernet, RS232, RJ45, copper, wifi, etc
2. Packets start getting encoded here: Transmission Protocols, MAC addresses, LLC layer. FDDI, PPP, ATM, HDLC, Frame Relay
3. Switching and routing of those pesky packets starts here. Switches happen here. IP
4. Transparent transfer of data between systems is here; end to end recovery, flow control. Routers mostly happen here. SPX, TCP, UDP
5. This is where applications talk. Sets up session conversations, etc. NFS, NetBios names, RPC
6. Turns data into something the application layer can accept; formats and encrypts data (ASCII, GIF, JPEG, etc)
7. WWW browsers, SNMP, Telnet, HTTP, FTP
HIP

Host Identity Protocol

Internet has two main name spaces: IP addresses and DNS

HIP adds a Host Identity namespace based on PKI

If HIP is in place, all IP addresses are eliminated and replaced with cryptographic host identifiers. Keys are usually self-generated.

Decouples transport layer from internet layer in TCP/IP.
RADIUS

Remote Authentication Dial-In User Service

Networking protocol that provides centralized AAA management for network service users.

Client-Server protocol

Runs in the application layer of the 7-layer model

Can use either TCP or UDP

Network access servers usually contain a RADIUS component that communicates with the RADIUS Server

Been around since '91

Often used by ISP's to manage access to the internet or any other sort of network

Requester sends a request to a NAS to get access to network, using access credentials.

NAS sends RADIUS access request message to the RADIUS server. Usually forwards the access credentials.

RADIUS server checks (either internally or against external source), says yes or no or challenge in response
UDP

User Datagram Protocol

Transport Layer

Part of the Internet Protocol Suite (IPS)

connectionless transmission model

provides checksums for data integrity and port numbers for addressing functions

no handshaking - no guarantee of delivery, ordering, or duplicate protection

if error correction is needed, use TCP or SCTP

Characteristics:

* transaction-oriented: good for simple query/response
* provides datagrams: good for modeling other protocols
* simple: good for the fact is has no protocol stack
* stateless: suitable for a large number of clients, like streaming media
* lack of retransmission delays: good for VOIP
* works well in unidirectional communication, suitable for broadcast
* Completely lacks reliability so it can be fast

Used by:

DNS, SNMP, RIP, DHCP, realtime voice and video
Ratmen

* Half a a meter tall, capable of standing and walking on 2 or 4 legs, extremely widespread in Europe
* Victims of racism due to misconception that they live in trash, actually have massive underground cities that are extremely clean
* Largely keep to themselves below, but their population is so large that even a small percentage journeying above results in millions of rats across the surface
* Those that go to the surface are generally looking for knowledge and printed materials to bring back below
* Frequently look for discarded fabrics and materials to make clothes

* Constantly searching for new techniques and information that can be used to enhance their subterranean agriculture, concerned about overpopulation if current trends continue
* Build cities beneath human towns, some cities have grown to understand their underground neighbors
* Underground transportation is achieved with a fairly advanced rail system that inspired the Svalbeard megatrain
* Created mechanical worms to dig new tunnels and assist in the expansion of cities
* Can't really use magic, reliance on technology and creativity for solving problems

* Some have gone to join Gremlin universities, but it is a relatively recent phenomenon
* Extremely advanced system of law that helps keep the peace with such large populations
* Every city elects its own ruler, the rulers of all the cities then vote on matters of national importance
* Largely concerned about how the dwarves will react to them, have taken great care to not expand into dwarven lands