recursal/Fanatic-Fandom huggingface dataset:
Eilek-Ar

**Eilek-Ar** is worshiped as the patron god of elves and the guardian of the Khyazgoran Mountains. He is depicted as a deer with eight-pointed antlers - one for each of the clans of Shankhor. While elves are his primary worshippers, others may be inducted into the religion by elven elders or priests. Followers of Eilek-Ar tattoo their faces with a representation of the Great Tree of Eilek-Ar, the god's home in the spirit realm. Adherents to the religion believe that every elf is born from the seeds of the Great Tree and returns to them in death to be born anew.
Halfling

**Halflings** are planar nomads and explorers, originally wandering to Soleras from beyond the Astral Desert. They settle in one place for safety, resources, or just to sate their curiosity. They stay there for a few months until they are resupplied or feel the call of the universe once more.

No one knows the original world of halflings, and most are not interested in finding it. To the halflings, the universe is their home and there is no need to know their origin. The mysteries of the different worlds and planes of the universe are much more interesting to them.
Tsue

**Tsue** is a human (?) ranger. She is played by Jill.

## Connections

### Other Characters

Aurora Sirhan, Calvin McAyre, Felix Sartino, Haven, Makari Mikhailov, Tryggstan Laithvaldr

## Appearance

Tsue stands at a height of 5'3 and has a lean muscular build. Her pale blonde hair reaches the middle of her back and is often tied into a ponytail or long braid to keep it out of her face. Her most striking features are her vivid green eyes that seem to shimmer and twinkle. Her face is cherubic, always settled in a warm and inviting expression.

Though Tsue's age is unknown, she appears to be in her early twenties.

Tsue tends to wear practical clothes, mostly light leather armor that she can easily move around in. Since exploring the Phaelindir ruins, she has attuned to acid-resistant armor. There is nothing flashy on her person; after all, she doesn't have need for much. She carries a large bow on her back — her most prized possession besides her quiver of arrows — and a small lute on her hip.

Her appearance is notably pristine, despite spending most of her time living in the Moggdale Wild or traveling. No scratch nor streak of dirt seem to linger for very long.

## Personality

Tsue is bright, bubbly, and possesses an air of innocence about her. She's incredibly loyal to her party and will do anything to protect them, often putting herself in danger to do so. She loves getting to know people and is very physically affectionate. Being endearing and charming are Tsue's strong suits.

There's a kernel of intensity that Tsue keeps deep within herself, fueled by her unknown past. She fears who she was before she lost her memories.

## Biography

Tsue remembers nothing of her past, save the past year or so. All she remembers is waking up on the forest floor and instinctually surviving up until being found by Calvin McAyre and Aurora Sirhan.
Ryvane

Ryvane is a Shadar-Kai Twilight Domain Cleric played by Jacob in Godkiller.

## Appearance

Ryvane is a male shadar-kai elf who stands at 6’1”. His dark hair is short on the sides with long bits in the front that hang over an eye, and it has a prominent white streak through it. Visible below his hair is the silver circlet that he was found with and that serves as his holy symbol for the Lady of Stars. His circlet is a band of silver with a clasp on the back of two outward-facing waning crescent moons.

His eyes are piercing blue, and his features are slightly androgenous, though clearly male. And of course, he bears pointed ears. His skin is very pale, and he’s of medium-smaller build.

He wears chainmail beneath a dark jacket with silver inlay and an asymmetrical fold. His sleeves are long and end wrapped around his index fingers. There are several buckles and clasps on his forearms and shins, as well. In his left hand is a dark shield with silver lining and a stellar crest in the center, and in his right is typically his warpick, which is made of a blue metal and has a silver handle.

He doesn’t know how old he is.

## Backstory

Ryvane was found in the shadow crossing classroom\*\* with his warpick across his back, his circlet around his head, and several dark bruises across his bare torso. He was then enrolled in the academy, and he gave himself the name Ryvane because it reminded him of a distant star.

He feels a very strong connection to the transition from day into night and finds himself more alert during those hours. He feels as though the stars and moon(s) call to him. Thus, he worships who he believes lights the night with stars, shepherding the sun to sleep and the moon(s) to life. He began taking classes under Lyla as her field of study was relating to military history. He figured given his entrance with weaponry, she could help him figure out where he came from.

That was about 8 months ago. He’s since stopped spending every minute trying to figure out who he was, though he’s still curious. He wants to know where he came from and why he left the Shadowfell He has, however, studied the Shadar-Kai a decent amount (at least what is in the school library). He doesn’t know why the ravens don’t call to him as they should, nor has he felt the Raven Queen’s pressure.

\*\*There was once a final exam being conducted in the Magical Law classroom on campus, and it is said that a shadow crossing opened up during said test, which devoured all of the students and proctors. The Crossing still exists in the classroom, though it has long since been boarded up.
Bjelovar-Bilogora County

**Bjelovar-Bilogora County** (pronounced [bjêloʋaːr-bîloɡora]; Croatian: *Bjelovarsko-bilogorska županija* [bjêloʋaːrsko-bîloɡorskaː ʒupǎnija]) is a county in central Croatia.

The central town of Bjelovar was first mentioned in 1413, and it only gained importance when a new fort was built in 1756 to defend against the Ottoman invasions. The town was pronounced a free royal town in 1874.

The other part of the county name is for the hill of Bilogora that stretches along the northern edge of the county.
Centre-Val de Loire

**Centre-Val de Loire** (/ˌvæl də ˈlwɑːr/, /ˌvɑːl-/, French pronunciation: ​[sɑ̃tʁə val də lwaʁ], lit. 'Centre-Loire Valley') or **Centre Region** (French: *région Centre*, [ʁeʒjɔ̃ sɑ̃tʁ]), as it was known until 2015, is one of the eighteen administrative regions of France. It straddles the middle Loire Valley in the interior of the country, with a population of 2,572,853 as of 2018. Its prefecture is Orléans, and its largest city is Tours.
The Stroppelin

The Stroppelin is the current living space for Stropical. It is a large helium based zeppelin resembling one of the airships deployed in the first world war. It measures around more than 200 blocks (200 meters) long, 20 blocks wide and 20 blocks tall. It resides in the meadow where the IAS (International Airport of Stropical) is, where it is the largest structure in the whole airport, and one of the largest bases on the server.
Dwarf

The **dwarves** of Soleras originally hail from the elemental planes. Born of gemstones and rock, the dwarves were awakened by the draining of the Astral Sea. As they gained sentience, the dwarves dug through the endless tunnels and rock of the Elemental Plane of Earth until they broke through the veil between planes and emerged in other worlds.

In Soleras, the dwarves emerged into the Underdark, creating great cities and civilizations. The entrances to the Plane of Earth remained, although their origin and original purpose slowly faded from memory. When the ancient Solerans began to flee from the Great Winters into the Underdark, they forced the first dwarves from their homes. Eventually, the dwarves emerged on the surface of Soleras, although they continued their legacy in the great halls of their mountain homes.

Dwarves have an innate sense of the earth and its properties. They have an instinctual sense of structural stability and material durability, which make them natural architects and craftspeople.
Borno State

**Borno State** is a state in the North-East geopolitical zone of Nigeria, bordered by Yobe to the west, Gombe to the southwest, and Adamawa to the south while its eastern border forms part of the national border with Cameroon, its northern border forms part of the national border with Niger, and its northeastern border forms all of the national border with Chad, being the only Nigerian state to border three foreign countries. It takes its name from the historic emirate of Borno, with the emirate's old capital of Maiduguri serving as the capital city of Borno State. The state was formed in 1976 when the former North-Eastern State was broken up. It originally included the area that is now Yobe State, which became a distinct state in 1991.
Skaz'zt

**Skaz'zt** is a white dwarf and is the smallest of Soleras' suns. It is largely a mystery. All that people know for certain is that it is feeding off of the aether in Aetria, pulling energy from it and creating the auroras in the sky. With how much is unknown about these two stars, myths and rumors started to spread about the entire continent to try and place some sense to what was happening around their planet.

## Myths

* Some believe that Skaz’zt came from a god. A god of ruin once walked the earth in an incredibly early age, and it is thought that his death brought the white dwarf. His energy went to this smaller star instead, and in his quest for ruin he wants to take all of the energy from Aetria and plunge Soleras into infinite darkness.
* Others think that Skaz’zt is something man-made by people far beyond the stars. They need the aether for their own home and are determined to get it any way they can, even if it means stealing it from Aetria.
* Very few see Skaz’zt as a good omen, believing that if it hadn’t come along magic would run rampant in Soleras and nothing would be able to control it.
Mikhailov Family

The Mikhailov Family is a formerly a rich and well-respected family, but a few unfortunate deaths of high ranking members led to its slow decline and eventual downfall over the years.

The family estate is built on the edge of the Ashweld, and they control most of the logging operations related to the forest. They also employ trackers, trappers, and hunters to recover furs and animal hides to sell. Because of the low demand for lumber and the scarcity of furs and hides, the family is one of the poorest of the dynasty.

The family crest is a seravat. The Mikhailov estate is called Honeycrest Manor, named after the golden maple trees that are common near the property. The family extracts syrup from these trees and uses it to create mead and other sweet confections, which are local delicacies.

## In the Modern Day

The patriarch of the Mikhailov Family is Lord Yovin Mikhailov, father of Makari Mikhailov and Mira Mikhailov. His wife is Lady Anya Mikhailov. Lord Yovin's brother Kosto Mikhailov helps the family with administrative matters of the family.

In Ijskadaep 71 C.A, unknown assailants attacked Honeycrest Manor, destroying it and killing almost all of the Mikhailov Family. Makari escaped with some of the house attendants.

## Family Members

* Lord Yovin Mikhailov. Head of the house. Stern man with white hair and stiff posture.
* Lady Anya Mikhailov. Lady of the house. Long blond hair and very pale skin.
* Makari Mikhailov. The oldest son. Born under a falling star.
* Mira Mikhailov. The youngest daughter. Never seen without a full face of makeup. Constantly tried to play matchmaker for Makari.
* Kosto Mikhailov. Lord Yovin's brother. Mainly tended to the finances of the family. Formally educated at a prestigious university. Wears glasses.

## Family Friends

* Korami Haru. The daughter of a noble Byrossian family that Lord Yovin is friends with. She is staying with the Mikhailovs while a dangerous political situation unfolds in Byrosse.
* Archibald Valthoros. A long-time friend of the Mikhailovs, Archibald is the family butler. He is responsible for tutoring the children of the Mikhailov family.
* Boris. The stablehand of the house. Boris rescued Lord Yovin one winter and has been a family friend since. Rarely speaks.
Dragons

The **dragons** of Soleras began as creatures of the Astral Sea, hunted by humans for their meat, blood, scales, and bone. However, once the Astral Sea dried up, the dragons quickly evolved, the aether of the desert speeding up the process. Their fins became wings and they began to hunt. It wasn’t until they started to hunt humans that their power grew to what it is today. Human metabolism processes aether into a form that is usable by dragons, and so the dragons hunted them. Humans fled into other worlds, but the dragons had already evolved once more to draw upon the ambient aether of the world. As they absorbed more aether, they also happened to absorb elemental energy that leaked into the desert from the bordering elemental planes. The dragons once again mutated, taking on elemental traits and venturing into new worlds.

When the human empire returned to reconquer the, the dragons were their first victims. The dragons put up a fight, but quickly realized they were going to lose. They fled to other worlds, where they remain today, biding their time and slowly gathering aether to evolve and confront the humans once more.

Dragons on Soleras are either those who fled the human empire’s revenge or their descendants. Only the most ancient of dragons would remember their days of ruling the Astral Desert.

Every dragon possesses a mote of elemental power that they either absorbed from the Astral Desert or inherited from their parents. This elemental essence enables their extensive magical abilities, and their consumption of raw aether allows them to further mold themselves into a specialized creature. The older the dragon gets, the more they are able to cultivate this power. Combined with the increased quantities of absorbed aether, dragons only grow more powerful as they age. However, it is common for older dragons to lose their ambition and let their dreams of restoring their former glory lapse into apathy.

Some dragons decided to submit the human empire and integrate. They are servants of the empire and are used as war machines and powerful servants. Those who escaped the empire harbor a deep resentment for those who capitulated.

The urge to hoard wealth and powerful allies comes from a desire to rebuild their lost civilization. While some dragons focus on monetary wealth or powerful magic artifacts, others gather powerful warriors, mages, or scholars to further their goals of regaining the power they lost. Dragons teach their children about the glory of their lost civilization, and the goal of restoring it has been passed down through generations.

Many dragons work to infiltrate or outright control the existing power structures of the worlds they fled to, hoping to take advantage of the existing infrastructure for a base from which to rebuild their civilization. Some actively fight against the empire itself, lurking in the Astral Desert and waging a guerilla war against their conquerors. Another group is rumored to exist, one that found an uninhabited world and is currently working to turn it into a new homeland.
Dragonkin

**Dragonkin** are those born of dragons. There are many origins for different kinds of dragonkin, but all hold some sort of draconic essence inside of them.

One of the most common types of dragonkin is the kobold. Legend has it that kobolds were originally the result of enhanced evolution gone wrong, mutations in the normal strain of dragons. Instead of dragons hatching from eggs, kobolds emerged. Many were cast out and shamed. These kobolds wandered the planes before finding homes in other worlds, where they settled down and reproduced. Some dragons accepted kobolds as their own kind, and they became a different type of dragon, one small enough to avoid detection and unassuming enough to be underestimated. Kobolds have a tenuous connection to their draconic ancestors, and some can cultivate this into some semblance of the power wielded by dragons. Many modern scholars subscribe to another theory of kobolds’ origins: that they are an intermediary state between dragons’ old and current forms. Many theorize that current kobolds are descended from dragons who left the Astral Desert before their evolution could complete.

Another type of dragonkin was created by the human empire chirurgeons at the beginning of their conquest of the Astral Desert. By fusing draconic essence with humans, they created a hybrid ancestry that held some of the dragons’ power inside a vaguely humanoid frame. These bioengineered war machines are still deployed, although in lesser numbers because of a shortage of draconic essence and ethical questions. Some of these living weapons defected from the empire and fled, eventually ending up in Soleras where they continued their bloodline. Many of these so-called dragonborn do not know of their heritage, although some still believe in the “myths” of their origins.
The Dormant Curse of a Fallen God

"The Dormant Curse of a Fallen God" is a oneshot run by Jill that takes place on the continent of Fidrea during the Age of Bleeding Skies.

## Synopsis

Fidrea is a humble kingdom nestled in the Vaelian Sea, ruled by a benevolent king and queen. The culture values art, academics, and worldly knowledge over matters such as national defense and war strategy. Fidreans are notoriously pacifistic, refusing to spill blood and meddle in the affairs of other warring countries.

Consequently, Fidrea is seen as the weakest civilization in Soleras. And in this era — The Age of Bleeding Skies — the kingdom’s longevity hangs in the balance. The royal court became desperate to find a source of divine protection against their inevitable downfall in the war against the gods…

And the young princess, Erisse, believes she has found something promising.

Amidst the war with the gods, Fidrea is losing hope of withstanding the devastation. Their refusal to organize an army has put their future in jeopardy, and although the kingdom has flown under the radar in the southwestern seas for centuries, eyes will soon turn to them in The Age of Bleeding Skies.

The royal family has been desperately searching for a way to stop their imminent demise with the help of the Gilded Mind, to no avail.

However, the young Princess Erisse believes she has made headway. In her studies, she came across some sort of underground ruins that she believes could hold a solution. But she doesn’t intend on exploring them alone.
Falkesp

Falkesp is an old civilization that lives in a smaller, more temperate mountain range. They control the bridge that spans the only entry into the various bays of Karavokrin, so they are a diplomatic powerhouse with tons of influence over most other nations of the continent. They live on spires of rock that are littered with ruins suspended in the air by nearly impossible engineering techniques, and the lower reaches of the stone pillars are often uncharted wildernesses that are dangerous to even the most seasoned explorer.
Magic

**Magic** takes many forms throughout Soleras, and also changes depending on the system used.

## Comets and Magic

Magic is a finite resource that is expended every time a spell is cast or a magical effect takes place. Every 500 years a comet falls to Soleras, renewing the realm’s magic. This happens frequently enough and in large enough volumes of magic that the supply is never really in jeopardy. This comet can be seen from all planes, and travels between them. After streaking across the sky, it crashes to one of these planes, and whoever recovers the piece of it has the potential to ascend to divinity. The comets fall at around the same time every 500 years, so most magical items can be dated using the composition of magic in them.

## In Dungeons and Dragons 5th Edition

Magic of 1st and 2nd (and 0) level is relatively commonplace throughout the world. It is at these levels that people can learn magic without much commitment. It is still a challenging task, but there are almost no restrictions or sacrifices to be had. Governments restrict the knowledge of higher level magic, usually around 3rd or 4th level. This kind of magic is a matter of national security and military utilization. These secrets are well kept by various organizations to ensure armies do not just obliterate each other and the world with uncontrollable magic.

Spells of 5th level or higher require the mage to commit a piece of themselves. In the case of an arcane caster, they must dive deeply into the Void/Astral Desert, coming into contact with the corpses of the gods themselves. This allows them to access 5th level and higher spells, but also develop some sort of tell about their body, marking them as a powerful magic user. The manifestation of this mark is up to the player, it does not have to be inherently negative.

* For clerics, they must devote themselves deeply to their gods. The player comes up with something that is an anathema to the caster. Committing acts that are anathema too often will cause the caster to fall from the divine’s grace, causing them to lose access to their higher level spells until they atone in a way suitable for their god.
* Paladins and druids choose a cause, and doing things antithetical to this cause is anathema, and repeated or major offenses could restrict their power until they make significant progress with their cause.
* For druids, their cause represents their connection to nature, so going against their cause would sever/weaken their connection.
* For paladins, their power comes from their dedication to their cause, so wavering would also limit their power.
* For warlocks, lean into their patrons and their demands.
* For bards, maybe they must express their art in order to maintain their power?
* Artificers are restricted by the materials required to create their inventions.
Chad

## Flag

**Chad**, officially the **Republic of Chad**, is a landlocked country at the crossroads of North and Central Africa. It is bordered by Libya to the north, Sudan to the east, the Central African Republic to the south, Cameroon to the southwest, Nigeria to the southwest (at Lake Chad), and Niger to the west. Chad has a population of 16 million, of which 1.6 million live in the capital and largest city of N'Djamena.

Chad has several regions: a desert zone in the north, an arid Sahelian belt in the centre and a more fertile Sudanian Savanna zone in the south. Lake Chad, after which the country is named, is the second-largest wetland in Africa. Chad's official languages are Arabic and French. It is home to over 200 different ethnic and linguistic groups. Islam (55.1%) and Christianity (41.1%) are the main religions practiced in Chad.

## History

### Early History

* Indigenous cultures
* Kanem–Bornu Empire
* Sultanate of Bagirmi
* Wadai Empire

### Colonial Period

* French Chad
* French Equatorial Africa
* French Community

### Independence Period

* First Republic of Chad (1960-1975)
* Second Republic of Chad (1975-1982)
* Third Republic of Chad (1982-2018)
* Fourth Republic of Chad (2018-present)

## Regions

* Batha
* Chari-Baguirmi
* Hadjer-Lamis
* Wadi Fira
* Bahr el Gazel
* Borkou
* Ennedi-Est
* Ennedi-Ouest
* Guéra
* Kanem
* Lac
* Logone Occidental
* Logone Oriental
* Mandoul
* Mayo-Kebbi Est
* Mayo-Kebbi Ouest
* Moyen-Chari
* Ouaddaï
* Salamat
* Sila
* Tandjilé
* Tibesti
* N'Djamena
Seravat

The seravat is a dangerous predator that lives on the tundra and in the Ashweld of Novir. It is a dog-sized creature with pointed features and porcupine-like spines made of pure ice protruding from its back. A prick from one of its spines sends the victim into a spiral of freezing cold that will eventually kill them. The spine leaves behind a small sliver of magical ice, which needs to be removed lest the victim succumb to the cold. They hunt by lying in wait on trails or near water by burying themselves in snow. When their prey passes by, they jump up sticking their victim with their spines, tracking the poor beast until it collapses.
The Unseen

*Run by Jacob. The first full campaign run in Soleras.*

This campaign began on Vindurrend 1, 72 C.A.

## Description

Tensions in Al'Osir steam and risk boiling over. Adestia and Feldar threaten war daily as the nations stockpile for a winter that could begin at any moment. In the North, Byrosse and Novir struggle internally over bloodlines and inheritance.

All the while, threats loom from below and within, and the growing threat of annihilation by frost denies any attempts for peace or kinship.

This is the tale of the few in Al'Osir who see through the haze of fear and worry in search of a brighter future.

## Story Arc Summaries

 Arc 1: Shadows of the Asmere
 Arc 2
Abarjin Steppes

The Abarjin Steppes are an expanse of highlands that lie south of Suuri Shilmust, at the bottom of the cliffs that separate the forest from the plains. The elevation varies greatly, with tall hills and low valleys. It is quite cold even in the summer, although not so much that permafrost forms. Ancient stone watchtowers perch on the top of hills while vast herds of bison roam the fertile valleys between.

A vast majority of people who live in the Abarjin Steppes are nomadic. However, they still maintain agricultural sites, moving between them. There is no concept of land ownership among the people of Rux, and Cyrakyrans welcome all who enter their holds peacefully. Therefore, the farmlands and hunting grounds are shared by all. Most conflict on the Steppes arises from personal conflicts between leaders and taking resources. While no one owns the land they harvest, the product of the farmland is often contested, especially as winter grows closer.

## Rux

→ Main article: Rux

The nation of Rux is a loose confederation of different tribes that live on the steppes. While mainly nomadic, the people of Rux settle down around the central lake and the permanent town of Wintermeet during the colder months. During this time, alliances are forged and celebrations are had. Tribal conflicts and feuds are forgotten and it becomes a time of mutual survival. During the long winter, the tribes will practically merge into one in order to ensure the survival of the people of Rux.

## Cyrakyr

→ Main article: Cyrakyr

The people of Cyrakyr trace their lineage back to an order of priests and holy warriors and their families. They take great pride in this heritage, and honor it today through upholding their traditions and keeping watch over the Abarjin Steppes. Many Cyrakyrans work to rebuild the ancient sanctums and watchtowers built by their ancestors while also trying to rekindle the flame of their long lost order. Engineers haul huge stone slabs from the Lothtorum Mountains to build and repair their keeps and towers. Cyrakyrans have a reputation of being loyal, consistent, and extraordinarily resilient.
Orc

While no one really knows exactly where **Orcs** came from or if they have a homeworld other than Soleras, their own legends of their origins tell of an epic tale of love, hardship, and fighting against all odds.

The Epics of Balgruva recounts the mythical origin of Orcs. Balgruva was a great warrior blessed by the gods. He lived in a nebulous environment, there isn’t much detail given to the world of Tolermon when bards recount the Epics. One day, the World Eaters came to Tolermon, attempting to consume Balgruva’s homeland. The Epics go into detail about his struggles against the World Eaters, and there are many accounts of his and his allies’ heroic exploits. Eventually, Tolermon does fall, and Balgruva is forced to gather his surviving allies and family and flee into the Astral Desert. Retellings of the Epics fluctuate in content after this point, there are dozens of stories of Balgruva’s band’s travels through the Astral Desert and his attempts to find another home. But all performances of the Epics end with Balgruva arriving at Soleras at the tail end of a Great Winter, a good omen telling him that the Great Cycle will keep him and his people safe from the World Eaters.

The Epics include a huge cast of historical and mythical characters that many Orcs use as paragons of their culture. To emulate the members of Balgruva’s Band is a virtue, and pursuing skills and intellectual pursuits that members of the Band found useful in their travels is highly encouraged.

Performances of the Epics are usually performed by dedicated performers who use instruments and other objects to create sound effects and music for their retelling. Some performers choose a more poetic style for recounting the story, others integrate the legend into song lyrics and make it more of a musical performance. Some performers use puppets or multiple actors to convey the story as well. To be a performer of the Epics is a high honor, and they are respected as valuable members of Orc society. They get free lodgings and food anywhere they want, and are treated with the utmost respect by all. To harm a performer of the Epics is seen as a high crime. Most performances are an abridged version of the Epics, as a comprehensive retelling could take several days.

Anyone raised in Orc culture is expected to know at least the basics of the Epics. There are competitions where contestants compete to see who has a greater portion of the Epics memorized.

While the Epics of Balgruva are widely considered to be exaggerated myths with very little archaeological evidence, Novirese legends corroborate the existence of world-eating monsters, lending credence to the Epics for some.
Idrunia

**Idrunia** is the large moon that circles Soleras. It is believed that the moon holds an entity that uses its calm and soothing energy to balance out the chaotic energy of the sun. This entity, when at full power, glows bright and brings peace to Soleras. It is drained throughout the lunar cycle, however, and as its light fades a darker energy takes its place.

While gods are sent to the sun when they die to power it, angels and chosen warriors of these gods are sent to the moon in order to fuel the positive energy it gives off. These chosen ones would have been the ones to take the chaos of the gods and channel it into something in the world, and this balance is what leads them to power the moon’s energy. During Great Winters when a god doesn’t have a replacement before being sent to the sun, the moon is dark on more nights than normal as there are no angels or warriors fueling its energy.

## Myths

* People think that a full moon is a sign of great calm, and as long as the moon has more light than dark good things will happen with a chance of negative encounters. A new moon is an omen of chaotic energy and disorder, and when there is more dark than light bad things will happen with a glimmer of hope.
* Where in the real world people think others act crazy on the full moon, in Soleras it’s the opposite. During the new moon it’s thought that people act odd since there is more chaotic energy from the moon.
* The push and pull from the suns and the moon cause changes in the tides and weather. When the moon is winning the seas are calm, but when the suns are winning there are huge waves.
* It’s common for sailors to pray to the moon alongside any gods of the sea for calm waters.
* Some think that shifters gain their other form from the chaotic powers of the moon, and shift according to the phase of the moon. It’s said that they will shift against their will on the New Moon when the dark energy is at its peak.
* This is untrue, however some shifters who believe in this myth will work themselves up about it so much that they unconsciously shift during the New Moon.
* Gods and Goddesses of healing draw energy from the moon and bestow it upon their followers in order to grant them healing magics.
* Healing can not be done through the use of aether, so this is where these powers originate.
* There are healers who will only practice at night, claiming that the moon’s light is the only one pure enough for this type of magic. The moon holds only healing deities, but the combined aether from every other god in the sun can interfere with healing magic.
Goblinoid

Long ago, a perfect storm of halfling wanderlust, gith engineering, and human ambition gave birth to a miracle of engineering, magic, and design. The wondrous vessel was named the “Vaelskar”, and was designed to travel through the space between planes. The crew of halflings staffing the ship promised to return within a year as the ship tore through the fabric of reality. They didn’t return for centuries. When they finally did emerge back into the Astral Desert, their friends, families, and nations were gone, and the crew had been irreversibly mutated by what they encountered beyond. Their original purpose lost, the survivors scattered throughout the worlds.

Modern **goblinoids** are descended from these explorers and still bear the marks of the fateful expedition. Whatever the original crew encountered beyond reality has been lost to time, but the goblinoids carry on the engineering and experimentation-oriented mindset of their ancestors. Some dream of finding the Vaelskar, still adrift somewhere in the Astral Desert, and once again venture beyond the reality as we know it. Some bear unusual powers from their ancestors’ exposure to something beyond the bounds of mortal understanding.
The Black Gauntlet

The Black Gauntlet is a notorious mercenary company that operates throughout Karavokrin. They are known to take any job as long as the money is good, lending them a brutal yet professional reputation. Members of loyal to the company first and the contract second. While their adherence to their contracts is legendary, it lasts only as long as the money does. All Black Gauntlet contracts have a mandated buyout price, although discerning clients know to set this to a ridiculous amount. Multiple battles in Shankhoran history involving Black Gauntlet mercenaries were decided by a well-timed bribe and change of contract.

Membership of the company requires prior military or combat experience, and additional training is provided upon gaining membership. While Black Gauntlet rookies are little better than your average soldier, higher ranking soldiers are feared by all but the most skilled warriors. Many scholars consider the Black Gauntlet archives to be the most comprehensive repository of military history and tactics in Karavokrin.

Their fortress near Laya is renowned for its defenses; it has not fallen once in recorded history. The Black Gauntlet is one of the oldest mercenary organizations in the history of Shankhor. Common myth is that the original Hearthfire hired them to fight against the Frostfell, but the founder, Varakha Maragol, turned down offers of nobility and elevated status. This set a precedent of absolute neutrality and loyalty to contract that remains in place today.

Members of the Black Gauntlet dye or paint the glove of their dominant hand black as a symbol of their membership. Their official seal is a clenched fist inside a circle, and can be found on higher ranking members and official documents and standards.
The Cerulean Conspiracy

*Run by Austin.*

Campaign began on Florrend 1, 72 CA.

## Description

The kingdom of Shankhor is under constant assault from the north as the forces of the Frostfell close in, while internal clan struggles hamstring the defense effort. Cults and shadowy organizations pull the strings from behind the scenes, all attempting to steer Shankhor into their own agendas. At the dawn of spring after a particularly brutal winter, a prison in Ulust Clan territory becomes the flashpoint of a conspiracy that threatens to unravel the fabric of reality itself.

## Story Arc Summaries

 Chapter 2: The Journey North
 Chapter 3: The Depths Below
 Chapter 4: *TBD* | Episode 20: Romeo and Jailiet
Emirate of Ajman

The **Emirate of Ajman** (Arabic: إمارة عجمان; pronounced [ʔɪmaːra(t) ʕaʤmaːn]) (Gulf Arabic: إمارة عيمان emāratʿymān) is one of the seven emirates of the United Arab Emirates. It joined the United Arab Emirates federation on December 2, 1971. It has an area of 259 square kilometers (100 sq mi), which makes it the smallest of the emirates in terms of area, while its population of approximately 504,846 in 2017 according to the Federal Competitiveness and Statistics Center makes it the fourth most populous emirate in the country. It is named after the city of Ajman, which is its seat of government. The main landmass of the emirate is bordered on the north, east, and south by the Emirate of Sharjah.
Countries

This is a page for each country that current exists, ceased to exist, or may form in the future. Depending on where the former capital was located, it should be listed under that particular country which has the land.

1. https://en.wikipedia.org/wiki/Federated\_state
2. https://en.wikipedia.org/wiki/Territory
3. https://en.wikipedia.org/wiki/Unitary\_state

1. https://en.wikipedia.org/wiki/List\_of\_former\_sovereign\_states
2. https://en.wikipedia.org/wiki/Category:Former\_countries
3. https://en.wikipedia.org/wiki/Category:Former\_countries\_by\_continent
4. https://en.wikipedia.org/wiki/List\_of\_states\_during\_Late\_Antiquity
5. https://www.nationsonline.org/
6. https://en.wikipedia.org/wiki/Category:States\_and\_territories\_by\_century\_of\_establishment
	1. https://en.wikipedia.org/wiki/Category:States\_and\_territories\_by\_year\_of\_establishment
7. https://en.wikipedia.org/wiki/Category:States\_and\_territories\_by\_year\_of\_disestablishment
8. https://en.wikipedia.org/wiki/Lists\_of\_active\_separatist\_movements
9. https://en.wikipedia.org/wiki/Sovereign\_state
10. https://en.wikipedia.org/wiki/State#Law\_and\_politics
11. https://commons.wikimedia.org/wiki/Category:Country\_subdivisions\_by\_country
12. https://en.wikipedia.org/wiki/List\_of\_proposed\_state\_mergers
13. https://en.wikipedia.org/wiki/List\_of\_historical\_unrecognized\_states\_and\_dependencies
14. https://en.wikipedia.org/wiki/Category:Establishments\_by\_continent\_and\_year
15. https://en.wikipedia.org/wiki/Autonomous\_administrative\_division
	1. https://en.wikipedia.org/wiki/List\_of\_autonomous\_areas\_by\_country
16. https://en.wikipedia.org/wiki/Lists\_of\_active\_separatist\_movements
17. https://www.worldstatesmen.org/
Ages

**Ages** are periods of time bookended by Great Winters. They are named retroactively for what that time period most embodied. This naming is performed by the Vigil upon the beginning of a Great Winter, and the information is then disseminated amongst the peoples of Soleras.

## Age Descriptions

In conversation, most of Soleras' population will refer to the current time as the "Current Age" (CA). This is also true for informal documents.

However, writing "CA" on every document can lead to temporal ambiguity. To combat this, the people of Soleras (specifically, the educated inhabitants) write the current age as "Post X" where X is the previous age (sometimes abbreviated P. X). For instance, during The Unseen, formal documentation would contain the date as "Post Lament".

## Modern Ages

### The Age of Starlight

The current age has been going on for about 72 years as of the beginning of The Unseen. So the current date would be 72 CA.

The winter preceding the Age of Starlight lasted for 70 years.

### The Age of Lament

The age prior to the C.A. This age lasted around 300 years.

The Ashes of Autumn takes place in the last year of this age.

### The Age of Bleeding Skies

This was the fifth recorded age following The Silent Ages. It was predicated by the sky-shattering war - The War of Bleeding Skies - wherein mortals fought the gods in order to disrupt the Great Cycle.

This age lasted around 1600 years.

## The Silent Ages

Following the Ancient Solerans' demise and prior to the discovery of Soleras by various races, there was a stretch of ages wherein very little changed. Not much is known about this time, and very little evidence of intelligent life from this span remains.

## Ages of the Ancients

When the Great Cycle first began, the Ancient Solerans were blindsided. They were able to withstand for a few ages before eventually disappearing deep underground and going extinct.
Azuay Province

**Azuay** (Spanish pronunciation: [aˈswaj] (listen)), **Province of Azuay** is a province of Ecuador, created on 25 June 1824. It encompasses an area of 8,309.58 square kilometres (3,208.35 sq mi). Its capital is Cuenca. It is located in the south center of Ecuador in the highlands. Its mountains reach 4,500 m (14,800 ft) above sea level in the national park of El Cajas.

Azuay is located on the Panamerican Highway. Cuenca is connected by national flights from Quito and Guayaquil. It has the largest hydroelectric plant of the country, situated on the river Paute.
Batken Region

**Batken Region** (Kyrgyz: Баткен облусу, romanized: *Batken oblusu*; Russian: Баткенская область, romanized: *Batkenskaya oblast*) is a region (*oblus*) of Kyrgyzstan. Its capital is Batken. It is bounded on the east by Osh Region, on the south, west and north by Tajikistan, and on the northeast by Uzbekistan. The northern part of the region is part of the flat, agricultural Ferghana Valley. The land rises southward to the mountains on the southern border: the Alay Mountains in the east, and the Turkestan Range in the west. Its total area is 17,048 km2 (6,582 sq mi). The resident population of the region was 548,247 as of January 2021. The region has sizeable Uzbek (14.7% in 2009) and Tajik (6.9% in 2009) minorities.
Canary Islands

The **Canary Islands** (/kəˈnɛəri/; Spanish: *Canarias*, pronounced [kaˈnaɾjas]), also known informally as **the Canaries**, are a Spanish autonomous community and archipelago in Macaronesia in the Atlantic Ocean. At their closest point to the African mainland, they are 100 kilometres (62 miles) west of Morocco. They are the southernmost of the autonomous communities of Spain. The islands have a population of 2.2 million people and are the most populous special territory of the European Union.

The seven main islands are (from largest to smallest in area) Tenerife, Fuerteventura, Gran Canaria, Lanzarote, La Palma, La Gomera, and El Hierro. The archipelago includes many smaller islands and islets, including La Graciosa, Alegranza, Isla de Lobos, Montaña Clara, Roque del Oeste, and Roque del Este. It also includes a number of rocks, including Garachico and Anaga. In ancient times, the island chain was often referred to as "the Fortunate Isles". The Canary Islands are the southernmost region of Spain, and the largest and most populous archipelago of Macaronesia. Because of their location, the Canary Islands have historically been considered a link between the four continents of Africa, North America, South America, and Europe.
Adygea

## Republic of Adygea

The **Republic of Adygea** (/ˌɑːdɪˈɡeɪə/; Adyghe: Адыгэ Республик, *Adıgə Respublik*; Russian: Республика Адыгея, romanized: *Respublika Adygeya*), also known as the **Adyghe Republic**, is a republic of Russia. It is situated in the North Caucasus of Eastern Europe. The republic is a part of the Southern Federal District, and covers an area of 7,600 square kilometers (2,900 sq mi), with a population of roughly 496,934 residents. It is an enclave within Krasnodar Krai and is the fifth-smallest Russian federal subject by area. Maykop is the capital and the largest city of Adygea, home to one-third of the republic's population.

Adygea is one of Russia's ethnic republics, primarily representing the indigenous Circassian people that form 25% of the Republic's population, while Russians form a majority at 60%, and with minority populations of Armenians and Ukrainians. The official languages of Adygea are Adyghe and Russian.
Dornogovi Province

**Dornogovi** (Mongolian: Дорноговь, *East Gobi*) is one of the 21 aimags (provinces) of Mongolia. It is located in the southeast of the country, bordering PR China's autonomous region of Inner Mongolia.

Dornogovi is located in the Gobi desert and frequent sand- and snow storms amplify the hard weather conditions of Mongolia. Temperatures can range from −40 °C (−40 °F) to 40 °C (104 °F) with ground temperatures as high as 60 °C or 140 °F.

Dornogovi has ample reserves of groundwater, but no lakes or rivers.
East Berbice-Corentyne

**East Berbice-Corentyne** (Region 6) is one of ten regions in Guyana covering the whole of the east of the country. It borders the Atlantic Ocean to the north, the Nickerie District and Sipaliwini District of Suriname to the east, Brazil to the south and the regions of Mahaica-Berbice, Upper Demerara-Berbice, Potaro-Siparuni and Upper Takutu-Upper Essequibo to the west.

Towns in the region include New Amsterdam, Corriverton and Rose Hall.

The Corentyne River forms the whole of the eastern border with Suriname, though the southernmost section is disputed territory known as the Tigri Area.
One-Shots

Several one-shots have been run by the Starlight Company within Soleras.

## The Ashes of Autumn

*Main article: The Ashes of Autumn*
*Run by Jacob.*

Yep.

## A Memory of Warmth

*Main article: A Memory of Warmth*
The second game run in Soleras, A Memory of Warmth is a oneshot Dungeons and Dragons 5th Edition adventure run by Austin. It features a group of Devoted sent to investigate a remote village in the Khyazgoran Mountains that suddenly went dark.

## A Descent into Shadow

*Main article: A Descent into Shadow*
*Run by Jill.*

## A Game of Skill

*Main article: A Game of Skill*
*Run by Shannon.*

## The Promethean Question

*Main article: The Promethean Question*
*Run by Austin.*

## The Dormant Curse of a Fallen God

*Main article: The Dormant Curse of a Fallen God*
*Run by Jill.*
Almoravid dynasty

The **Almoravid dynasty** (Arabic: المرابطون, romanized: *Al-Murābiṭūn*, lit. 'those from the ribats') was an imperial Berber Muslim dynasty centered in the territory of present-day Morocco. It established an empire in the 11th century that stretched over the western Maghreb and Al-Andalus, starting in the 1050s and lasting until its fall to the Almohads in 1147. The dynasty emerged from a coalition of the Lamtuna, Gudala, and Massufa, nomadic Berber tribes living in what is now Mauritania and the Western Sahara, traversing the territory between the Draa, the Niger, and the Senegal rivers. During their expansion into the Maghreb, the Almoravids founded the city of Marrakesh as a capital, c. 1070.

The Almoravids were crucial in preventing the fall of Al-Andalus (Muslim rule in Iberia) to the Iberian Christian kingdoms, when they decisively defeated a coalition of the Castilian and Aragonese armies at the Battle of Sagrajas in 1086. This enabled them to control an empire that stretched 3,000 km (1,900 mi) north to south. Their rulers never claimed the title of caliph and instead took on the title of *Amir al-Muslimīn* ("Prince of the Muslims") while formally acknowledging the overlordship of the Abbasid Caliphs in Baghdad. However, the rule of the dynasty was relatively short-lived. The Almoravids fell—at the height of their power—when they failed to stop the Masmuda-led rebellion initiated by Ibn Tumart. As a result, their last king Ishaq ibn Ali was killed in Marrakesh in April 1147 by the Almohad Caliphate, which replaced them as a ruling dynasty both in the Maghreb and Al-Andalus.
Curaçao

## Flag

**Curaçao**, officially the **Country of Curaçao**, is a Lesser Antilles island country in the southern Caribbean Sea and the Dutch Caribbean region, about 65 km (40 mi) north of the Venezuela coast. It is a constituent country of the Kingdom of the Netherlands. Together with Aruba and Bonaire, it forms the ABC islands. Collectively, Curaçao, Aruba, and other Dutch islands in the Caribbean are often called the Dutch Caribbean.