recursal/Fanatic-Fandom huggingface dataset:
Destroyer

The destroyer is a machine gun upgrade for level 30, the gun barrel get a little larger, and the larger the barrel, the larger the bullets. By my suggestion, if your planning to get one of these things, upgrade your bullet speed so they have an easier chance of hitting someone. Also, if someone hits one of these bullets straight on, they'll die the first hit.
Derian Sashanna

Derian Sashanna was the son of Lady Dejiana Sashanna, Speaker of Shutu, and the Dread Emperor of Eranos, Kirk Blackheart. Derian came from noble blood on his mother's elvish side, and was courted and taught by the finest instructors Lady Dejiana could afford.

Living with him was his half-sister Diana, who resented him for his preferential treatment. Kirk came to visit his children seldom, and always seemed to spend more time with Lady Dejiana than with them. Derian took quickly to magic. He wanted to go off to study in Telvimbror before he was a teenager, but his mother forbade him, not wanting him to go looking for his father on his own.

When Blackheart Tower fell in 2067 AoT, he and his sister traveled to Corvisburg.

## The Moonlight War

Derian was a central figure in the Moonlight War. In 2073 he was anointed the Gold Arcan by Levex Thrae when he stepped down.

## The War of Deific Magic

Derian was stripped of his powers in the War of Deific Magic, and thus it was on his watch as Gold Arcan that Telvimbror was taken by Austivol Fellwind and his shadow army.

In 2141 AoT, Kirk Blackheart returned to Dorhaun and began instructing his son in necromancy.

For many decades, Derian lived with the weight of his failure to protect Telvimbror. He kept to himself mostly, but found new life again when the Virgin Lands appeared and he chose to become a Lemurian. He returned to Telvimbror and retook his position as an Arcan, this time as the White.
Frozenfen

The Frozenfen is a marshy pool on the eastern edge of the Marais Bayou and the southern end of the Forest of Ul'morek. Old folktales say that families of ice-breathing serpents dwell there, and to their credit, there is much ice that has been broken from beneath. Often sighted but never cataloged, tales of the Frozenfen Serpents keep even the gnolls and wild elves away.
Hyperiel

Hyperiel is both the sun of Dorhaun and first of the Maerin. He was the original god of Light.

In the Beginning

During the creation of the Material Plane, the Precursor gave stewardship of space to six gods. Hyperiel was one of them, and was in general the most headstrong and arrogant of the Maerin.

#### The Great Split

When death was first introduced among the Vahlan Hyperiel took the opportunity to demonize his brother Mor-Dun, god of the Void. This led to a conflict between the brothers, and then between a tremendously powerful and crazed Mor-Dun and all other gods, which nearly destroyed the cosmos. Though the loss of power he sustained in the battle was temporary, Hyperiel was never the same mentally, and (possibly rightly) blamed himself for his gentle brother becoming an absolute monster.

##### The Solar Fugue

Hyperiel originally had dominion over the sun, but also over all light in the universe. Even firelight was under his control, though its heat was under the control of Meshvara. While he convalesced in his domain and other entities took over his domain/duties, his power in the material plane became concentrated only in the star serving as Annarion's (and later Dorhaun's) sun. Samaradin, the god who was now in charge of Light, could hear him whispering

"my brother, my brother, where have you gone? I'm sorry, I'm sorry, please let's go home. Back to Father, back to Father, make peace at least. Give up these dominions, be brothers again. My brother, my brother, where have you gone?"

Hyperiel contrinued to repeat these words for the next several ages. Samaradin did not have access to the power congealing in the sun, but it helped keep the star unusually stable without his own influence, which allowed Samaradin to concentrate slightly more of his power on Annarion and influencing the outcome of the Elf-Xalin War, so he did not attempt to redirect the energies. He could endure the mad god's prayer. However, during the interim between worlds, the flow of Hyperiel's power into the star became irreversible and he embodied himself in the sun as his singular Avatar. This shifted the balance of power between the gods of Light in unforeseen ways.

###### Sleepwalker

Hyperiel unpredictably stirs in his sleep and attempts to leave the Anaric System bodily. This would mean the sun itself leaving its position and dooming almost all life to a cold death. He continues to pray to his brother and sometimes weeps in the form of sun spots and solar flares. Samaradin is forced to concentrate most of his power on shepherding the old god, which leaves him with minimal power to expend on the rest of the Material Plane. This has resulted in the more recently formed goddess Raea (and to a lesser extent Ruthrian, goddess of all stars save Hyperiel) in charge of controlling the principles of Light and directing its energies in the cosmos, as well as empowering those spiritually attuned to it.
Barrows Down

Barrows Down is a community of Halflings, dwarves, and humans in Kork. Built partially underground, it incorporates multiple homes and businesses in its winding tunnels. Large areas of the town are open to the sky, covered by crystal glass. The central market area is covered in a dome of stained crystal glass depicting various inhabitants of the town busy practicing their various trades.

Dwarven craftsmen shape wondrous toys in its central business district while human merchants ship then across the continent to those who can afford them. The halflings who make their homes there have cultivated the land above the barrows into lush fields of lavender, roses, citrus trees and much more to produce a vast variety of flavors for their famed candies. Most valued of these are the so called Crystal Candies, made with such skill as to be jewelry quality. Tonics, tinctures, and the odd alcoholic beverage also leave their town, though these are less common.
Narean

Narean elves are militaristic, patriarchal, and have a love for fire and conquest. They are naturally imbued with fire powers, and unlike most elves, they favor heavy armor and weapons. Their hair runs the spectrum from blonde to burgundy, and their eyes are usually shades of orange, yellow, and red. Occasionally a Narean will be born with blue eyes, but that is a noteworthy occasion.

Nareans hate high elves over anyone, and indeed have fought ten separate wars against Veradorianis. Other elves sometimes call Nareans the "Nar'are", but the Nareans violently object to being categorized with their estranged kin.

Narean society is strictly divided up into houses, with their house name being grafted onto the name of their firstborn son (such as Celestosorn of House Sorn or Vorenthrael of House Thrael). Women cannot inherit houses in Narean society, something that sets them apart from their egalitarian kin (and opposite to the matriarchal dark elves).
Myrael

Myrael is the primary moon of Dorhaun and a Goddess of the Moon. Ravens and other blackbirds are said to be her eyes and her messengers when Hyperiel is in the sky. Discarnate Souls number among her worshipers as her light gives them energy and makes them feel "alive", as opposed to her sister Aurora whose light burns them.
Eranos

Eranos is a country in northern Tellaria spanning the west coast from just south of the Northlands down to the Bay of Dragons. It was at one time divided into West and East Eranos, but that was centuries past.

## Important Cities in Eranos

Arvenlaad

Corvisburg - The official capital

Telvimbror - The unofficial capital

Shutu

Alvestrin

Mulkister

Ruins of Kralgtarn

Orcsford
Saris'are (Grey Elf)

Grey elves are the natives of Phaelyn. Very few of them survive, as most bloodlines have died out since the majority of the population was turned into drow. A shallow gene-pool has resulted in loss of physical strength in many families, and barring inter-breeding with other Elvish lines they may eventually die out.

The Enchanters

Most of the surviving lines carry at least a small amount of Fey blood, resulting in increased facility with magic. Those from the surviving minor royal and minor noble lines carry decidedly more, and sometimes manifest deformities such as misshapen teeth, bark or leather textured skin, long four-fingered hands, and/or a crown of small spikes around the head. They also often have a peculiar resistance to charming magic, and may have some innate facility with it. These trait are carefully concealed from any non-Saris'are, and often from their own kind as well. Many Saris'are view "The Enchanters" (the connotations of the specific word used are negative in their tongue due to a distinct intonation, but it is otherwise identical to the La'Vin word for enchantment specialists, so it remains the best translation) as a cruel reminder of the magic and power they once had.
James Harksplitter

Primarily known as Captain Sharkey, James Harksplitter was a notorious pirate who operated along the Black Coast during the Age of the Virgin Lands. Through known as gruff and rude, he adhered valiantly to the Pirate Code and did not suffer traitors or fools. In multiple accidents, he lost an assortment of limbs, which hampered his movement but not his wit. He captained the ship Drakkonius for seventeen years before leaving it to his first mate Tonkpilz von Coogler in 829 AoVL.
Ohmbakulah

Measuring ten feet tall, eight feet wide and three feet thick when closed, the Ohmbakulah serves as an epic in which all history is recorded.

The House of Memory keeps the **Ohmbakulah**, a relic of their homeland which is believed to be a gift from the Gods. Measuring ten feet tall, eight feet wide and three feet thick when closed, the **Ohmbakulah** serves as a national epic in which all history of the world is recorded. This task is looked after by the Enscribers, a group of scholars, historians and scribes within the House of Memory.
Steven Augustus

Grand Marshal Steven Augustus was a widely-renowned paladin of Iludin active during the late Age of Telvimbror. He was known to be severe and unforgiving, as well as supremely powerful and skilled with the blade. He suffered no fools and took no quarter. His driving force was to show all of Dorhaun why paladins win.

He trained many mighty knights, including Herbert Goodman and William Robert and personally promoted Sir Goodman to the position of Lord Marshal of Lellemar.

He was a major instigator in the Bard War, hatching plans with the lich Arkalor to defend against their oncoming doom: the fallen knight known as "the Faceless One". He fought many battles against Mellendir Sa'fet and later, his own former underling Thomas Whitethorn.

He finally met his end in battle at the hands of the bard Adam Bell, watching as his old apprentice's corpse floated downriver.
Fort Romaris

## Fort Romaris was an Iludin base on the border between Divern and the now defunct state known as the Romaran Parish.

### Establishment

The base was originally built as a fortress-monastery by the Church of Night and Day. The site was chosen because it was the death site and tomb of Saint Romaris vin'Tathlyk, a high elf paladin who led the defense of the early farms and towns in the region against bandits and marauders until his death by a curse laid by a Stygian Priest. He managed to slay the priest before the curse claimed him, and his the site was declared holy. Initially the area was defended by monks from the Church, but there numbers were never great due to the religions requirements of being a monk. Eventually the Order took over defense of the region once they reached it and partnered with the Church Governors.

#### Strategic Significance

The Fort lay between fertile farmland important to the lands that would someday be Divern. The region was settled by Kell, Goblins, and Firbolg who had tired of wandering, but they were pursued by traditional enemy tribes of those and other peoples. The region remained a hotbed of conflict over crops and other resources, such as bountiful copper mines. It also guarded a valley that led almost directly to the then-capital of Chamilyeaun of(Sha-mill-Yone).
Deluge

Deluge is a violent water elemental who loves crashing into the shores of the surface world, destroying ports and island civilizations and dragging them down into the crushing depths. It is one of the most powerful elementals known, and the second strongest water elemental behind Thallaso.

As Deluge crashes and floods from the surface, Thallaso crushes and drowns in the depths. On the rare occasions when Deluge and Thallaso cross paths on the Material Plane, Deluge would drag down a broken city and pass it into the ever-consuming maw of Thallaso. More than a few island civilizations have disappeared without a trace, and sailors and scholars alike blame the two elementals.
Paluneaux

The Independent Kingdom of Paluneaux is a nation in the north of Divern. It was founded by Marquis Lavon Belrose in the Year 245 of the Age of Telvimbror. The family still fiercely holds these lands and their independence to this day. Neither the governors nor the Black Blade have bothered to absorb them, as their position near the border of Khalvorough is beneficial to all.

Its capital is the city of Celeste.

### Major Exports:

Paluneaux's predominant exports are iron and mercenary labor, often simultaneously via armed caravan. Some of the mercenary bands are hereditarily held by the minor nobility; this relationship varies from a simple manager and patron arrangement with the head of a given family, to members of the family actually fighting in the band.

## The Blood Feuds

Paluneaux's noble-born mercenaries are generally well-trained and well-funded, which makes them dangerous enough, but some enemies simply cancel all plan of attack if they learn one of the mercenaries is from a noble family because of the rigid code of honor under which that small kingdom's families live. Internal conflicts can be resolved via non-violent means, but if an outsider kills a noble (even a noble outside their own lands serving as a mercenary) their family is obligated to pursue eternal revenge. They will hunt the killer, and the killer's descendants, until the end of time. The amount of attention the house pays to each feud varies by opportunity and cost, but they keep excellent records and there are documented cases of descendants being hunted down a century or more after the initial death due to a sudden availability of funds and/or people unknowingly entering the proximity of a family's agents. This custom is well-known in Divern and Khalvorough, but people from other places may or may not know the danger when they enter battle with a Paluneaux mercenary band.
Parched Sea

The Parched Sea is a massive salt flat that was once an inland sea known as the Sea of Sarraxal. With the coming of the Virgin Lands, Enagia shifted, and the southern shore fell away, releasing all of the waters into what would become the marshland of Corealta. Since then, the seabed has become a barren, desolate place littered with the bones of sea monsters and filled with dangerous scavenging wildlife. Most saurials fled south to live with their kin, but some tribes still remain, prideful and resourceful.
House Visimar

House Visimar is a storied house of Heimark, dating back as far as year 402 AoVL. They are the lords of the Sommerfelt Forest, and their seat is the castle town of Sundheim. They command one of the largest fyrds. Lord Roland Visimar the Orange is the head of House Visimar, and he is good friends King Gerold.

## Coat of Arms

House Visimar's coat of arms is a gold pine tree on an orange field.
House Maethelgar

House Maethelgar are the royal house of Heimark. Their founder Galareon Maethelgar forged Heimark into one of the most powerful kingdoms in Exscillon. The current head of house and King of Heimark is Gerold Maethelgar.

## Feud with House Mildenhall

The houses Maethelgar and Mildenhall have been feuding for centuries. In fact it has been so long that neither side can remember what started it. House Mildenhall rebelled against the rule of Maethelgar in year 893 AoVL. Eadwine Maethelgar held Bronhold in a six month siege allowing Gerold Maethelgar time to raise his army and join the war. Bronhold would eventually fall and Eadwine would be captured and brutally tortured but he had bought enough time to even the odds. With the combined forces of all loyal houses a great Maethelgar host would march towards the Westnigh with thousands in tow.

As Gerold and his army would march ever closer to the occupied Bronhold, swelling their ranks as they went, Eadwine would escape captivity with the help of a spy and slither off into the golden grass fields of the Westnigh countryside. He managed to raise a small band of loyal warriors who fought dozens of skirmishes deep in rebel territory. By the time King Gerold was able to take Bronhold back from the Mildenhall forces, Eadwine had raised a band of near four and a half hundred men. As soon as he heard the news at Bronhold he would march back and join his uncle. The two Maethelgar armies tore though the isle of Westnigh and defeated the Mildenhall Alliance at the Battle of Westheim. Ephraim Mildenhall's two sons were slain by Eadwine Maethelgar in the battle leaving his daughter as his only heir. As punishment for her fathers crimes she was married to Eadwine, the man who killed her two brothers.

## Coat of Arms.

Their coat of arms is an orange Ingelrandus on white field.
House of Memory

The ruling faction of Gharzaraa is the House of Memory, based on the island of Qisakor. The House of Memory keeps the Ohmbakulah, a relic of their homeland which is believed to be a gift from the Gods. Measuring ten feet tall, eight feet wide and three feet thick when closed, the Ohmbakulah serves as a national epic in which all history of the world is recorded. This task is looked after by the Enscribers, a group of scholars, historians and scribes within the House of Memory. The Enscribers gather, collate and record the tales of the heroes and their deeds, before finally committing them to history within the Ohmbakulah. Some among the Enscribers are rumored to possess a form of foresight; capable of divining the future by extrapolating from the past. All Gharzareen believe that when the last page of the Ohmbakulah is filled, the world will end.
Atieso Lunarblade

Atieso Lunarblade was the leader of the Lunarblade Dynasty during the War of Five Dynasties. He ordered a preemptive border strike against the Koda Dynasty, which brought Shaoqiang Koda into the war, and thus brought its end.

Despite his white eyes, Atieso was not blind. It was a manifestation of Myrael's power. He used this supposed handicap to surprise his enemies, so he kept up the appearance of blindness. He met his end sometime during the War of Five Dynasties, but his line endured.
Cangshu (Jade Dwarf)

The jade dwarves of Xinchoi are a serene and thoughtful people concerned most with meditation and craftsmanship. When they have been pushed to fight, however, their craftsmanship shows in their stone armor, in which they can move about with startling ease.

After the Xinchoi Exodus, most dwarves moved to the mountains west of Shaoqiang's Wall (which they insistently call Gods' Wall). They entrenched themselves in the mountains, recalling their olguran roots. Over the millennia since, the cangshu have moved back westward and established many dynasties of their own. Squabbling shoguns rule Xinchoi now, the modern face of cangshu culture.
Ironcrane Dynasty

The Ironcrane Dynasty was one of the major dynasties of Xinchoi. They are cangshu, known commonly as jade dwarves. During the War of Five Dynasties, they were led by Kurz Ironcrane. During the Xinchoi Exodus, most of the Ironcrane dwarves stayed in the mountains and did not pass the Desert of Cho'ma. They still rule in Xinchoi to this day.
Shen Luong

Shen Luong was a Kodaman warlock who gave birth to many of the bestial races of Dorhaun.

## The Mask of Life (1358-1364 AoV)

Shen Luong, in his search for knowledge and power, discovered half of a broken mask--black, marbled with red. Not understanding its function but recognizing its power, he wore it to intimidate foes and differentiate himself from what he increasingly saw as the idiotic masses. Before long, he invoked his great power, enhanced by the mask, and began to ransom villages. Their tribute to him was first in currency, but soon turned to much crueler payments.

In 1360 AoV, Shen Luong began to understand the power of the mask he wore daily. He gathered small animals to him and twisted them into tiny, grotesque monsters. Starting with these experiments, he explored how to alter the genetics of larger creatures, even humanoids. The villages he held in fear were given a reprieve from his monetary greed. Instead, he asked for payment in warm bodies.

He would fall asleep at his workstation, the mask still attached to his face, until eventually it could not be separated from his face. Once, he would have been frightened. but he took this in stride. The mask had taught him so much, seeming to answer his most frustrating questions when he muttered them to himself. Over the next five years, Shen Luong created eight different species: the chiao, the ugidan, the rakshasa, the tikbalang, the tanuki, the loxo, the kappa, and the bogai.

## The Beast War of Kodamaii (1382-1392 AoV)

After decades of working in secrecy, Shen Luong marched forth with his army of magically-bred
beast-folk. He attacked Lao Tsang and turned his son Tengu Tsang and his followers into bird-creatures known as the tengu and the kenku. The tengu overran the lands of Lao Tsang and took them as their own. This was the fall of the seemingly-timeless Tsang Dynasty.

Through the battles, Shen never stopped experimenting with new creatures to fight his war. In 1385 AoV, Shen Luong created the komori from the bamboo elves and bats. Later that year he took the sacred panda bear and morphed them into feral ursal humanoid creatures. Before sentience, they had known nothing of war and all of peace, thus the elves viewed it as the greatest sacrilege. This caused a massive retaliation from the elves and the Beast War of Kodamaii truly began in earnest.

Finally, in 1392 AoV, Shen Luong was overthrown by his own burgeoning army of beast-folk. He was stabbed in the face, his mask shattering into four fragments. With his dying breath, he cast a massive teleportation spell across the battlefield, sending most of the combatants to an unknown place. The Beast War of Kodamaii ended with his death.
Keravez

Keravez is a vassal nation of Divern. It covers the southeast of Divern from Ironshield Lake to the Tagdrian border. The inhabitants are primarily humans of Diverni and Tagdrian stock. Its capital is the city of Hadim. It is a rich nation, as it sees nearly all trade between Divern and Rasa pass through.

Keravez was founded by Marchese Maccardo Keravez in the Year 348 of the Age of the Virgin Lands.
Bvardodun (Glacier Dwarf)

The bvardodun are perhaps the hardiest of dwarves. They occupy the most frozen regions of Dorhaun, relying on their every skill to merely live through the bone-chilling nights. They trust deeply in each other and distrust other peoples, even more so than most dwarves, and are the most likely to learn magic. After all, those who can conjure fire are more likely to survive another winter. They eat and drink less than other dwarves, and tend not to travel for long distances. Their skin is pale and their hair is often white from birth, though it is common for them to have shades of light blue which fade with age. They tend to wear their hair and beards longer and wilder than other dwarves, the better to cover their bodies with.

They are most often seen in the Tellarian Northlands and southern New Voranor.
Dorsk Deepking

Dorsk Deepking was the first king and founder of the underground city of Dorskenbard under Arvenlaad. He was great friends with Arven Mountainking, and was even given the title of godfather to Dunder Mountainking upon the day of his birth.

In the Year 530 of the Age of Veradorianis, Dorsk and Arven led their people as one against the monsters that inhabited the Deep under the mountains and made them habitable. They each became kings of their people and had kingdoms named after them. Arven was called “Mountainking” by his people, and Dorsk was called “Deepking” by his. Dorsk's people claimed the deep underground caverns for their city of Dorskenbard, while Arven's folk lived in snow-capped keeps of Arvenlaad.

Dorsk handed rulership over to his son Dorsk II on the same day Arven handed his kingdom over to his son Dunder in 600 AoV. These decisions may have proven to be unfit, as their sons were not as close as their fathers, and their friendship was destroyed during the Breaking of Brethren. Dorsk advised his son to send their citizens up into Arvenlaad, but was ignored. A few years after the conflict had ended, he died in his home beside his family, full of regret.
Gerold Maethelgar

Lord Gerold on his flagship.

Gerold Maethelgar is the lord of Heiburg and King of Heimark. He is an expert horseman and general, though he is stubborn and abrasive. He pays a great deal of tribute to history and tradition, though little to the gods.

A monk-warrior at his court named Tieg Ramstad, a Son of Samaradin, is convinced he is fated to play a key role in a great war that threatens all of Exscillon. A war of wars. *"History repeats itself Gerold. As Galareon before did, you too will be the very hammer that forges this realm. Samaradin has told me in my dreams. It must be you. I have faith."*

## The Mildenhall Uprising 898

Gerold's leadership was challenged in 898 when Lord Ephraim Mildenhall, Marshall of the Westnigh, raised his banners in rebellion after years of feuding with House Maethelgar. The Mildenhall's and their supporters laid siege to Bronhold, though it held for six months under the command of Lord Eadwine Maethelgar. Bronhold was the castle town that stood at the only crossing from the mainland of Heimark to the Westnigh.

While Lord Eadwine held Bronhold, Gerold assembled the fyrd and marched for the Westnigh. Together the combined loyalist army pushed the Mildenhall's all the way back to Westheim, where there was a decisive battle.

The royal army of Heimark absolutely crushed the remainder of Mildenhall forces at The Battle of Westheim. Eadwine Maethelgar led the vanguard, and slew Mildenhall's two sons in personal combat, leaving a daughter as his only heir. In a final charge of King Gerold's legionnaires, the battle was decisively ended when the Mildenhall lines broke, and Lord Ephraim was grievously wounded.

## Appearance

Gerold was a gruff looking man, with a long blonde hair and beard. He was of average height and brawny build. His voice was the most imposing part of his person as well as his humble confidence. In battle he wore chain mail armor over his orange and gold tunic tunic, with full plate pauldrons, bracers, and helm reinforcing. While in normal dress he usually wore a fine orange tunic with gold thread detail work in Heimarkan style.
Ouidanx

Ouidanx is the home of the Ouidanxi ogres, located in the Southenswamp.

In the city-state of Ouidanx they are governed by a democratic monarchy, where a council of nobles elect a king or queen who rules for life. Their capital city of Ouidanx is bordered on the south by a large redwood forest, often used for lumber.

They are expert carpenters, often being hired to design and construct large buildings for smaller folks, like government buildings and estates.

Their greatest achievement may be a system of sturdy redwood bridges across the rivers and swamps of Corealta to ease travel. This has become the main trade road of the entirety of Corealta.

It is not uncommon to meet a company of ogres in coastal cities, as many have taken up shipwrighting. Though many other nations hire them to construct oceanic trade vessels they are equally famed for there great pontoons widely used to traverse the treacherous rivers and swamps of Corealta.

They use maldayum for their edged tools and weapons.
Prima Materia

Prima Materia is a mineral found in the Windward Isles. Renowned for its Alchemic potential, Prima Materia is highly sought after, and its discovery is largely responsible for the rush of colonization in the Windward Isles.

## Description

Prima Materia is a hard, stony mineral of a light blue hue. It has, thus far, only been found in the Windward Isles, and even then only within the deepest mines. Deposits of Prima Materia have proven to be exceedingly rich, extracted not as an ore within the surrounding rock, but rather found in its pure form in long veins. Prima Materia is difficult to extract, being exceptionally resistant to fracturing and abrasion. Steel picks and drills swiftly become blunt before more than a handful of the material has been chipped away. To date, the only means of mining Prima Materia efficiently is with Xalinite spikes, which do not blunt or wear away when used to extract the mineral. Currently, the greatest quantities of Prima Materia are being mined by the East Wind Trading House of Aleverd.

## Uses

Prima Materia is an unusually effective catalyst and reagent in Alchemy. The mineral can, with little effort or expenditure of resources, be transmuted into functionally any form the Alchemist can imagine. From metals and other base elements to highly complex organic compounds, there is virtually no limit to the materials one can synthesize with Prima Materia.

Indeed, the name "Prima Materia" comes from an age-old theory held by Alchemists: that all matter is derived from a single "source" material that was created at the beginning of the universe and eventually changed into the myriad forms of matter known today. This "first matter" or "Prima Materia" could, in theory, be transmuted into literally anything.

Following the discovery and exploitation of Prima Materia, the Philosophies have leapt forwards. Metallurgy, Medicine, Engineering, Industry, and, of course, Alchemy, have made advancements never before dreamed of. With Prima Materia, fuels can be made to burn longer and hotter, metal and stone can be made keener and stronger, and salves, tinctures and potions can be made to treat injuries and illnesses that were once thought incurable.

Thus far, the only material that cannot be synthesized with Prima Materia is, ironically, the one most sought after for it's mining: Xalinite. While Alchemists have been able to transmute Prima Materia into a form atomically identical to Xalinite, the resulting product is unstable. For reasons not currently understood, the synthesized Xalinite will begin to decay within minutes of the transmutation, eventually breaking down into a hodgepodge of base metals. Some Alchemists have proposed employing Psionicists, citing the Xalin's telepathic abilities; however, as early Psionic experiments ended in catastrophic failure, further experiments have been postponed indefinitely.

Of note is the fact that Prima Materia, once transmuted, becomes Alchemically inert and cannot be transmuted again. In addition, any substance created from Prima Materia shares its distinct pale blue coloration.
Hywar (Wood Dwarf)

The hywar are a rare breed of dwarf that live in dense temperate and subtropical forests. Instead of stone halls, they live in earthen huts or hutches, with the rare town having a long mead hall built of logs. They are the only dwarf race to have a significant number of druids among them. They are not immune to the dwarves' love of alcohol, however, and take great pride in their secret recipe for "wood whiskey".
Lake of Leviathans

The Lake of Leviathans is the middle Great Lake of Tellaria, in both positioning and size. It sits between the others: east of Sylvinglade Lake, south of Lake Convergence, west of Dragon's Skull Lake, and north of Ironshield Lake. It is not as large as Sylvinglade or Convergence, but larger than Ironshield and Dragon's Skull.

Despite Lake Convergence being considerably larger and deeper, it is this lake which abounds with tales of gigantic monsters who dwell in its depths, both magnificent and horrible.
Alvestrin

### Inhabitants

Human (Tellarian); Vin'are (High Elf); Okk'are (Wood Elf); Plains Orc (Gorthari)

Alvestrin is a mid-sized city in Eranos. It lies east of Corvisburg, near the foothills of Arvenlaad, surrounded by the forest known as the Spindlewood. It is a town of many folk, with a great number of half-elves and half-orcs. It was founded in the wake of the Kralgtarn Civil War by wood elf refugees in the 4th century of the Age of Veradorianis. Almost two thousand years later, it received a huge influx of high elves from Bahneria after the First Narean War.
Ouidanxi Ogre

The ogres of Ouidanx stand between eight and ten feet tall on average and range in skin tone from a pale marble to a dark granite.

They stand slightly hunched at the shoulder and have mildly elongated necks. The males have a mildly distended jaw with their upper and lower teeth extending slightly past their lips. The females have a slightly less distended jaw and usually only their bottom teeth visible. Their hair color ranges from dark brown to a dark blond and rarely a grey-green color.

Being an extremely physically capable race they make little distinction between between male and female when it comes to labor. Their diet mainly consists of fish and shellfish with meat being a rare treat for most.

Their culture separated from their kin from Kralgtarn when the Virgin Lands appeared and Enagia cracked. The Parched Sea drained and the ogres moved south into what would be Corealta, making their capitol in the Southenswamp.
Forest Troll (Zan'sil)

The zan'sil are trolls that live in the forests of northern Tellaria and Enagia. They stand 8-12 ft tall, but often have a hunched posture from ducking through limbs and brambles. Their skin runs from the color of early spring grass to an olive-brown, providing them with enviable camouflage. They are accomplished climbers, hunters, and woodworkers.
Khilam Yakatash

Khilam Yakatash was the son of Jassid and Leon and second king of Yada. He was a great warrior and leader of men, vastly expanding Yada even further than his father and mother did. After decades growing the nation Khilam eventually awarded a castle to each of his three brothers, granting them a clan of their own.
Andrew Maloy

Sir Andrew Maloy was a Knight of the Iludin during the Age of the Virgin Lands. Over his lifetime, he won many battles protecting Sistona and its surrounding towns from everything from bandits to giants. He trained a handful of initiates, but his favorite--and final--squire was his favorite: Valkor Vin'Baer. Unfortunately, he was killed along with four other knights in a troll ambush on the edge of Applecrest.
Bloodroot

## Bloodroot is a flowering plant related to the Nightshades. It has culinary and entheogenic uses.

Bloodroot is a flowering plant with a red stem, red petals, red roots, and distinctive black interior components. It's roots are slightly toxic when eaten, but can be pared and cured then smoked to produce a mildly altered state and visions. The petals are used in cooking for their smoky, spicy flavor.
Jasper Gazaan

Jasper Gazaan was the Magister, Librarian, and Chief Archivist of the Order of Iludin during the late Age of Veradorianis.

He was found on the doorstep of the Helestor Orphanage, where he was raised until he was 13, when he was apprenticed to an archivist in the Order of Iludin. He was initiated into the order at 16, and by the age of 18, he was off on his first adventure.

He married Vishania Gazaan and fathered a son, Connor.
Natalia Vin'liss

Natalia Vin'liss was the Blue Arcan in the early 9th century of the Age of the Virgin Lands. She was of half Tellarian human and half high elf heritage. She was known for her patience and empathy, reading people's emotions even when well-concealed. Rumors circulated of additional psychic power, but this was never confirmed. She joined the Arcans in 803 AoVL and often conflicted with Annette the Green over questions of prudence and morality.
Tagdri

Tagdri is the lush and vibrant jungle in southern Tellaria. It is bordered on the north by the grasslands of Surabi and by the Sea of Shadows on all other sides. A number of islands dwell close to Tagdri's shore, like the Corrian Isles. It is home to various human and wild elf factions and the Kzuulgar Tribe of orcs.
Mulkister

Mulkister was a gnome city founded in the year 249 of the Age of Veradorianis by Fecix. It survived for millennia, in many ways due to its fortunate positioning. Originally positioned near the western border of Kralgtarn, many major cities sprung up around it over the ages, such as Arvenlaad and Corvisburg.

## Kralgtarn Civil War (356 AoV)

One winter in 355 AoV, Kralg II fell ill with an unknown sickness. It chilled his blood and weakened his body, and he went into solitude, being seen only by his physicians. At the same time, the first okk’are had come westward, and were blamed by many for Kralg’s illness. The gnomes of Mulkister, under Fecix, thought that was insane and befriend the elves, taking them in.

Guhlkarn, a loyal city of ogres and orcs, launched an attack on Mulkister. Civil war broke out in Kralgtarn. Mulkister seceded and the gnomes and elves fought against the forces of Guhlkarn. Eventually the elves decided that they could no longer burden the gnomes with losses on their behalf. They traveled to the foothills of Arvenlaad and hid in the forest, setting up sites that would eventually become Alvestrin.

When Kralg II finally succumbed to his illness, more than one healer cited the stress of his kingdom falling apart as a barrier to his recovery. Guhlkarn was shunned by the rest of Kralgtarn and fell into ignominy and ruin. Mulkister endured and thrived in its independence as it developed close ties with Arvenlaad and Alvestrin.
Bahneria

Bahneria was a small island continent between southern Aefhwen and Divern. During the Desolation of Aefhwen in Year 1 of the Age of the Virgin Lands, Bahneria was scoured and destroyed by tidal waves.

The capital city of Bahneria was White Rush, a prosperous merchant city. Being the closest island to the ports of Divern made White Rush a very wealthy city, and Bahneria prospered. A couple of Abyssal invasions later, the city was not what it once was. It further degenerated to scapegoating and infighting, and was eventually laid waste as collateral damage.
Nar's Conquest

## The First Narean War

After the success of Nar's soulflame procedure, 162 years passed with the Nareans and the Reinians skirmishing often. The Reinians vastly outnumbered the Nareans, but between the soulflame and their positioning, the Nareans were mostly on equal footing with their enemies. The Nareans were in close proximity to the trolls, but whenever the trolls attacked Reinayas, they hooked around Nar’s Keep because of the volcano. So when the trolls would be beaten back from Reinayas, Nar could plan his attack right afterward.

During once such attack of opportunity, two well-respected Reinian mages, Naeshthrael and Zorash of House Thrael defected to Nar's side. Their father Vorenthrael, a general in Reinayas's army, disowned them, and in a battle three weeks later, hunted them down with his daughter Ariesha. Zorash killed his father. Naeshthrael froze in place as his sister and brother fought to the death, until Zorash pushed his soulflame into instability and immolated them both. Naeshthrael fled to House Thrael and took the rest of House Thrael's children, his siblings Venlia, Zinsha, and the toddler Traetos, and hid them from both armies in the woods. Eventually he was found and in exchange for his siblings' location staying secret, he would return to Nar's Keep to serve as archmage. He agreed and took Traetos with him to raise as his son.

Nar’s army razed most of Reinayas, leaving only cultural and palatial buildings. They already had all the military positions they needed in Nar’s Keep, although they did fortify the garrison positions for troll defense. Nar left a small contingent there. The new capital was declared Nar’s Keep. He claimed Reinayas as an outlying city and renamed it the Smouldering City.

Those who did not join Nar and undergo the soulflame procedure were exiled to leave Bahneria and never return, just as they had done to the Nareans. Most sailed east to Tellaria, where they found their elf kin in Alvestrin. Soon after, a group of nobles and mages, led by Krelthor, made a pilgrimage to Veradorianis in order to raise a counterinvasion.
Ironfir Tree

The **Ironfir Tree** is native to Novosad and parts of Heimark. The trees originate from a single enchanted acorn, brought over from the Northlands by an Undiwanei druid. The wood they produce are extremely hard and rot resistant, almost as if it was metal. It is highly sought after for the construction for weapons, and even some fortresses.
Kork

### Inhabitants

Human; Olgura (Mountain Dwarf); Highland Orc (Gwynarg); Halfling; Firbolg (Neanderthals)

Kork is the northeasternmost country on the continent of Tellaria. Its border runs southwestward from the shore of the Sea of Syrennius, then gradually shifts inland to leave the coast and cradle Thalacos on its west. Its northern border is the Hedgerow. It is a cold, rainy land spotted with crags, hills, and lakes. In the east a mountain range rises up, giving it a natural border with Thalacos.

Kork is home to humans, dwarves, highland orcs, halflings, and some surviving firbolg in the north.

## Cities of Kork

Barrows Down

Hurstvik
Kralgtarn Civil War

## Kralgtarn Civil War (356 AoV)

One winter in 355 AoV, Kralg II fell ill with an unknown sickness. It chilled his blood and weakened his body, and he went into solitude, being seen only by his physicians. At the same time, the first okk’are had come westward, and were blamed by many for Kralg’s illness. The gnomes of Mulkister, under Fecix, thought that was insane and befriended the elves, taking them in.

Guhlkarn, a loyal city of ogres and orcs, launched an attack on Mulkister. Civil war broke out in Kralgtarn. Mulkister seceded and the gnomes and elves fought against the forces of Guhlkarn. Eventually the elves decided that they could no longer burden the gnomes with losses on their behalf. They traveled to the foothills of Arvenlaad and hid in the forest, setting up sites that would eventually become Alvestrin.

When Kralg II finally succumbed to his illness, more than one healer cited the stress of his kingdom falling apart as a barrier to his recovery. Guhlkarn was shunned by the rest of Kralgtarn and fell into ignominy and ruin, while Alvestrin grew in the shadow of the mountains and Mulkister thrived through its friendship with the dwarves.

Thus began Kralgtarn's slow, inevitable decline into ruin.
Reliquary of Dommah Rae

### Inhabitants

Sand giant; Human (Rashishi, Tellarian); halfling; Sal'are (Desert Elf); Vin'are (High Elf); Kor'untar (Gold Dwarf)

The Reliquary of Dommah Rae is a holy site in Rasa dedicated to preserving knowledge. It is held as a sacred place by both the Rashishi people and the sand giants. Even the halflings do not cause mischief.

Ages ago, it was carved into a mesa by sand giant slaves ordered by the annu. They crafted the beautiful edifice seen to this day. As the power and pride of the annu grew, a raven prophet came to them and warned that if they set themselves above others, an agent of Myrael would come to enforce the balance. The annu leaders heeded the raven's warning and released the slaves. Humans and others came to join the giants in their pursuit of knowledge.

Inside the mesa, the carven halls are uneven and made to accommodate the giants and the even larger annu. The inner sanctum is richly carpeted (no shoes are allowed) and filled with a massive library, one to rival even the great elf cities of Tellaria.

Archivists from all over Dorhaun seek this place, for there are few greater honors or rewards for a reader than access to such knowledge. All access is free, but the Reliquary is warded by spells and guarded by sand giants.

During the final years of the Age of Telvimbror, many priests of Dommah Rae began having visions of crashing waves washing the library away and led their followers from the Reliquary to the coast, where they would take their books and escape the impending devastation. Those who left and survived the journey landed on Exscillon and founded the nation of Gharzaraa.

In what was perhaps fated by the hand of Dommah Rae, the departure of these priests encouraged the others to prepare mighty wards for any oncoming disaster. When the Virgin Lands appeared and the Great Flood came, the top of the mesa was broken, but the Reliquary survived with every book, tablet, and scroll intact.

### The Unutterable Vaults

The Reliquary also serves as a hub of intrigue regarding dangerous sacred texts and artifacts from the broader region, as far away asAria and Tagdri, with works from farther afield being brought in occasionally by outside parties. Agents of the Reliquary and adventurers hired by them move across the land collecting dangerous scrolls and writings, especially those containing powerful magic, but in other cases mundane materials considered heretical or otherwise in danger of being lost or destroyed. Those scholars who fled to Exscillon accepted, with sadness, that these texts would be lost. The Reliquary does not condone killing in the name of acquisitions, but they understand self defense. Once acquired these works are placed in the "Unutterable Vaults," places where they may be studied as long as they are never removed and under no circumstances read aloud. Absolute silence is enforced. Even muttering under one's breath is grounds for expulsion, as some of these works will produce catastrophic magic when read aloud... or are aware and can hear the reader and in some way respond. Which is more dangerous depends on the work in questions.
Adam Bell

Adam Bell was a human bard and the bastard half-brother of the Faceless One. In the late Age of Telvimbror, he led the bards and rogues in a free speech movement against the Iludin of Lellemar. He became fast friends with Mellendir Sa'fet and was one of the few survivors of the Bard War. His greatest achievement was the slaying of Lord Marshal Steven Augustus.
Exscillon

Exscillon is a mysterious continent isolated from the rest of Dorhaun for nearly a thousand years. It resides off the southwestern tip of Tellaria just south of the planet's equator. It is divided into five nations: Gharzaraa, Heimark, Nomzamo, Novosad, and Valthos. Nieugarten is the center of the land and is a neutral territory shared by the people.
Police Constable

**Police Constable** is an enemy type appearing in *Guns, Gore and Cannoli 2*. They are members of Syndicate City's law enforcement, the SCMP (Syndicate City Metropolitan Police) and form the backbone of the force. While just as ruthless in their fight against crime as their better-armed colleagues, they pose a far smaller threat and frequently get overwhelmed by the waves of gangsters plaguing Syndicate City.

## in game stats

### Appearance

The Police Constable is an older grey-haired man, wearing a standard 1940s era police uniform, though in complete black. It consists of a collared police coat with badge, adorned with golden buttons and the SCMP emblem on the upper sleeve, simple black pants, shoes, and the respectable police hat. A gun pouch is seen on their belt. They wield comically oversized wooden batons. Their appearance is shared with the melee variant of the Assault Constable.

### Gameplay

Upon spotting a random gangster or the player, they rush to attack them by swinging their baton, dealing considerable damage. The swinging has a small delay (preparing to swing) before it does damage and stops them from moving until the attack animation is complete. This makes them rather exposed to enemy or player fire.

If the constable is unable to reach the player (e.g no way to reach the player who is above his reach), he will just stand still as most melee enemies would do, making him a sitting duck. When idle, he will, like the Baseball Bat Gangster, take out a piece of cloth and wipe his baton before looking at it, shining under the light.