recursal/Fanatic-Fandom huggingface dataset:
Ogunde

A longitudinally large equatorial continent on Talus. Home to the Sol'dorei, Loxodon, Minotaur, Leonin, Tortolan, and an offshoot of humans.

## Regions

Ufalme Injumaka - the northern grasslands, where the tribes of Ufalme live in relative harmony among mana-soaked land that provides bountiful life.

Saretti Desert - the northern region of Ogunde is a vast desert of sand and scrub, where very little life grows.

Drassu - the swampy jungles below the Kumbukumbu mountain range that eventually give way to wetlands, and then the Great South Sea.

## Culture

The culture of the larger part of the continent is informed by traditions, ceremonies, and magic that has been faithfully passed down through generations, spanning all the way back to the Age of Artifice Arcanum. Before the Sundering Roar that shattered the world, the Ancients of Ogunde were able to secure their wisdom in relics that would persist long after they had passed on - but more importantly, they shared their knowledge with their people in the guise of holiday practices, songs, and monuments of art. This granted ancient Ogundeans community-wide protection from certain elements of the Age of Cold Dark that ravaged other continents across the world, and cemented many of these practices deep into Ogunde traditions that persist into the current day.

The resilience of Ogunde's overall condition throughout the Second Age allowed the various tribes of Ufalme Injumaka to recover first at the dawn of the Third Age, and Ogunde quickly developed a working system of transcontinental roads that allowed the tribes to more easily meet to trade, decide political matters, and mobilize warriors.

### The Ancient Songs

One of the strongest traditions that survived were the many rituals the Ogundean Ancients crafted and taught to the general masses. The musical nature of the spellcraft made them accessible to all, and easy to teach and learn.

**The Springsong**
Cenoura

## Visão Geral

Desconhecido

Recupera: 20% da barra de comida

Envenena: 0% da barra de vida

Recupera: 0% da barra de água

A **Cenoura** é um alimento que pode ser obtido ao criar uma semente de cenoura.
Ela pode ser utilizada para comprar diamantes ou sementes de tomate no mercado.

## Mais Informações

Ela não é tão eficáz como outras opções, como biscoitos, bolos, etc.
Ela foi adicionada na atualização "O Mercado", depois das berries, carne cozida, carne crua, pão, biscoito, bolo, peixe cru, peixe cozido e sanduíche e junto com o tomate.
The Titan Makers

The far-removed deities of primordial creation that first brought Altheris into being and began the Days of Fury. The Titan Makers are cosmically large entities, and are each responsible for particular aspects of Altheris's existence. Set against the forces of the Void and Darkness.

## Onedra, the Lifemaker

Twin sister to Uladra; crafter of the initial races in the Days of Fury. Took particular fondness to the Elverin. Onadra cycles through ages of influence with her sister. Onadra believes in proliferation, for as long and as much as possible.

## Uladra, the Deathmaker

Twin sister to Oladra; reaper of all life. Cycles through ages of influence with her sister. Widely misinterpreted, she's often evoked as a Traitor God; her true stance on death is that it is the natural conclusion of life, as well as an essential means of guaranteeing new life can arise.

## Fiers, the Molten Maker

The crafter of the world's lands, and he who still beats out the world's heart's rhythm at its core. Passionate and hyper-critical of all creations (especially his own), he's as known for destruction as he is for creation.

## Corvast, the Stormmaker

An overwhelming force of fury and power, Corvast bellows across the planet, summoning storms that tear across both land and sea. Ever-shifting and changing in form and temperament, Corvast's only true constant - like the storm itself - is change.

## Manara, the Dreammaker

Manara is every bit as chaotic and aloof as Balfix is stoic and centered. She is often depicted in myths as mad, and in constant need of sleep; however, it is also said that all mana on Altheris comes from Manara's dreams, and spellwork is the closest to mortals understanding her madness as possible.

## Balfix, the Lawmaker

Stern and scrupulous, Balfix is considered the leader (though not the superior) of the Titan Makers, as his shrewd, calculating wisdom was often the only force that could rally the other ambivalent or outright chaotic Makers.

## Xivix, the Clockmaker

The keeper of Time on Altheris. Perhaps the most disconnected from the other Titan Makers, Xivix insists on remaining locked away on his plane of Terminus, where he observes and guards the flow of Time.
Diamante

O que você vai fazer com isso?

O **Diamante** é um recurso essencial para progresso no jogo. Com ele, você faz as ferramentas e armas para uso no meio do jogo, tais como a picareta de diamante e a espada de diamante. Diamante pode ser obtido ao bater em um depósito de diamante com uma picareta de ouro ou melhor que é achado no inverno.

Você também pode comprar diamante pela loja.

A forma mais fácil e rápida de conseguir diamantes é por fazer uma farm de cenouras e vende-las. Entretanto, fique sabendo que você precisará de uma alta quantidade deles.

Também, serve para fazer itens que você usa até o fim do jogo como tais como a pedra da ressureição.

Depósitos de diamante aparecem em diferentes tamanhos. Os depósitos de diamante podem estar vazios se um jogador acabou de minera-las. Entretanto, como qualquer outra fonte de recursos, seu estoque se regenera. Quanto maior o depósito de diamante, maior a quantidade que ele pode armazenar.

* Depósitos de diamante:

## Mais Informações

Veja também:

* **Recursos**
* **Receitas**
* **Madeira**
* **Pedra**
* **Ouro**
* **Ametista**
* **Reidite**
* **Esmeralda**
The Kenosis

The Great Ordering of Altheris. After the wild abandon and the seemingly endless cycles of creation and destruction enacted by the gods and powers of Altheris, Balfix realized that his fellow gods' way of directly influencing the world was unstable and threatened the planet's very foundations. With difficulty, he rallied the other more chaotic or aloof Primordial Titans together to consider how best to handle the issues of the gods' direct influence, as well as the wanton destruction of the immortal Children of Fury.

### Mortality

Uladra, who had yet to contribute to the Children, introduced a new idea: instead of making another race, she would instead grant all of the existing Children with mortality - the ability to die through age, instead of slaughter. This sentiment was at first strongly rejected by most every other god, who each detested the idea of confining their own creations to what was seen as an imperfection. It was only when Onadra ultimately voiced agreement with her twin that the other gods came around as well: mortality to the Children of Fury would make it so each individual life, by its finite span, would be better appreciated. The wild, violent abandon that they currently lived would be abandoned, Onadra reasoned, as they would need to devote their energies to survival instead of wanton war.

### The Leyline Chasis

Balfix's solution, juxtaposed to Uladra's proposal of mortality for the Children of Fury, was to have all gods and divine powers distance themselves from Altheris. With the races of the world made mortal and their lives diminished in length, they would be more easily able to be influenced by the deities that had so far directly shaped the planet. After much heated debate, the Primordial Titans and many of the gods agreed with Balfix's reasoning; some did not. Refusing to give up their direct links to the world and the powers it offered them in kind, some gods fought back against their kin instead, in a mad bid for dominance of Altheris. The powers that sided with Balfix rallied together in the face of this betrayal, and beat down the now Traitor Gods, punching them through the world into Pandemonium, the Abyssal Plane.

The Primordial Titans then each created pocket worlds of their own, threading them along the Weave so as to be a world removed, yet bound to Altheris - a last link to the primary world of the Titans' combined creation. With the divines removed from Altheris, the final act left to perform the Kenosis itself - the deprivation of supersaturated mana from each individual living thing on Altheris. The mana was instead realigned by Manara into a planetwide circulatory system that courses around and through the world, acting as both a recycling system for used mana and a chasis to protect the physical plane from most of the influence of the other planes...and their respective divine powers. This great intraplanetary network of energy, called the Leyline Chasis, serves as the source of mana for the planet to this day. With their work done and their Children brought low to mortality, the gods took their direct leave of Altheris, most content to watch and influence from afar.
The Celestials

The divine consciousnesses of the deities that inhabit the Upper Planes. Most Celestials are bound to the concepts of Order, Light, and Good, and are diametrically opposed to the Traitor Gods of Pandemonium. Celestials take their divine precedent from the notion of inherent underlying order that makes up the cosmos - the greater laws that govern the consistent patterns of the universe, guiding the stars and planets, and applying that order on a smaller scale to Altheris.
The Royal Family of Greystone

The family that has ruled the kingdom Meridia for almost three centuries following its establishment at the dawn of the Age of Mending. The current family includes Queen Regent Isilda Greystone, Princess Selina Greystone, and Prince Boraeus Greystone. The patriarch of the family, King Broghdoff Greystone, succumbed to illness soon after the Underwars seventeen years ago.

####  The Greystones Remember

The Greystone name has held the throne of Meridia for almost three centuries, and has maintained an overall peaceful and orderly - if not reserved and wary - kingdom. Descending from a family directly impacted by the dark deeds of the Drendal Empire, the Greystones refused to forget the wicked forces that ran free during the Age of Frostveil. This led to slow, if any, diplomatic progress as the fledgling nations of the Age of Mending began to rediscover one another.

####  The Drow Wars

The most recent King of Meridia, King Broghdoff Greystone, looked to be as consistent a Greystone as his forefathers when he was crowned 43 years ago: a firm believer in the feudal system that had carried Meridia thus far, and suspicious of any society beyond the kingdom’s walls - and indeed, some of Meridia’s own non-human races. These prejudices were quickly abandoned, however, after the initial wave of invading Drow legions that kicked off the Drow Wars. Alliances were forged among the races of northern Manaris, and King Broghdoff ably commanded Meridian forces up until the final months of the Wars, when he became ill and succumbed, leaving his wife Isilda as Queen Regent until Princess Selina marries.

#### A Kingdom Anew

Queen Isilda had initially been a noble’s daughter from Lumberton, who had developed strong ties with the dwarves of the nearby Staggerpeaks before being courted and married to Broghdoff Greystone. This gave her a practical and open minded application of her authority once the Wars were ended and King Broghdoff passed on: Isilda did away with the feudal model of monarchy, and established the Ministries of Meridia, with the intent to expand beyond Meridia’s previous boundaries into the largely unclaimed territories that surrounded it.
Mulsantir

Mulsantir Varok is an ambitious wizard-necromancer from the Age of Artifice Arcana who, through his dabbling and experimentation in planar magic, has "jumped" across planes, as well as Ages, multiple times. Mulsantir now serves the Promised King, who granted him lichdom and a means to escape the Fel so that Mulsantir could garner followers to aid in the Promised King's return. Though in Mulsantir's youth the Promised King had been considered a cruel and unhinged tyrant (earning him the banishment that locked him in the Fel in the first place), Mulsantir has joined with him in the present day - the Promised King's gifts that enabled Mulsantir to survive the Fel and eventually escape it earned Mulsantir's coveting, if not his respect.
Hobbits

Hobbits (sometimes referred to by humans or elves as "Halflings") have been benign allies to the humans of Meridia since the early days of the current Age. A largely affable and peaceable people, hobbitsare concerned with little else but the material comforts of a good, simple life of farming or tradecraft. Hobbits can live anywhere from 80 years to 120 years, depending on their quality of health as a result of their choices of comfort in life. Hobbits usually top out at about 4 feet high, and have hairy feet.

### Farmers & Handiwork

Hobbits demonstrate a stark difference to humans’ ambition: most are perfectly comfortable keeping to a quiet trade or farming all their life, interacting within their own small communities to maximize their personal and familial enjoyment. The highest political office a hobbit might personally aspire to is that of mayor of their own town - as it stands, at least a few hobbits have served as advocates and representatives of the farmers in Meridian high court. Most hobbit-centered communities view adventuring as unnecessary, dangerous work, though some hobbits still feel the call to experience life’s thrills and step out onto the road to see and experience more of the world.
The Void Before

In the beginning, there was nothing. Not dark, not light: only Void. In that null space of the Great Beyond, great beings stirred. These entities, so vast that some dwarfed even the Titan Makers, existed before Altheris - before the universe itself, perhaps. Many exist in multiple dimensional forms, and some exist primarily as an idea rather than a physical entity. These Eldrikari - Elder Gods - had corrupted countless worlds already throughout the Great Beyond. The Titan Makers were set against the Eldrikari, and upon finding Altheris, the Makers realized the Elder Gods would inevitably find and consume the fledgling world if they ever found it. So the Titan Makers set to instilling Altheris with their wisdom, to brace it against the Eldrikari lurking in the Great Beyond. Thus began the Days of Fury.
Draconic

The Draconic language (called "Aragrav" in Draconic) was the first instance of intelligent species developing verbal communication on their own. Intelligent dragons entering their juvenile years worked out a series of rough-sounding phonemes, punctuated by beaks and teeth, to share ideas and converse privately. Draconic evolved quickly alongside the dragons themselves, and became one of the earliest forms of written and verbal communication created on Altheris.
Humans

The most common race among the inner kingdom of Meridia. Generally living about 65-80 years, humans are oft looked upon by the longer-lived species as hot-headed and self-centered, for all their intelligence; unable to consider the bigger picture or long-range consequences, they can be passionate, creative, courageous, greedy, and indirectly self-destructive. Humans come in a wide variety of shapes, sizes, and colors, and can carry widely differing attitudes, skills, and predilections. Of all the races, humans seem to possess the greatest capacity for adaptation or change, both as individuals and collectives, and have thusly spread across the planet since their genesis.

## Descendants of Drendal

Many local humans claim they can trace their lineage back to the days of the Drendal Empire in the Age of Frostveil, a cruel human-dominant civilization whose dark remains still litter the land today. While the Empire fell at the end of the Age of Frostveil, the commonfolk who occupied its territories remained, and mingled with the surrounding races to eventually establish the kingdom of Meridia - a nation led by humans, but far more tolerant of most of the other races of the continent.

## The Nomad Tribes

When the Drendal Empire fell, most of the humans clung together and maintained a shadow of their former civilization. Many others disembarked from the collective, for one reason or another, and formed wandering tribes that spread to the outer reaches of the known territories. These tribes took to a more survivalist mentality, living off of the land and the adjusting to the wild savagery of the natural world.

### The Gor’har Tribe

A rustic and hardy people, the Gor’har felt that a return to humans’ roots was necessary after the wickedness and cold-heartedness of the Drendall Empire. Following the teachings of an animist that had survived the Cold Dark, the Gor’har adopted a culture of venerating the animals of nature in life, and being invoked by their own scions in death. These ancestral spirits could be called back for aid or council, usually having incorporated the creatures the ancestor had venerated in life into their own essences. This tradition yielded a clan that applied their more savage and animalistic traits towards their survival, tight-knit and highly honoring the value of family, present and past.

## Foreign Humans

Humans obviously spanned a larger area than modern-day Meridia long ago, for as civilizations and societies have begun to reconnect in the current Age of Mending, Meridian humans have met others of their kind hailing from distant lands far and wide. These men and women bear relatively slight variances from their Meridian brethren that a human might easily notice - traits like stature, skin pigmentation, hair color and consistency - but other races may have difficulty discerning such details.
Harvick Drendal

The human progenitor of the Drendal Empire in the Frostveiled Age. Capitalizing on the latent magic left in the Origination Nexus within the ruins of Avalon from the Age of Artifice Arcana, he developed a crude civilization in twisted likeness of Avalon's glory from the previous Age. His ambitions catered to a select and elite society that surrounded the Emperor and helped further plan the Empire's future, sharing vast wealth and knowledge while exploiting indentured servitude - and eventually, outright slavery - of other races towards the dominion's vast expanse.
Gnomes

Gnomes are an acknowledged anomaly to many: they have very little recorded history despite their intelligence and the brief mention of them in other species’ histories of the Age of Frostveil. This has made the recent undertaking of recording gnome history even more difficult, as gnomes live notoriously short lives - no more than 50 years - before succumbing to a quick deterioration of the body. Gnome life is therefore often filled with intense, fast-paced focuses on learning, craftsmanship, finding a mate, and raising offspring before death. Gnomes are noted by their severe lack of height (they range from 3 to 3½ feet), their small eyes and bulbous noses, and their nasal, high-pitched voices.

### A Dwindling Population

Because of their short lifespans and being prone to various illnesses in life, recorded gnome populations have been on a slow but steady decline.
Verumathras

The Big Bad Evil Guy behind the Manaris Campaign.

Exalted Leylord of ancient Meridia in the Age of Artifice Arcana. Ruling until mere decades prior to the Sundering, Verumathras commanded the entire continent of Manaris throughout most of the end of the First Age. Using his vast resources, he studied the nature of the leylines and their magic further than anyone else, and was awestruck at the discovery of the Void Beyond and the Null Lords that dwelt there. He spearheaded a means of establishing permanent contact with the Null Lords, seeing them as new gods to be worshiped. As tensions reached their fever-pitch among Altheris's nations, Verumathras tapped into his great machine, and he and his attending nobles and elite soldiers were exiled into a pocket dimension of the Shadowfel for millennia. There Verumathras bided his time and quietly amassed power as a lich. He has been slowly gaining followers since the beginning of the Age of Mending with the intent of raising two armies - one in the Shadowfel and one on Talus - and marching those armies on the civilizations of Manaris, taking his old kingdom back under his control. To this end, Verumathras has influenced operatives all over Meridia towards various aspects of his plan:

* Take control of the ancient Rabiin guardians beneath Khaz-Merda, as well as  other ancient relics of power from the Age of Artifice Arcana, lending devastating power to the Foretold armies on the Prime Material plane
* Rebuild and reactivate the planar gates scattered throughout the Skywalk Plateau, attuning them to the Shadowfel to allow the Promised King and his elite soldiers to return
* Develop a new, living vessel for the Promised King to inhabit: preferably an elf of extremely high magical ability, whose soul can be diminished, ousted, or eliminated
* Cripple or eliminate the Teldarin Conclave, recovering his magical armor (which is secretly held by the Conclave) and destabilizing the society most armed with the knowledge to stop Verumathras
* Awaken the vast Foretold armies entombed in Al-Qerim, preparing the undead horde to march on Meridia
* Use the dragonflights’ resentment of the Meridian peoples to gain control over the various dragonflights that have fled to the west beyond the Staggerpeaks
Gildenwheat

The breadbasket of Meridia, Gildenwheat is a city established around the agrarian trade and market. The city was long considered the southern edge of Meridia, with scant farmlands extending beyond the Shireen River and into the Wild Meadows, before the Decree of Expansion. Gildenwheat is home to some of Meridia's most renowned foodstuffs and breweries, as well as three great houses that effectively own portions of the city. These houses are in constant competition with each other, with the goal of securing the position of next Minister of Commerce for themselves.

### Major Individuals

**Mayor -**

**Captain of the Guard - Joshua Pence**

Middle-aged human man; stocky man; bald on the top of his head, with hair that hangs down almost to shoulders. Always looks tired. Is secretly paid by all three major houses to look the other way of particular criminal dealings throughout town. Deep country "cowboy" voice.

### Major Houses

* **Berrywinkle** - hobbit family that grows multiple fruits for selling and making juices, wines, sherries, ciders, and sweets. Most of their beers employ some kind of fruit.
* **Festivian** - human family that works almost entirely in hard liquors.
* **Tarragon** - human family that maintains a meager third-party presence in the theater of Gildenwheat (and Meridian) brews, but is famous for its culinary developments.

### Breweries

* **The Winking Cherry** - The Berrywinkle family's establishment, that uses its fruit-centered produce to multiple meals and drinks
* **Firewater's Flagon** - A rough-and-tumble tavern where the hard liquors the Festivians brew typically incite loud music, and louder brawls
* **Tarragon Tankard's Tavern** - An establishment as well-known for its food as it is for its ales.

### Shops & Markets

* The Spoonful of Sugar [Apothecary]
* Tan My Hide Leather Emporium
* The Block & Anvil [Blacksmith]
* Polermo's Slice of Life [Butcher]
* Nisha's Clothery
* General Goode's General Goods
* Arcana Farmers [Magic Shop]
* Farmer's Square
* The Gilded Lily [Brothel]

### Other Buildings

* **Warehouse 6** - One of the last storage warehouses that are often used to contain any overabundance of crops during harvesting and winter seasons. As it's one of the last to be filled, it is often unused. This allowed a swamp druid cult based in the Mirelurk Swamps to establish a secret base below Warehouse 6, where they conducted meetings and experiments. The cult was mostly exposed and driven out of the city, but the secret base was buried by the druids as they were being rooted out, and was never discovered. The experiments and rituals that had been started by the druids, left unchecked, continued growing: a mass of violet fungus that was designed to quickly process dead organic material in order to rapidly propagate. The few druids who were contained within the base, trapped by the cave-in and unable to escape, were infected with the fungal spores and died slowly, as the fungus had not been developed to work quickly on living tissues.
The Children of Fury

The first sentient races born of the gods of Altheris. These creatures were demi-gods in their own rights, often gifted with minor versions of the gods that crafted them. These races often waged constant war on each other on their deity patrons' behalf during the first, chaotic age of Altheris, lending to the period's name: The Days of Fury. After the Kenosis, when the gods were sealed behind the Leyline Chasis, the Children of Fury lost their links to their gods and their divinity, and became the mortal races that populated the planet during the Age of Artifice Arcana.

## The Draconid

The first "intelligent" life made by the gods, the proto-dragon race of the Draconid were a culmination project of the Primordial Titans - a test of uniting all of their tremendous powers into grounded, sentient beings. The Draconid that were created as a result were therefore widely varied in their forms, predilections, and powers - but they all displayed certain levels of savagery, cunning, and desire for power. While all the races were at varying levels of war with each other throughout the Days of Fury,

## The Elverin

Initially born of the wood, the Elverin were photosynthetic hominids created by Onedra as one of the first sentiences on Altheris alongside the Draconid. Made almost entirely of wood and sentient magic, the Elverin quickly spread across the planet, saturating into different biomes and internalizing the essences of the land. These differently-saturated Elverin each became the sub-species of Elves after the Kenosis. During the Days of Fury, however, the Elverin used their connections to the land around them to devastating effect.

## The Dwarvar

Crafted by Fiers, the Dwarvar were initially formed from the stone of the mountains and deep places of Altheris.
The Arcane Conduits (Arcons)

Artifacts from previous ages that utilize complex spell work and are able to draw on the leylines of Talus. Most Arcane Conduits - or Arcons - were crafted and empowered in the Age of Artifice, though some particular Arcons were crafted in the Cold Dark as well, and some primordial Arcons from the Days of Fury still exist. Most Arcons were made as pinnacles of a particular study in spellcraft, or the culmination of a magical civilization’s knowledge. At the end of the Age of Artifice, the use of these Arcons as weapons proved to be the undoing the world’s civilizations, causing the Sundering and plunging the world into the Cold Dark. Some cultures sought to unearth and reuse these relics throughout the Cold Dark, but largely went unsuccesful.
The Bishop

The bishop, who wanted to become the pope, was said to be the representative of the Caro Kingdom's Church of the Sun God. The bishop purchased the Night's Exultation for 23 billion counds from Cale in order to get his hands on a divine item.

The real bishop: The Caro Kingdom’s bishop was a skinny woman in her thirties with a sharp gaze. That was her true appearance.

The current bishop killed the actual bishop and was impersonating her.

## References

1. ↑ Chapter 187
2. ↑ Chapter 191
The Ashen Reprisal

The underground organization of Drow that covertly move throughout Avalon, operating in a variety of underhanded enterprises within the city: black market agents, contraband couriers, strongarm intimidators, spies. Led by Drex M'chte currently, following the death of Xhiret Kh'nil, who took in and fostered many of the Reprisal's current operating members.

## Description

*After following a crack in the Weirding Wall in the back of the Dreg Slums, you come out into a cavernous system of tunnels. The stones that line the floors, walls, and ceiling are obviously old, and covered in a thin layer of sewer-like moisture.*

## Founding

Xhiret Kh'nil fostered many Drow children - whether they be the natural offspring of the old prisoners of war that weren't immediately executed, or the wave of children borne from the pillaging of the Drow soldiers during the war's occupation - in the Dreg Slums on the southwest portion of the Hidden Valley in Avalon. The Slums - which were already a mired part of the Hidden Valley as the runoff from the city water systems deposited there - were rarely examined by the Crownsguard, and provided a relatively safe haven for the war criminal and the orphans and runaways of Avalon to look after one another. Swiping goods and begging around town, the children were able to sustain themselves, learning the nooks and crannies of Avalon better than most who more openly walked her streets. Eventually other adult Drow of the city - scant captured prisoners of war from the invasions early days, who had been released and kicked onto the streets after years of confinement; or escaped indentured servants - joined the community as well. The group's growing size demanded a change in location, and Xhiret discovered a system of caverns and tunnels below the city streets - an old underground network that was largely collapsed, but provided adequate quarters for the Drow orphans and those looking to evade the eyes of the law above.

With a new established home, Xhiret and a few other Drow warrior veterans began guiding the Drow children in various means of combat for self defense, and field skills for survival. Eventually, the older Drow children began looking for work around the city, doing odd-jobs for whoever would pay coin to a Drow. Often, the elves would need to fall back on shadier, illegal, or dangerous tasks; however, their shadowy employers' overall lack of care towards race - just that the job got done - meant that the Drow quickly turned to the more lucrative, if illegal, opportunities throughout the city. Sentiment among the group of Drow, driven by most Avalonians' distaste for their kind, became one of spite towards most "upper" society, and they dubbed themselves the Ashen Reprisal.

### "Founding" Members

Escaped war veterans or released prisoners of war who initially worked together to establish the underground caverns and train the younger Drow.

* Xhiret Kh'nil
* R'zhast Jheni
* Mo'zrat Gniess
Boriallis

The continental mass south of Manaris. Closer to Talus's equator, parts of Boriallis were spared the worst of the Cold Dark of the previous age, though each of its civilizations were affected in their own ways. Prevalent throughout most of the continent are ruins from multiple ancient societies; during the Cold Dark, many of the scant civilizations that survived shunned these ruins and the artifacts that remained within them, considering the artifice cursed and evil. In the past few centuries however, the redeveloping nations and kingdoms are re-evaluating these tokens of the past - some peoples have doubled down on their fear and hatred of the past and its mementos, while others have begun considering the deeper sciences behind the works of the ancients.

## Kingdoms/Civilizations

Khaz-Belda - mostly dwarven-populated thanedom built around the enterprises of precious metal mining from their mountain range of the same name that splits the northwestern and southeastern halves of Boriallis. Recently, the dwarves have also begun collaborating with Orenoskos artificers to generate marvels like aircraft.

Jherat - a monstrous wildland, where beasts and terrors roam.

Orenoskos - the north-western tip of Boriallis and its surrounding islands in the Thassalan

Pryat - an autocratic land of scant resources, save a single, extremely valuable mineral buried within the great southern glaciers. The cold, wet wasteland is still suffering from the last of the Frostveiled Age, and its people live either densely packed in northern urban centers, or scattered loosely among arid terrain in the southlands.
Avalon (capitol)

Capitol city and seat of the Monarchy, as well as most of the Ministries of Meridia. Built upon and around the ruins from the Drendal Empire, which some speculate may actually be ruins from the Age of Artifice Arcanum. Contains multiple tiers that lead up into the northern Avalon Hills, which border the outer reaches of the city.

## Major Buildings/Institutions

* Avalon Academium
* Caldwell's Call to Quest HQ
Drassu

The dark swamps and corrupted wood that lies below the Kumbukumbu mountain range in Ogunde. A cursed land, darkness emanates from the twisted ziggurats of Mali-manji, the fallen and decrepit remains of the Mali-jora people from the Time of the Ancients. A great presence draws power inward toward the ruins' center.

#### Creatures

Hags

Dinosaurs - aquatic?

Dark spirits

### Mali-manji

The ruins of a necropolis from the days of the Ancestors. The ziggurats that remain from the previous age still carry deep dark magic from a spell that was begun but never finished. The emanations from the remaining dark artifacts from that age have spread a vile sickness across the land, which seems to be held at bay by the Kumbukumbu mountain range.

####
Dwarvish

Dwarvish (called "Khuzdul" in the Dwarves' own tongue) is the umbrella term for the family of languages and dialects spoken by dwarves across Talus. Dwarvish is almost as old a language as Elvish, having been developed soon after the Dwarvar first stepped from the bowels of the earth in the Days of Fury. The language served as the basis for initial intelligent society below the surface of the planet; dwarven culture was so proud of its elaborate written and spoken speech that it incorporated Dwarvish into its architecture, weapons, and mystical items. This helped easily propagate Dwarvish into other cultures, who borrowed Dwarven script or pronunciations into their own developing languages.

### Script

https://www.worldanvil.com/w/amberground-Solya/a/dwarvish-article

Dwarvish script is one of the longest lasting scripts, still used largely in its original form since the First Age. With the rapid propagation of the language throughout the early peoples of Altheris, many other species adapted Dwarvish in script if not in speech, and use it as their writing system. The simple and easy-to-read structure allowed some Dwarvish to even influence Common script in multiple instances across the world.
Loh Tribe

Dominantly Tortolan, the Loh tribe live in and among the Vilima River that winds through Ogunde. So spread out, Loh tribesfolk often have secondary tribe names for their particular village, and carry on contests and bets among themselves in playful competition. Known for their easy-going attitudes and awareness of the whole of Ogunde.
Tasha

**Tasha** is the maternal aunt of prince Alberu Crossman and former Head of the Mage Brigade of the Roan Kingdom.

Tasha knows her way in the deserts of the Land of Death well, which is why she was the one who led Cale and his group through the desert to meet the Dark Elves. Her Elemental is Wind Attribute.

## Appearance

Tasha is a refreshingly beautiful woman akin to a black pearl. She is about Cale's height and sleek. Similar to Alberu, she often changes her skin colour to hide the fact that she's a Dark Elf. She changes her appearance using a necklace, which makes her take on the appearance of a regular citizen of the continent until she takes it off.

## Relationships

### Alberu Crossman

Tasha's nephew, she seems to care greatly about him. Alberu also thought of her as a mother.

### Cale Henituse

Tasha holds a lot of admiration for Cale, starting from when he saved two peasants from being beaten to death in the Dubori territory. She looks past Cale's cold gaze and thinks that he is a good person.

### Cage

Tasha first approaches Cage cautiously, revealing that she's a Dark Elf to gauge Cage's reaction. When Cage doesn't react poorly, she warms up to Cage. Tasha likes Cage because she's the third human who hasn't called her granny after hearing her true age, and instead called her *unni*. Cale thinks that Cage is a carefree person who likes to drink, and Tasha feels the same way.

### Obante

Tasha is the granddaughter of the mayor of the City of Death, which is why Alberu has such close ties to the City of Death. Tasha is respectful and caring of her grandfather, and calls him 'Grandpa'.

## References

1. ↑ Chapter 98
2. ↑ Chapter 137
3. ↑ 3.0 3.1 Chapter 99
4. ↑ Chapter 102
Kumbu Tribe

Mostly populated by Loxodon, Sol’dorei, and Tortolan, the Kumbu tribe is one of deep reverence for the natural world and the Ancestors. They largely keep to themselves on Kumbukumbu Mountain, where it is said their Speakers hold constant communication with the Ancestors and the Earth Mother.

## Spiritual Leaders

The Kumbu tribe is considered the leading authority on training and practicing the art of being a Speaker - one who can commune with and tap into the powers of the Ancestors. Most other tribes shamans, priests, healers
The Kingdom of Khaz-Merda

The dwarven kingdom of Khaz-Merda stretches throughout the upper and middle levels of the caverns beneath the mountains of the same name - the range the citizens of Meridia call the “Staggerpeaks”, on the eastern side of the continent of Manaris.

## Government

The kingdom operates as a system of ruling clans, each led by a thane, that will meet as a Stoneguard Council to discuss, debate, and decide on nationwide matters or threats, overseen by the High Thane of the Stoneguard. Otherwise, the clans conduct their business as separate states.

High Thane: Duregard Stormbeard

## A Kingdom Apart

The kingdom has largely endured the cataclysms and trials that have arisen in and around the dwarven lands with a hardiness and strength befitting of the dwarves themselves, though Khaz-Merda’s involvement with the surrounding peoples and their civilizations has fluctuated across the decades and centuries.

Khaz-Merda had kept largely to itself throughout the Frostveil and the Winterthaw that followed. But within the past few centuries, the Drow incursions from the bowels of the earth - culminating in the Underwars almost three decades ago - have forced the Khaz-Merdans to seek military aid from the humans, elves, and other local civilizations. While some of these alliances have flourished into great economic trade federations - notably with the ambitious humans of the kingdom of Meridia - other alliances have withered in the absence of the Drow threat since the Underwars’ end, and the Khaz-Merdans have reverted to their distrustful isolationism.
The Calendar

## The Passage of Time

Following the observations of Jonathan the Stargazer, though names differ from land to land, all of civilized Talus acknowledges a general understanding of calendar time: a ~~301~~300-day year, divided into 10 even months of 30 days. Further, most civilizations divide each month into 5 weeks of 6 days each, as the Malus and Lumis Moons both chart fairly predictable patterns within this model. A specific day is described by that day's placement in the month relative to its month, followed by the year of the current Age (ex: the Weirdun of the fourth week of the month of Primon in the 345th year of the current Age of Mending would be expressed as: *4th Weirdun of Primon, 345 A.M.*)

### Days

There are six days in a standard Meridian week. Many cultures view Luxdun as the final day in a week, as well as a day of rest or observance. Some cultures also enjoy a secondary respite on Weirdun.

**Meirdun**

**Shadun**

**Weirdun**

**Tredun**

**Fairdun**

**Luxdun**

### Months

There are five even weeks in each of the 10 months that make up a year on Talus.

**Primon**

**Sekmon**

**Thirmon**

**Quamon**

**Fimon**

**Hexmon**

**Sepmon**

**Aimon**

**Nighmon**

**Dekmon**

## Holidays

Major holidays on Talus often center around major historical events, or patterns as determined by the movement of the Sun and moons.

### Winter

The 301st Day - Threshold Day (Betwixt Day)

## Ages

1. **The Days of Fury** - a large, unspecified amount of time referring to the wild and violent genesis of the world (*notation:* D.F. (rarely used, as time is unspecified and nondescript))
2. **The Age of Artifice Arcana** - the Golden Age for most of the world, this was the high time of magic and technology, before the Sundering ended most of the world's civilizations (*notation:* A.A.)
3. **The Frostveiled Age** - also called the Cold Dark, this was the ice age resulting from the fallout of the Sundering. (*notation:* C.D.)
4. **The Age of Mending** - the current age, where young nations are recovering along with the planet from the thawing of the Cold Dark. (*notation:* A.M.)
Circle of Staves

The governing council of tribal chiefs that convene to decide laws and judgements. Under the leadership of the Circle, the tribes of Ufalme and the surrounding lands have prospered well for many generations, and serve as a major urban center on Ogunde.

### Wise Chiefs

The Circle is maintained by a ring of chieftains who pass from their own tribes to take up the tribal Staff and serve on the Circle to better inform the whole of Ufalme Injumaka. The Staff of a tribe is a totem of the people who serve in that tribe - a reminder of the responsibility they have to speak for their tribespeople, even as they serve the whole of the land. A staff also carries with it the mask of that tribe, which the chief uses to allow the Ancestor of the same tribe to join the Circle.
Deep Speech

The language of the Eldrikari and their kin and followers. The language is often considered gibberish by those who haven't yet been influenced by Eldrikari, but makes more and more sense the further one's mind has been influenced by the Eldrikari.

### Script

The Drow were the first to put the Deep Speech they had learned from the Illithid to writing. What initially began as transcription of Deep Speech sounds using ancient Elvish turned into a language all its own, a warped script of glyphs that seem to depict ideas rather than sounds.
Undercommon

Much like a Common language can be found in almost every continent, some form of Undercommon can be found beneath almost every land's surface. Whatever land or time, Undercommon acts much the same way as Common does above ground: a unifying base language that serves traders, cross-country businesses, and the lower educated who live beneath the ground.

While most Undercommon spoken and written throughout Talus was begun by the first Drow'dorei, it's efficient and easy linguistic principles allowed it to be adapted by other intelligent - if not highly civilized - races who dwell in the Underdark.

### Script

Undercommon script is based on ancient Elvish, but has evolved to incorporate smatterings of Dwarvish as well.
Pan

Pan is 1001st member of Mercenaries Guild’s Expert Ranger Brigade and the only member of its 11s team.

He is the Rat tribe member and the best at running away. This was the ranger who was said to be a 100-person team on his own.

That is what Bud told Cale about him: ‘A Rat. That punk remains as far back as possible in case of the worst possible situation. He is the best at running away.’

## Appearance

He is even shorter than the mixed-blood Dwarf Rat Mueller and looks light.

## Background

He knew more things than anyone else. Although his memory could not compare to Cale’s memory, it was still much greater than the average person’s memory. He was like a ghost when it came to recognizing strong individuals and using the information he had to determine their identities.

In addition to being the leader of the Ranger Brigade, he was the number one disciple of the person who was responsible for maintaining the Mercenaries Guild’s Directory with the Mercenary King. The Directory that recorded all strong individuals. He was someone who knew the system they used for those records.

## Trivia

* He carried a small dagger with him.
* There’s nobody in the Mercenaries Guild he doesn’t know as he needs to know all their faces to avoid the scary ones. It’s how he keeps himself alive.
* He is quite the talker.
* He had hidden his tracks so well that even Choi Han could not find it.

## References

1. ↑ 1.0 1.1 Chapter 512
2. ↑ 2.0 2.1 2.2 Chapter 510
Ufalme Injumaka

Amid lands of steamy jungles and amber savannahs, the capital Ufalme stands as a pinnacle to the Ancestors’ work - a great city that sees all the tribes of the land meet under banners of peace. The city has been built up for centuries around the Circle of Staves, the governing council of tribal chiefs that convene to decide laws and judgements. Under the leadership of the Circle, the tribes of Ufalme and the surrounding lands have prospered well for many generations, and serve as a major urban center on Ogunde.

## Geography

Much of the land around Ufalme is the Anga Kubwa Savannah - the golden grasslands that seem to stretch forever under the great sky and watchful sun. To the southwest stands Kumbukumbu Mountain. There are a number of other mountains in Ogunde, but few compare to the massive scale of this behemoth, which dominates the southern sky-end.To the north and northeast stretches the Jungle of Iq’Trecena, steamy and hiding many secrets of the past the Ancestors say is better left lost to the trees. Through it all winds the Vilima River, a snaking and constantly changing channel of water that can go from gentle stream to raging falls as it snakes through Ogunde.
The Dawn Primordial

*The fragmented stories of the Dawn Primordial are few and far between - only the Gods, the Titans, and a few long-lived ancient powers from the First Age have even the possibility of remembering...and many of them don't. It is the tales of the origins of the powers that have shaped Altheris; and such a time, if time can be said to have existed then, has been buried under millions of years since - perhaps more. Time did not matter much in the Days of Fury...it is a concept of logical thought, and logic was not a power yet conceived. But it still serves a story well to start at its beginning...*

The Primordial Titans crafted Altheris amidst the void, under the guidance of Ur - the One Above All. Each was given a purpose in the making of the
Dominating Water

Also known as the Fire-Suppressing water, it's a special water found in an underwater cave in the Ubarr Territory. Like the Sky Eating Water it's capable of suppressing any fire.

Some of it was taken by Cale and stored in the Absorbing Necklace, which he used to help put out the fire in The Jungle, as well as the fire in the Whipper Kingdom and at the Gorge of Death. He used the last of it to help him obtain the Sky Eating Water.

## History

Fire Suppressing Water. It is able to suppress any and all fires.

It definitely sounded different than your average water.

And that would be accurate. This water was different than your regular water. No matter what kind of fire it was, if it had the word, ‘fire,’ in it, it could suppress it. Originally, Toonka would have found this fateful encounter and used it as a base to develop a body that cannot be burnt. However, Cale was not afraid of getting burnt because of his, ‘Vitality of the Heart.’

There was a limit to how much he could use. ‘It is limited to putting out a fire about the size of the entire Western continent?’ As long as Cale was not putting out a fire that burned across the entire Western Continent, he had enough to last him a lifetime.

## References

1. ↑ Chapter 53
2. ↑ Chapter 78