recursal/Fanatic-Fandom huggingface dataset:
Fort Arcturius

Fort Arcturius is the Headquarters for **Marcus Arcturius**, and his forces. It is the primary location for the Marcus Branch of **House Arcturius**, which is currently the primary branch. Fort Arcturius is located outside of the city of **Catania**, in the Northern Catanian Plains.

## History

Originally, Fort Arcturius was a Noble Villa on top of a hill, wherein Marcus Arcturius was raised, trained, and eventually took over when he became of age. In the years since he became an adult and the Villa became his, he has renovated it significantly, digging into the hill and creating a moat around the entire structure. He also spent time and money to erect walls, and various other buildings.

Over time, as Marcus grew in strength, influence and experience, he has turned the compound into a Fortress, as it serves as his Headquarters as he adventures, and sends his men out on various duties. Often they come back, sometimes they don't, something Marcus regrets.

## Geography

The area surrounding the Fort is unsurprisingly green, due to being within the well-known Catanian Plains.

The Fort is surrounded by a deep moat, with sloped walls to ensure that any attacker must go through the wooden bridges on either side of the fort, leading directly into it. Within the Fort are several buildings of various uses. The buildings are listed in the House Arcturius page, but they are generally used for the well being of the Fort.
Megila Coinbraid

**Melgila** is an artificer residing in Thel Modir. She is a character played by JR.

## History

Smart but homely even from an early age, Melgila descends from a line of dwarven weaponsmiths and more recently firearms smiths. Not devout enough to be considered for training in the priestly rituals of forgemasters, she pursued more accessible arcane arts less popular among her kind. After years of study and struggle in her crafts, she's finally making a bit of a name for herself with a different sort of magical artificery than the society largely handed plans long ago for *the way things should be made* values. What little martial technique she's picked up focuses around using firearms and magitech inventions, though even those rely on her core knowledge of magical enhancements for much effect.

## Appearance

Melgila is short and chunky, but somewhat average looking for a dwarf woman. She has ginger hair, usually kept in a large braid, and a plain face often showing signs of annoyance. While she wears no armor she does carry a firearm and buckler.

## Personality

Not unsurprising for a dwarf, she has all the allure and charm of the metal and rock she largely spends her time working with. While exceedingly smart in a number of areas, she is often tactless and disagreeable, sometimes unladylike even by dwarven standards. She has a gruff humorless manner and is quick to let others know what she thinks of something, often even when they don't want to know. Unfortunately, like a swamp troll or a mythical Karen, she's hard not to notice when near. She believes dwarven technology and metalwork is superior to others and woe to any who disagree.

## Friends

While she may have a number of acquaintences and customers fond of her enchantment works, she has few actual friends who are not dwarves or crafters (more likely dwarven crafters).

## Goals

* Deepen her mastery of arcane enhancements.
* Expand her kraftwerks to include more production lines.
* Improve the perception of dwarven arcane magic
House Devyn

## History

House Devyn has existed for thousands of years, and was one of the founding houses of **Catania**, and served a vital part of the **Kingdom of Catania**'s uplifting. Although House Devyn has consistently been considered a House of 'lesser Nobility', it has a very influential history, and holds considerable influence within the Kingdom. Officially a Baronet House, House Devyn only has a small estate on what was once the fringe of Catanian claims, and they have made no effort to expand or gain more land.

Throughout the thousands of years, House Devyn has been a permanent fixture in the House of Nobles, and within Catania, and their consistent influence and sway is attributed to the significant number of technological innovations and inventions they have provided to the people of Catania. Each Lord of the House has made some fantastic invention that has become a staple in Catanian Society.

Indeed, House Devyn's technological inventions are used widely across the world, and they have invented or perfected numerous other bits of technology.

## Holdings

House Devyn has no notable holdings, but they do have a large estate on the fringes of the city of Catania.

## Inhabitants

House Devyn has a small number of Men-At-Arms and various Servants that live on the estate; realistically, the estate is the size of a Hamlet, and most of it's people are intimately familiar with technology, and have skill in operating it. The soldiers of House Devyn are equally skilled with technology.

## Relations

House Devyn has numerous notable relations with other houses, some good, some bad.

**House Kellin**: House Devyn has an excellent relationship with House Kellin, as the Kings of Catania have often sought House Devyn's advice in technological matters, or to request something.

**House Arcturius**: House Devyn and House Arcturius have a close working relationship, as the house is also heavily involved in technological pursuits. **Aelius Arcturius** also actively aided House Devyn in the early formation of Catania.

**House Broderick**: House Devyn frequently butts heads with House Broderick. As one of the founding houses of Catania, they have always been at odds; Broderick's desire for rapid expansion going directly against Devyn's desire to focus on the inner growth of Catania.

**House Lacina**: Another one of the founding houses, but also of lesser nobility. House Lacina is to Magic what House Devyn is to technology, and both see the other as antiquated, and pointless.

## Achievements

House Devyn has many notable achievements that earns it much of it's influence.

* Initial creation of early Firearms within Catania
* First known use of Steam Ships.
* Helped to create Advanced Firearms.
* Among the first to create Airships, working with Thel Modir.
* And much, much more.
Asteria

## History

Shortly after explorers in Tuatha de Danann located a vast cavern under the island in the middle of the lake at the foot of Maru's Cascades, Castle Asteria was constructed in the ruins above. Quickly, the city of Asteria attracted adventurers from all over the kingdom, growing at an incredible pace.

The cavern, of course, was discovered to be one of the world's largest natural dungeons, housing a variety of elemental rifts which regularly conjure elementals within. For this reason, the city's been popular with adventurers eager to explore the unknown within the cavern, as well as archaeologists interested in the ruins of old structures which suggest dungeon may have been seen as a holy site by ancient natives.

Thanks to Asteria Dungeon, the city of Asteria became a hub of military training, study of conjuration magic, and trade -- though the latter is often risky, as magic items for sale are often things found within the dungeon (and occasionally are mildly cursed).

## Geography

Asteria is built on an island in the middle of Lake Asteria, connected to the rest of the land by a grand bridge, though, as the city has grown, parts have expanded onto the mainland. The lake itself is considered dangerous to swim in, after the discovery of the dungeon below, due to concerns that waterways at the bottom of the lake empty out inside.

Castle Asteria guards the entrance to the cavern below, acting as a last line of defense to protect the rest of the city, should the elementals within try to escape. Despite the dungeon's proper entrance being within the main chamber of the castle, the castle's courtyard is generally the primary location adventurers and escortees gather.

## Inhabitants

Asteria features a wide variety of peoples, though mostly adventurers, archaeologists, and brave commoners with an interest in making profits off the discoveries within the dungeon.

Over the course of the growth of the city, Asteria's positioning became a refuge, despite the dangers below, bringing in commonfolk from all throughout the Tuatha Fields who sought refuge from the many roving threats.

## People and Places of Interest

### Places

* **Castle Asteria:** Built around the entrance to the Asteria Dungeon, Castle Asteria houses the primary defenses to restrain the elementals conjured by the dungeon below from escaping to the surface. The lower floors are kept open to the public, so that adventurers and escorted workers can enter and exit the dungeon as they please.
* **Museum of Asteria:** A museum dedicated to the collection of relics and artefacts from the Asteria Dungeon and the old ruins of the island, displaying them and advocating for the research of such objects.
* **Guildhall of the Tuathan Dungeoneer's Guild:** A particularly famous guildhall among Tuathans, the Tuathan Dungeoneer's Guild acts as the Adventurer's Guild branch in Asteria, while maintaining additional oversight in handling the logistics of registering adventuring parties for delving into Asteria Dungeon. The Tuathan Dungeoneer's Guild issues all official quests relating to Asteria Dungeon.
Amriel

## History

Amriel grew up in a small cottage near the Tears of Telmar. Raised by his uncle, Lorthual, the young elf never knew his father, whose brother always refused to discuss the man, and his mother died when he was a child. Amriel always wondered about his parents, Tavel and Nithlara, but his uncle was wholly against talking about Tavel, and knew little about the boy's mother, just that she grew sick within a few years of Amriel's birth, and died in the coming years after that. His life was fairly simple otherwise, though, he hunted alongside his uncle, showing prodigious skill, even to the point where he taught himself minor magic using books his father supposedly owned to improve his shots. Eventually, though, peace always has to end, his uncle fell to the same sickness as his mother and, despite all of Amriel's efforts, died. Amriel decided he had no need to stay after that, the cottage would be fine on its own, bandits never came this way, and he left, following Reiya's Run wherever it may take him...

## Appearance

Amriel stands at 5'9" with silver eyes and hair, barely lighter than his fair skin. He's surprisingly muscular for his thin frame, his sharp ears and features showing clearly and proudly his Elven heritage. His leaf armor is a dull, light grey to better match the snow.

## Personality

Amriel is quiet and cautious, almost like he's always on a hunt. He lacks any real experience with people aside from his uncle and the occasional traveler or bounty hunter passing by the lake, leading to a more reserved demeanor.

## Friends

Qari. A female Ifrit bounty hunter he met while tracking a dear. She claimed to be hunting a white dragon as they both camped for the night, deciding collectively that company would be nice. She's brash, strong-willed, and arrogant, but kind all the same.

Shuluk. A male Tiefling traveler who met Amriel on a pilgrimage across Fenrir's Fangs. He's a worshipper of Sarenrae who wanted to spread her influence and, thus, decided to travel. Kind and caring, but a little too devoted, many of his conversations end up being about how great his god is, but he'll always help those in need.

## Foes

Maudril. A male Aasimar zealot who worships Dahak. He was in pursuit of Qari, but Amriel caught him off guard with an arrow hitting him hard enough to practically break his shin in half. He recovered through magic after fleeing to the closest town, but decided that it had been too long, he was certainly too late. He'd have to get pay back instead.

## Goals

Amriel, first and foremost, wants to discover more about himself, more about who his father was, or is, and more about his mother. But right now he's just exploring, taking in this world he's never seen before, looking for interesting magical artifacts and powerful creatures to slay or befriend.
Forest of Zha

### Inhabitants

Many intelligent monsters(orcs, goblins, hobgoblins, similar), the Children of Zha'danell, and many beasts.

## History

The Forest of Zha'danell was created by the **Archdruidess Zha'danell** in her pursuit for a peaceful, calm place to raise her children and keep watch over nature. This desire fueled her quest to find a unique, powerful artifact, called a Life Seed. She used this Artifact to greatly empower her abilities of creation, creating massive forests that were hundreds of years old within just a few days; by the end of it, the artifact was spent, as was Zha'danell, prompting her to rest, and leave the forest in the hands of her children.

These children cultivated the forest as it grew naturally, encouraging creatures of many kinds to settle within the forest, bringing them to the plentiful lands within. Eventually, a group of intelligent humanoids settled the land, creating a small town within the center of the forest known as **Ger'kroz**, and they live in harmony and peace with their surroundings.

The power of the Life Seed called upon other races, monstrous or otherwise. Animals, of all types, had come to the call and took up home within the forest. Bears waddle through the dense trees or loom over rivers while they catch fish, deer and elk pick at the berry bushes and frolic through the warm green grass, small rodents dart from hole to hole, several species of insects buzz and zoom around, an array of amphibians croak and hiss from rivers or underneath leaf beds. This all being a small example of what one might find within the living Forest of Zha.

What was once a rumor, has become a story, of small winged humanoids that seemed to have suddenly appeared over night. At first they were only seen deep within the forest, tending to the plants that the children could not and caring for the animals. Slowly, the fey moved closer to Ger'kroz as curiosity drove them. Here, they found another home besides the forest as they were welcomed inside and although they prefer the safety of the dense green, it's not uncommon to find them flittering about the town every so often. They have come to be known as the **Faerie's of Zha'danell**.

## Geography & Ecology

The Forest of Zha'danell is home to a plethora of flora and fauna, with much of the flora being commonly used in many druidic alchemical items, and many normal alchemical items. Much of the flora is also edible, and grows rather quickly as long as it remains within the forest. The fauna of the forest is equally as mystical, with many creatures and beasts having nature-oriented alterations done to them to make them more durable, or intelligent.
Bandit

"It's a hell of a thing, killing a man. You take away all he's got...and all he's ever gonna get"

## Physical Description

### Eye Color

Black

**Bandit** is a Gunslinger, former sergeant of the Helios military currently out on an expedition looking for his father's precious heirloom

## History

the son of a vagrant and a prostitute, Bandit (A name chosen due to it being the first thing that came to his mother's head) had a rough life, like most Urchins his age he had to do what he could to survive, unlike most urchins though, Bandit was quiet, almost too quiet, he spoke his first words when he was 10 and it was simply to ask for a piece of bread up on the top shelf after the shopkeeper didn't get it the first time. as he grew up, he struck on his own and joined the military, being gifted for his sharpshooter skills he soon enough became a specialist gunner, wielding a vast array of muskets and pistols in a marksman position, even after the Helios Imperium took over, he continued serving without a particular care about patriotism or loyalty. Becoming a Specialist Sergeant of the 5th legion and leading a small squad through multiple skirmishes for the better part of a year and a half

however, it was during one of these tours as a Sergeant that he realized his past. his father in his youth had been amongst one of the richest nobles in the land, with mansions and servants galore, a wealthy merchant who made his living selling weapons and armor to every army who'd ask for it. however, when he tried figuring out for what reason he had lost his fortune, the only thing he could parse was that he lost everything he once owned and the only thing he kept with him was a singular revolver. something that he swore to hell and back he'd never part with.

Well, now his pa and ma are dead, having left nothing to Bandit's name but a few bottles of booze and a debt he's not planning on paying any time soon. but he's not gonna let it end that way, he has a lead on that mysterious revolver and he's gonna chase it, who knows, maybe he'll keep it, maybe he'll sell it for a pretty penny.

## Appearance

Go more in-depth with your appearance than the Physical Description section of the infobox and pictures allow.

## Personality

A man of a few words, quiet and introspective, yet he speaks when it counts. Bandit in his stint as sergeant showed a remarkable tenacity and unwillingness to give up, even with his back against the wall he wouldn't give an inch, nor compromise the objective. while he lacked the charisma of a leader, he made up in leading by example. A model soldier through and through

## Friends

* Grundr, his adjuntant during his stint in the army, a dwarf who spoke just as little as he did, and while it is hard to call them friends, to say they had each other's backs through thick and thin was an unspoken certainty

## Foes

* Nathalia, His mother (whereabouts unknown)
* Hotun, His father (Deceased)

## Goals

He hopes to find his father's revolver, an act solely motivated by the desire to get what's rightfully his, wether he'll keep it, or sell it afterwards for some quick change is anyone's guess
Kain Silverwind

## History

Kain comes from a large family of world travelers, the Silverwinds. Silverwinds are less of a blood family and more of a title for anyone borne on the road an can't resist the urge of travel. Many folk can be a Silverwind and not even know it, for the name doesn't matter, only the way of life. Kain for his part was borne on the road near the city of Catania. His father being a human swordsmen from the city and his mother an elf huntress from the forest.

His youth was filled with travel and the teachings of the sword, the bow and of the hunt. He'll spend his days traveling with his mother in the woods and wilds for one half of the year, and spend time with his father in the citis and streets the other half. He never understood why they didn't stay together and every time he asked either of his parents the only answer they would give is "The silver wind calls. I must answer." Soon as the years past and he grew older he finally asked what is the Silverwind? And there he got some conflicting answers.

Is father answered. "It is a call to duty and greatness. When you follow the wind, it leads you to where you must be at the right time. It was the wind that lead me to your mother, and it was the wind that lead me from her. For now, my duty is to train you and my greatness will be seeing yours."

Is mother answered. "It's a call to change, to run and hunt and explore. It leads you not where you want to go or where you must be, but just the next stop on your journey. For the wind never stops, it only rests and when it calls again you must answer. It lead me to your father, but he knew I couldn't stay, for the wind called us way from each other. One day...it may do the same to you."
Box Fox Industries

Initially created by Liana Fox producing Airships, Box Fox Industries is a Corporation primarily in the market of creating and mass producing ships.

## History

Box Fox Industries started out, originally, as Clan Starfox, which utilized its small resources to design and produce Airships for the people of Mythgate. Over the years, and many failed ventures later, Clan Starfox became the face of the Kingdom of Vulpendra, and when space travel became more frequent, they worked closely with the Voyager's Expedition to produce spaceworthy craft. Over the years, Box Fox Industries has become well-known for producing incredibly cheap, somewhat reliable space transportation for Adventurers. Although they produce some bigger craft, most individuals move on to other Corporations after their initial craft.

Notably, throughout their history, every CEO of Box Fox Industries has disappeared after a series of unfortunate events. None have ever been found.

## Membership

Membership within Box Fox Industries is typically for employees, but they do sometimes act as a patron for some Adventurers.

## Reputation Benefits

Earning BFI's favor comes with some benefits, although not as many as other, more powerful ships.

* **Fame 10:** Access to any local Box Fox outposts, where you can rest and recuperate for up to one week per month.
* **Fame 20:** Once per month, you may call upon some of the employees to aid you in crafting, providing an extra +1,000 GP progress to an item of your choice per day until that item is finished.
* **Fame 30:** Access to a Production Lab.
* **Fame 40:** Access to a Medical Lab.
* **Fame 50:** Access to the Box Fox Shipyard, an enormous hub for crafting spacecraft. Crafting any Spacecraft within the Shipyard provides an extra 2,000 GP progress to your crafting speed.
* **Fame 60:** Access to Box Fox Industry Ship Designs, and a 10% discount on purchases.
* **Fame 70:** Once per month, may call upon Box Fox Industries to pick you up, taking you to any other system within one jump from the current system. They will always try and drop you off at a safe place, if one is available. Alternatively, if your ship is damaged, by repairable, they will bring supplies to repair your ship, and will reduce the cost of repairs by half.
Derstable

## History

Over the generations, the Avim Forest steadily moved east, through lumbering efforts coupled with reforestation efforts taken care of on the other end of the forest. As these efforts slowed and the forest's location began to be kept more stable, many in the trade of domesticating the local Avim chose to move closer to the forest. Derstable takes its name from its primary trade; pack and riding animals.

As the Kingdom of Catania expanded even further, so too did the need for a route through the forest to Stillfall. Thanks to its convenient placing on one of the more common trade routes between Catania and Senfalas, it also sees a large amount of traffic from merchants traveling between the two nations.

## Geography

Located on the Catania side of Avim Forest, Derstable is placed relatively close to the forest, some of its stables even build within the forest. The town's farms stretch west until they meet with Catania's own, though much of Derstable's produce is focused on animal feed.

## Inhabitants

Derstable's population does not differ much from the capital's, though the occasional Wood Elf or half-elf immigrant settle down there, as it offers a mix of Catania's cultures, and the comforts of the forest that many Wood Elves are more used to.

## People and Places of Interest

### Places:

* **Westwood Stable:** Perhaps the most popular stable in Derstable, and one of the nation's leading providers of Avim. Many travel to Derstable just to get a first pick from the Westwood Stable stock of riding birds.
* **Firststop Inn:** Named for its place as one of the first stops on the Catania-Senfalas traderoutes for those coming from Catania, the inn is fairly popular among merchants traveling through the area.
Navigator's Guild

The Navigator's Guild is an organization that specializes in the discovery and exploitation of **Hyperlanes**.

## History

The Navigator's Guild was initially a small group of individuals apart of the **Adventurer's Guild**, until the Hyperlanes were discovered. Upon the discovery of Hyperlanes, that same splinter group, which had previously been focused on exploration in general, shifted gears and began to study and exploit the Hyperlanes, to fully take advantage of them for the people of Mythgate. It takes many years to find a hyperlane, and months to make them stable and useable, but the Navigator's Guild has discovered numerous Hyperlanes for use, granting access to more and more stars - some habitable, some not - but it has made the guild exceedingly wealthy.

## Membership

Membership within the Guild is restricted, generally, to individuals who can benefit the guild in some way - members almost always have ranks in Knowledge (Geography), or Profession (Pilot), Profession (Navigator), or similar. In fact, at least one rank in a Profession like that is a requirement. However, the Guild does occasionally recruit individuals who are particularly skilled with Warp magic, or Teleportation magic, to recruit them to help unlock Hyperlanes.

### Smuggler Navigators

A less known, and significantly more illicit side of the Navigator's Guild are Smuggler Navigators - Navigators who have turned their back on the guild, and now operate under a loosely affiliated group of fellow Smuggler Navigators, often discovery Smuggler Lanes - weaker Hyperlanes that cannot be regularly used, and are often random where they deposit individuals who utilize them.

Officially, the Navigator's Guild does not associate with these individuals. Unofficially, the Navigator's Guild higher ranking individuals do work with the Smugglers, assisting them with resources, and ensuring their clandestine operations are kept under wraps, giving the Navigator's Guild more chances at profit, and discovery.

## Reputation Benefits

Earning the Navigator's Guild favor does come with many benefits, namely, in the form of ease of transportation, and access to Navigational charts by the guild themselves.

* **Fame 10:** Access to up-to-date Navigational Charts. When utilizing an item that gives you a bonus to Knowledge Geography, increase that bonus by +2 when specifically used for navigating.
* **Fame 20:** Once per month, you may request the Navigator's Guild send you into a Hyperlane. In 1d4 rounds, you enter into a Hyperlane, or Smuggler's Lane.
* **Fame 30:** Access to a Medical Lab.
* **Fame 40:** Access to a Production Lab.
* **Fame 50:** Access to specialized Navigator's Guild Equipment, including specialized Scanners and Sensor arrays.
* **Fame 60:** Access to Navigator's Guild Ship Designs, and a 10% discount on purchases.
* **Fame 70:** Once per year, you can contact the Navigator's Guild to spend special effort on searching for a Hyperlane to a specific system, from another system - doing so costs 10,000 credits, and you will still need to explore the system itself.
Anathis

## History

Anathis is a sub-continent in the southeastern part of the known world, and arguably the most unknown of all the places in the realms. There is little history to it, other than that it was perhaps created by the **Archdruidess Zha'danell** before she created the **Forest of Zha**, but she abandoned it shortly after creating it, for it was too savage for her to hope to control it with her creations.

## Geography & Ecology

Anathis is filled with incredibly rough terrain; aside from having immense amounts of jungle, underbrush, it is also marked with hills, and two mountains upon the north and south ends of the sub-continent. If travelers do not avoid it for the humidity, heat, and difficult terrain, they might avoid it for the bugs, diseases, and incredibly diverse, but dangerous plantlife that seems hellbent on ensuring a traveler doesn't escape with their lives.

Worst of all isn't the flora, but rather the fauna. Creatures that have not - and will hopefully never - be seen upon the other continents by travelers. Primitive, primal beasts that have no qualms about devouring a full grown humanoid, and will do so as if they were just another form of prey. Most beasts familiar with civilization know to avoid it, for civilized folk carry sharpened sticks, forged metal and intelligence above their own, but the beasts of Anathis have their own cunning; claws and teeth as hard as iron, hide thick enough to stop those same claws and teeth.

There are rumors that many of these beasts can grow to incredible sizes, far above anything seen anywhere else, and it continues to give credence to the idea that Anathis may simply be another realm entirely. Even stranger, there are other rumors that there are intelligent humanoids who live on Anathis, surviving by living alongside these ancient beasts, working around them, and managing to avoid them.
Dahayla

## History

As the Khaldun Dynasty expanded, Dahayla was one of the earliest towns to be established in the desert. Built on the coast, at the time of its settling, the area was fairly well defended, thanks to the establishment of Fort Respite. The town once boasted a large oasis, but over centuries of use, the oasis dried up over time. Over time, the advancements of technology in the Khaldun Dynasty made the purification of water for drinking relatively easier.

Dahayla remains a bustling port to this day, finding its place in a number of sea-based trade routes, as well as featuring a frequently used ferry between itself and Abu Kalem. The ferry in particular, being vital for citizens traveling beyond the **(Unnamed)** Dunes relatively safely. As well, its proximity to Ashsuru makes it sometimes quicker to move goods over land from one ship route to another -- Though this is a method largely used by merchant companies with access to ships on both sides.

## Geography

Dahayla finds its place on the southeast side of the **(Unnamed)** Cove, and features light vegetation fed by the aquifers leftover from the time a large oasis had been nearby.

## Inhabitants

Largely humans, with varied populations of other races that make the desert their home fairly present.

## Religion, Magic, Technology, and Military

### Technology:

Dahayla features a fair number of technological innovations, spawned of necessity to resolve the changes in resources that have affected Dahayla over the years.

### Military:

Dahayla features a decently sized military force, as most towns in the Rimalharu Desert require for survival against the apex predators that thrive in the area. A small branch of The Kapasat upkeep a fort just southwest of Dahayla, keeping watch for the town's protection.

## People and Places of Interest

### Places:

* **Fort Respite:** Once built as a rest stop for the Kapasat, for hunting trips going beyond the **(Unnamed)** Dunes, Fort Respite now serves as a local barracks and training ground for seeing to the protection of Dahayla.
* **The Thirsty Pit:** Though Dahayla's oasis is an oasis no longer, its shape still remains, carving out a large crater just beyond Fort Respite. On the rare occasions of rainfall, small pools tend to form, nourishing the light vegetation that still persists in the pit.
House Darklaw

**House Darklaw** was a County-level noble house of **Darkwall**.

## History

Founded by **Ciaran Darkwall** in 1312 AD, House Darklaw's original focus was military in nature, with forces both living and undead. Over the years since Ciaran's untimely death in 1365 AD, however, the house suffered from lack of ambition and talent. By the 20th century AD, their reputation was that of a bunch of idle twits playing at being relevant. With **Aiden Darklaw**'s assumption of the title of Count Darkwall in 3 AM, however, the House regained a measure of its old standing... in a completely different field. As one of the more high-profile, non-Urgathoan clergymen active in Darkwall at the time, Count Aiden turned the House into an instrument of Nethys' will in the region.

In 6 AM, with the departure of Count Darklaw for the New World, House Darklaw was dissolved, its meager holdings returned to the Queen.

## Holdings

Darkwall holds little land, and most of what they have is divvied up between the greater nobles of the realm - outside of Count Darkwall's ancestral residence, **Mainéar Mac Tíre**, House Darkwall had no permanent holdings. When Count Darklaw departed the Dragalia Alliance in 6 AM, the manor was sold.

## Inhabitants

House Darkwall was egalitarian, and accepted members from all races. Most members tended to be humans, orcs, half-orcs, and hobgoblins.

## Membership

Those who hoped to join House Darklaw as a retainer or knight were required to swear allegiance to **Queen Cordelia** (and thus formally declare themselves citizens of Darkwall) before even being allowed to apply. Those with absolutely no magical aptitude were rejected; those arcane, divine, and psychic casters (as well as ki cultivators) who remaind were vetted thoroughly before being allowed to join. Sanctioned necromancers were often allowed to join without being subjected to this grueling process, unless a bad reputation preceded them. Non-Chosen could never hope to rise beyond a position in the wait staff or manor guard.
Mimi Koneko

Mimi Koneko - Mimi is a Nekomimi (Catgirl) in Lightreach with big dreams of having a global spanning coffee ~~cult~~ company! She is played by Romaine.

## History

Mimi was an orphan who was adopted by a human couple living in Lightreach. They were merchants by trade and through them Mimi was able to learn various crafts and professions, as well as establish networking.

Over time, she's quickly picked up a large variety of skills and expertise. Occasionally, when a merchant needed a job done, she was the one picked to be the liaison to the party of adventurers. Though she would never consider herself an adventurer, she has in fact provided necessary support to them on many of occasions.

Her current goal is to start up a coffee franchise. The first one she plans will be in Lightreach. But she plans to open several more shops throughout the country and possibly even the world.

Recent Events:

She's started up Mimi's Coffee-Alchemy Franchise!

## Appearance

Mimi looks almost human, except for a pair of cat ears and a cat tail, She is slender and lithe in build. She has white skin, pink hair, and blue eyes. She doesn't wear armor and frequently wears a waitress outfit.

## Personality

Mimi has a bubbly and fun personality! She loves meeting new people and helping them however much she can.

## Friends

Right now, all her friends are her employees!

## Foes

Anyone who stiffles the spread of coffee.

## Goals

Mimi dreams of having her coffee company reach every part of the world!
Darman Kasak

## Background

Darman Kasak, as the local tribes call him, is translated roughly as Winter's Fang. This dragon of immense size had disappeared from Northern Vaniya about half a century ago and thought to have died. He has recently reemerged in the area around Skeksha after what was apparently a long hibernation, fully grown into a great wyrm. Legends passed down by tribal oral traditions tell of Darman Kasak as a devotee of Dahak, but focuses on draconic superiority and greed aspects of the faith. He is easily distracted by treasure, flattery, and mating prospects. In battle, he has been known to draw directly from Dahak's strength and overwhelm enemies with his sheer size and strength.

## Recent Events

In what is now known as Dahak's Winter, at the end of Year 10 and the beginning of Year 11 of the Age of Might. Darman Kasak's slumber was disturbed by a creature using nightmares to cause him to affect the local weather in his sleep. After a group of adventurers dispatched the creature and awoke Darman Kasak from his slumber, the dragon emerged and declared he is looking for worshippers, who will of course donate wealth to his horde, and potential mating partners. Afterward, he flew away into the skies. His current whereabouts are unknown.
Hal'gora

## Beast Lord

*"In the Grass Sea, we are all born equal. It is what we make of ourselves that decides our fates."*

## History

Born in the Grass Sea many, many years ago, Hal'gora had done all he could to gather power, strength, and skill. Having been born with innate spellcasting, as well as great strength, gave him significant respect among his peers, and he quickly grew up surrounded by those obedient to him and those wishing to push him to ever greater heights of command.

He sought out fight after fight, seeking to better himself against his foes. When the time came to select a new Beast Lord, his Herd was among the first of them to reach the sacred site, only to find it overrun with Humans. Humans that had trampled their sacred grove, destroying their idols and violating their heritage. This sent him, and his fellow beastfolk, into a rage.

Although they fought for a week, eventually they were beaten back. Hal'gora, personally, was captured by the Catanian Soldiers. They tortured him, scarring him and wounding him, intending to execute him, but enjoying themselves at his expense. One even took one of his horns, cutting it off entirely. Fortunately, he escaped, and managed to return to the Grass Sea.

There, he trained for many decades, eventually earning himself the title of 'Champion of Lamashtu' after undergoing numerous trials and tribulations. He eventually challenged the Beast Lord at the next Gathering, and defeated him. Hal'gora has reigned as Beast Lord for many Gatherings now, and is hailed as one of the strongest to ever exist in history.

Hal'gora seeks to call the Mo'gar, the Stampede of the Herds, but he is unable to do so, and few are aware of why.

## Appearance

Hal'gora is an incredibly tall, muscular individual. Yet, compared to his brothers and sisters, he is actually in the middle of their heights. He is not so massive as to be particular among his own kind, yet he is not so small as to be unnoticeable. He is often found lacking in armor, except when he is in battle, wherein he dresses in powerful, unique Fullplate, seemingly not of this world. One of his horns is missing, replaced with a sharp, metal blade in the shape of a horn.

## Personality

Despite being seemingly average among his own kind physically, Hal'gora carries himself with a confident, calm, relaxed air. His eyes show a unique wisdom, and a malicious intelligence. He knows he is above his own kind, and carries himself as such. Yet he visibly cares for them, wishing for their well-being, and establishing a place for his people.
Hollow Antediluvian Pantheon

The **Hollow Antediluvian Pantheon** is a pantheon of the Hollow that is no longer worshipped as it has been outlawed by the Grubs in fear of the tole the knowledge would reap on their kind. Creatures that have been powerful since before the Origin Egg fell to the surface of the planet. They are ancient beyond understanding and malevolent to the same degree.

## The One That Lies at The Bottom

There is but one who holds the title of The One That Lies At The Bottom. The spawn of the Origin Egg it has with time matured and its impalpable form now rests below the Caliginous Sector and in the Origin as the Grubs have named it.

The One That Lies at The Bottom (To Be Hyperlinked)

## The Final Watcher

If it were not for the Final Watcher then surely the one that Lies That Lies at The Bottom would have climbed its way up through the hollow to reap its foul harvest and extend its insidious control. His mind is gone, but his mission stands. Long as he shall, so shall the people of the Hollow. For they are his acolytes and charge.

The Final Watcher (To Be Hyperlinked)

## The Caliginous

Named after the sector they stay in, these are ancient beings that were fully capable and conscious of their fall to this planet. Pure malevolence and malice their goals are different from the Demons, Devils, Daemons, and other demigod like figures that work in the name of evil aspects. Their mind's have turned outwards, inherently alien to those who might dare guess their motivations. They were once worshipped as gods by the Shanno in the Hatch Wars but all that resulted from such was their influence spreading through the tunnels to overtake more.

* Izarren Hartzailea: God of Seizing (To Be Hyperlinked)
* Eskura Mistoa: God of Struggle (To Be Hyperlinked)
* Betiko Asimilazioa: God of Adaption (To Be Hyperlinked)
* Gurasoen Odola: God of Generations (To Be Hyperlinked)
* Bizitza Usteldua: God of Growth (To Be Hyperlinked)
* Ikusi Gabeko Beldurra: God of the Blind (To Be Hyperlinked)
Lifting strength

## Brief Summary

Lifting Strength is defined as the mass that an individual can lift. Pushing, pulling, and tearing feats are also considered a part of this statistic. It may or may not be dependent on **Striking Strength**.

## Lifting Strength Levels

**Below average:** 0 to 50 kg

**Regular Human:** 50 to 80 kg (The mass of an adult human, or a large dog)

**Above average human:** 80 to 120 kg (The mass of a washing machine, or a tumble dryer)

**Athletic human:** 120 to 227 kg (The mass of a mature lion)

**Peak human:** 227 to 454 kg (Olympic weight-lifters)

**Superhuman:** ? (Any level above peak human that is for the most part unknown)

**Class 1:** 454 to 1000 kg

**Class 5:** 1000 to 5000 kg (Capable of lifting small trucks, etc.)

**Class 10:** 5000 to 10^4 kg (The mass of an adult elephant)

**Class 25:** 10^4 to 2.5x10^4 kg (The mass of Big Ben's bell, a truck, a large motorboat)

**Class 50:** 2.5x10^4 to 5x10^4 kg (The mass of a semi-trailer truck)

**Class 100:** 5x10^4 to 10^5 kg (The mass of a tank)

**Class K:** 10^5 to 10^6 kg (The mass of the largest animal: blue whale, the heaviest of air-crafts)

**Class M:** 10^6 to 10^9 kg (The mass of the largest ship, small pyramids)

**Class G:** 10^9 to 10^12 kg (The mass of the human world population, the largest man-made structures)

**Class T:** 10^12 to 10^15 kg (The mass of the heaviest mountains)

**Class P:** 10^15 to 10^18 kg (The mass of small moons or small asteroids)

**Class E:** 10^18 to 10^21 kg (The mass of the atmosphere of the Earth)

**Class Z:** 10^21 to 10^24 kg (The mass of large moons or small planets)

**Class Y:** 10^24 to 10^27 kg (The mass of larger planets)

**Pre-stellar:** 10^27 to 2x10^29 kg (The mass a solid object can reach before the gravitational collapse to a small star)

**Stellar:** 2x10^29 to ? kg (The mass of a smaller star up to a solar system)

**Multi-Stellar:** (The mass of multiple stars or solar systems)

**Galactic** (The mass of a galaxy)

**Multi-Galactic** (The mass of multiple galaxies)

**Universal** (The mass of a universe or multiple physical universes)

**Infinite** (Countably infinite strength by 3-dimensional standards)

**Immeasurable** (Beyond 3-Dimensional concepts of mass: 4D hypermass lifting level and above. Meaning: Level High 2-A to High 1-B.)

**Irrelevant** (Beyond all dimensional scale. Meaning: Tier 1-A and above.)
Lucia Castina

## The Saint of the 1st Legion

Lucia Castina is a Cohort of **Marcus Arcturius**, and a Sunclaw Hellknight.

## History

Lucia Castina was born in the town of Whitestall, within the **Kingdom of Catania**. As a child of a servant of **House Arcturius** who was born roughly around the same time as **Marcus Arcturius**, she was voluntarily given up by her parents in an attempt to raise their own prestige among the House. She was sent to live with the other household servants who had also been sent with Marcus, to live in isolation from all other members of House Arcturius, including any other Scions. When Lucia came of age, Marcus gave her the name she would live with for the rest of her years - and she held it with pride. Raised specifically with the intent to be as loyal as possible to her Lord, Marcus was the center of her world.

As they grew, and trained, and learned, each of the many servants of Marcus learned their own place in his world. Lucia's place was that of a Warrior, a proud and valiant combatant, clad in heavy armor and skilled at warfare from the back of a mighty steed, or on foot, alongside the legions of her Lord that would inevitably claim the world. Lucia was first among her peers to take up the Sunclaw's Light, swearing herself to the Sunclaw Pantheon, and donning new armor when she became the Primus Canoness of the **Ordo Sororum**, as well as swearing the vows of a **Gray Maiden**, Lucia Castina's reputation as an unwaveringly loyal individual.

This didn't change when the **Helios Imperium** went to war. Instead, Lucia Castina took up her armor and weapons, putting away the plow and minor powers of healing that she possessed, and she marched alongside the **1st Legion**, leading her fellows from the front, and never wavering in her desire for absolute victory. Since then, the soldiers of the 1st have started to call her the 'Saint of the 1st Legion', and after some gentle encouragement from her Imperator, she has accepted the title.

## Appearance

Lucia Castina is a tall, muscular, but well-fit woman with short white hair, and a blindfold over her face. Although she is not blind, she claims the blindfold provides her more clarity, increasing her perception and allowing her to fight her foes better. In her armor, Lucia is a paragon of the Sun's Might, dressed in well-fitting bronzed fullplate that protects her form excellently, with a halo representing the Sunclaw Pantheon behind her head, combined with her magic, this attire has often given her the appearance of being backed by the sun itself.

## Personality

* Zealous
* Driven
* Loyal
* Disciplined
* Humorless

Lucia is a well-disciplined woman, with no time for non-sense, and little desire to mingle. She isn't overly fond of humor, and seeks only to serve the Sunclaw Pantheon, and by extension, her Imperator. Despite being a hardened individual, Lucia cares greatly for the people of the Imperium, and will often go out of her way to heal individuals in need, and when she is off-duty, she is often helping in menial labor as best as she can.
Factoria

*"The Black Sun's have always been notoriously in-house with who they employ, meaning you have to know people already in the company to get in. Anyone that get's an official on-the-book's position gets to live in the gilded strait of Factoria, where nobody is unemployed. Well, the truth is they don't have beggars and the like because they kick out anyone who doesn't work for the company and doesn't have a passport." -Random Secondary Merchant of Ashuru*

## Factoria

"The Straight of Factoria, where you can get anything you desire if you have the money for it."

## Settlement Stats

### Society

-4

Currently the base of Operation's for Black Sun Acquisitions as well as a representation of the material resources they can command and where they amass their influence and wealth, the later to be sent off to a more secure location where it cannot be stolen easily.

* **Fort Factoria** A recently constructed fort of wood has sprung up in the middle of the straight, controlling passage in and out the trade route.
Gereon Baldurin

You had better run.

Wanderer, Warrior, Leader; the tale of Gereon Baldurin is one etched in those felled by his hand and blade, whispered amongst friend and foe alike. Selected to carry his tribes traditions into the world beyond the village he calls home, only Gorum could see that this devotee would rise not just a military leader, but to a leader of all.

Might and Freedom, Death or Glory.