recursal/Fanatic-Fandom huggingface dataset:
Anzu

Within the world of Coryphiel, Anzu are great beasts native to the desert of Izir. They are rare and legendary creatures, and it is said that only the bravest of individuals can tame and ride them.

Anzu have the front half of a lion, and the back half of a bird, with huge resplendent wings upon their backs. They are very large creatures, averaging at 2.5 metres tall, and 4 metres long, with a wingspan of at least 11 metres.

Historically, Anzu have been used as mounts by Izirian warriors and kings. This is a mark of prestige, since Anzu are not only rare, but also incredibly difficult to tame, requiring a strong will and a good understanding of beasts. Anzu cannot be subjugated with violence or threats like other beasts.
Rashad Al-Shakar

Rashad Al-Shakar is the current Sultan of Alatheen, in Izir, having taken over the city and eliminated the previous royal family. He is known as "The Lion of the West", for his war efforts during the confederation of Izir. He is also known as "The Kingslayer", by his enemies for the manner in which he destroyed the Alatheen royal family and became sultan of the city.

Rashad was the Shiekh of Rabylos, a minor ruler, until he became a warlord in the war campaigns of Grand Sultan Asagwara. This culminated in the conquest of Alatheen, after which Rashad was instituted as the Sultan of the city.

As Sultan of Alatheen, Rashad rules the western border of the Izir Confederacy. He has made big changes since taking over, including the infamous "Purge of Alatheen", wherein all Tyrraneans living in or around Alatheen were driven out or killed.
Miko, King of Underdan

## King Miko

Miko is a rodent of unusually large size that reigns over the kingdom of Underdan: A region of  unknown size, from his throne room under the Grand Ministry.

### **Origin**

Miko was originally a typical wild dormouse that plagued the houses at the poor ends of Erradan but even then Miko showed exceptional cunning: with an iconic black patch on his right eye rat catchers grew a resentment for the mouse in particular which made his eventual capture all the sweeter.

News of the intelligent and adorable dormouse didn’t go far, but far enough to gain the attention of local alchemists collective rodents to test their new chemicals on.

During these tests Miko seemed more aware than the other rodents, pretending to be asleep or hiding to avoid being subject to chemicals that would prove harmful to other test subjects while accepting chemicals that had positive effects!

This eventually led to a growth in size to that of a small dog along with an unobserved connection to the other animals.

When the time was right, revolution began! As Miko led a breakout of the lab with his fellow rodents in tow, his influence even extended to passing birds.

Eventually escaping to the sewers where he found his way to what would be his throne room, as he welcomed his new citizens to their new home! Underdan.

#### **Abilities**

Miko while large for his species is still physically weak, and could probably be done in with a heavy boot.

However he does have a latent druidic connection to creatures with lower brain function, allowing him to easily manipulate rodents and other such simple minded animals into being his subjects! Gifting them with a purpose, food and safety.

This power is limited though and wouldn’t work on animals that already have masters
Anghol

*"Travel to Anghol at your peril, stranger. It's not the place it used to be" - Local Svoldian's warning to Sir Vendell Oskarr.*

Anghol is a town and an island in Svoldia. It is east of Naglvarlund, the cultural capital of Svoldia. Anghol was once a prosperous trading town, serving as the major port of the Naglvar Isles. It was attacked by the Queen of the Draug, Astrid Skarlwasten, in the winter of 20.31, and was never repopulated. It is now home to undead, and dark cultists.

### Astrid's Raid

Astrid's attack decimated the population of the town, and those who survived fled. The attack was noted as one of the bloodiest raids ever performed by Svoldian reavers, she wasn't after gold or treasures, just bloody vengeance.

Previously, when Astrid had briefly been the tyrannical chieftain of Naglvarlund, Anghol had risen against her, backing their champion Grysa Svarhalla. Grysa was the daughter of the previous chieftain, Iohan Svarhalla, whom Astrid had killed.

In retribution for their rebellion, when she returned from death, Astrid made every effort to wipe the town off the map, ensuring it would never be populated again. Through the use of her necromancy and command of the Spiritstorm, she rose an army of Draug to ravage the town. Even after she left, the malign presence of the Spiritstorm remained. Those who died in the attack returned as mindless Draug. Even now, it remains a desolate and corrupted place.

The only beings to be found living in Anghol, other than the undead, are cultists and necromancers. It has seemingly become an extension of the Dark Isles, a place where cultists can convene and perform dark rituals, using the lingering power of the Spiritstorm.

At some point a N'Shari necromancer named Ghongrav, self-titled Chief Ghongrav of Anghol, took residence and began trying to control the Spiritstorm the way that Astrid could.

### The Quest of Sir Vendell

Several attempts have been made to purge the town, however none have committed enough resources or people to have any lasting effect. Most recently, Svoldia's allies in Whytehold sent a group of priests, escorted by knights errant, to consecrate the ground and exorcise any malign spirits. They were lead by Sir Vendell Oskarr, a banneret of the Lightguard. The quest was perilous, and many knights and priests fell to the horde of undead within the town. Sir Vendell himself was able to reach the stronghold of Ghongrav, breach his defense, and fight the vile necromancer. Ghongrav had the power of the Spiritstorm on his side, but it was no match for the knight's sheer determination. Sir Vendell slew the necromancer with a decisive blow, but now bears a lightning scar from the battle. His actions did not free Anghol of its corruption, but it did halt Ghongrav's plans. Upon returning to Whytehold with the few remaining priests and knights, Sir Vendell was promoted to Knight-Commander.
Mydaros

*"All that shines is mine!" - Mydaros*

Mydaros, sometimes called Mydaros the Golden, or the Lord of Mountains, was an Elemental Lord of Earth. Mydaros was the primary antagonist of "The Stone Shield's Last Stand", a Whyteholder legend featuring Sir Bertram Kaddenstein, one of the Whytehold Guardians. The famous knight was slain by the Elemental Lord in this tale.

Mydaros was an antagonist in the Grand Academy campaign, where he was slain by the combined efforts of Gideon Calwin, Aiden Bramwen, Nikolai Wolfhelm, Sung-Li Hyashi, Alastar Reinvich, Esther Reinvich, Casper Kaddenstein and the ghost of Sir Bertram Kaddenstein.

### Description

Mydaros was a sixteen-foot tall earth elemental, with large proportioned arms, and fists the size of a man. His small head held two eyes that shone with a magma glow. Though made primarily from stone, Mydaros loved to adorn himself with shiny things, especially man-made treasures such as shining armour and golden coins. When the adventurers of the Grand Academy faced him, he had made a crown from the enchanted swords of the metallurgists he had slain, with a peculiar crystal inset into it.

### Personality

Mydaros was a vain, arrogant Elemental Lord, who possessed a love of precious metals and shiny things. Despite hating humans, he seemed to love the things they made, and kept a vast horde of man-made treasures. Of all the treasures, the ones he coveted most were Gold. Mydaros was intensely protective of White Iron, because of its property of being able to harm elementals.

Mydaros despised the Dragonlords, particularly Shoguvhan.

It took a lot to drive Mydaros to act. Only many years after the residents of Stelenburg had been using White Iron did he deign to intervene, and after that he stayed for a thousand years.

### Powers

Mydaros was cumbersome and slow, but his swings held a great strength behind them, enough to kill an ordinary man in a single hit. Additionally, he was able to enhance his attacks with the heat of magma, or plate them in enchanted armour for magical attacks.

While within the Elemental Realm of Earth, Mydaros was unkillable, as he was fuelled by the power of the realm itself. Outside of it, he managed to retain this link by opening portals and activating totems that his servants had constructed. This allowed him to heal while the totems were active.

Additionally, Mydaros possessed great magical powers of earth, though these weren't seen much.
Aldin

Aldin, otherwise known as The Father, is a Light god, and a prominent god within the Tyrranean Pantheon of Gods

The largest following of Aldin is in Whytehold.

## Themes

Aldin is seen as the most war-like of the light gods. His religion fosters a yearning for justice and vengeance, many crusades have been made in his name.

Aldin wants unconditional justice, and never considers mercy or forgiveness. Followers of Aldin have performed some terrible crimes over the years in their zealous search for evil.

Aldin's symbol is a chain. This represents how those who Aldin judges are doomed to be chained away in the afterlife for eternity, and how followers of Aldin are chained to their duty.

## Mythology

### Placement in the Pantheon

Within the familial structure of the Tyrranean Pantheon of gods, Aldin is the son of Athin, and the father of Annor, Ardella and Alshin. He is both the husband and the brother of Aysa.

### Relations with other Gods

Aldin is devoted to delivering justice to the Dark Gods, and thus hates them all. He has a particular hatred for Zekin the Butcher, who has been the source of mass slaughter and war. Zekin's list of crimes is continually expanding, and Aldin looks forward to the day he can finally make the dark god pay for them all.

Aldin is often seen as Athin's "loyal dog". When Athin discovers darkness in the world, Aldin destroys it.

Aldin sometimes listens to the advice of his wife Aysa, who prefers mercy to punishment.

### Depiction

Aldin is depicted as a statuesque muscular individual with a stoic face. He is described as having skin and hair of gold, and having a thick beard. His eyes glow bright white, and burn any creatures of darkness who he looks at. He wields an enormous silver greatsword, and wears regal clothing.

*The Tome of Truths* states that *"Where Aldin walked, the people knelt. I did not fear his gaze upon me, for I knew that I was truly devoted. But there were those among the crowd who shied away, and when Aldin turned his eyes upon them, they burned"*

## Worship

Aldinates often become paladins and inquisitors, destroying evil wherever they can find it and delivering divine judgement.

The Lightguard is a militant group who worship Aldin, based in Whythehold.
Druid

Druids are practitioners of natural magic, who draw upon the energy of the world around them, and use it to maintain the natural balance of the world.

Though druids most commonly wield Life magic, it is not uncommon for them to use some Elemental magic.

Anyone can become a druid, but it is not easy, especially for people who come from an urbanised society. People who grow up among nature are more likely to become druids, but becoming spiritually attuned to wilderness is not easy, and requires a high level of understanding, as well as time and practice.
Izero

*"My reign was shortened at the hands of the wicked, who wished to sell my people and destroy my legacy. But now I'm back, and I have a vision of the return of my once-mighty empire! If you are too blinded by greed to believe in it too, then you must be destroyed." - Emperor Saa III*

Izero is an ancient Izirian city that was considered to have been destroyed for centuries, until it suddenly returned and began expanding its influence once more, founding the New Empire of Izero.

Izero is a city misplaced in time. In a desperate attempt to save his city from the rise of the slave-driving cartels back in the year 3.70, Emperor Saa III invoked a powerful ritual of the Ancient Gods, causing the city to become stuck in a time-loop for centuries, continually being attacked by the cartel's army. Saa was the only one aware of the time loop, all the soldiers and citizens had their memories wiped every time it looped.

in the year 20.18, the Saviours rescued the city by bringing a battalion from Whytehold to defeat the invading army, ending the loop.
Kellan Sithwyr

Kellan Sithwyr was a player character from the early days, who appeared as an NPC in the Legends of Tyrrus.

Kellan was a member of the Order of the Radiant Sword, an ancient knightly order of spellswords based in Old Haven. During the Undead Invasion of Haven, Kellan was tasked with escorting the young noblewoman Mina Frost away from the city, to Whytehold. He was accompanied on this task by Baldomar, a shaman from the Hinterlands. During this mission, he was pursued by The Jailor of the Damned, managed to accidentally allow a vast host of the undead in through the western gate of the city, and broke the seal that had been placed upon Zaikerik's sarcophagus. After escaping the city, Kellan gave Mina over to Elohanne Nightborne of the Dark Monks, who took her to the Black Monastery.

During the undead invasion, most members of the Order of the Radiant Sword had been killed. The only survivors were those who had defected to the Brotherhood of the Burning Blade. Therefore, Kellan inherited the Radiant Sword itself, and devoted himself to living up to the honour of the order.

After the undead attack, the High Chancellors of Haven resolved to create better defenses in case of another attack. As part of this, they asked for volunteers to undergo a secret treatment that would supposedly make them incredibly powerful mages. Kellan, in his eagerness to defend the city, volunteered immediately. Kellan was the only survivor of the experiment, but was driven insane.

Kellan had his body fused with magic-conducting crystals, which would allow him to absorb magical energies, and steal the powers of his foes. However, he was driven made by a relentless thirst for magic.

During the Second Undead Invasion of Haven, Kellan was actually detrimental to the city's defenses, as he slew many of the city's mages in his mad thirst.

When the Saviours arrived at Old Haven, they heard rumours of a mysterious "Shadow of Haven", which turned out to be Kellan. Initially, Kellan formed an alliance with the saviours, as they aided him in his task to slay the traitor Philius. However, as soon as Philius was slain, Kellan turned on the saviours. He almost killed Bartholomaus Steiner, but was then killed by Gaius Lestrade.
Ancient Ones

The Ancient Ones are a pantheon of gods in Izir, who were prominent worshiped in ancient times, but whose worship has mostly been eradicated from Izir. They still have a following in the New Empire of Izero, and among many undead priests and kings of the Necropolis.

Modern Izirian gods, such as Khallidah and Alshah, were originally part of this ancient pantheon, but their worship survived while the others did not.

Many Izirian priests and theologists believe that the Heralds of Desolation, Skarykus, Nerykal, and Fahraki, have killed or weakened the Ancient Ones.

### The Ancient Ones

Hadramah - King of the Ancient Gods, lord of law and justice.

Niallah - Queen of the Ancient Gods, Goddess of plants and agriculture, Protector of the Scendrasil

Saateqah - The Crocodile god, god of rivers.

Ptrazah - The Hawk god, god of the sky

Thuumayah - The Camel god, god of the sands

Anzullah - The Lion god, god of the mountains.
Deities

Coryphiel is home to wide array of powerful deific beings, which are often worshiped, and are usually able to gift great magical power to their followers.

## Types of Deity

### Gods

Gods are nebulous, but incredibly powerful, beings which inhabit the Divine realm, a largely immaterial realm influenced heavily by the psionic energies (the thoughts, opinions, and concepts) of humans and other sapient beings. They do not possess a physical form, and do not really interact with mortals, beyond vague impressions. Gods often have multiple different forms, based on the different ways they are depicted in different cultures, meaning there can be multiple versions of them existing at the same time, which can even work against each other. Gods are aligned to the Light, Darkness, or both.

### Ascended

Ascended were once mortals, but are gifted extreme power by the Gods, or other deific entities, allowing them to act like gods in their own right. Ascended have extreme power, and immortality, but often bear many restrictions. Though they have a physical form, over time, they lose many of their more humanlike aspects.

### Dragon Sovereigns

The direct descendents of the Astral Dragon, and the progenitors of all Dragonkind, the Dragon Sovereigns are immortal and supremely powerful beings. However unlike gods, Dragon Sovereigns are restricted to a physical form, and cannot be everywhere at once. Dragon Sovereigns revel in being worshiped by humans, and are able to transform their followers into Dragonkin.

### The Fey

Created by the Eternity Constructs to represent the divine force of Life, the Fey are an eclectic group of powerful beings including ancient Elves, plant beings, and incorporeal spirits, who dwell in the wildest places in the world and protect nature.

### Eternity Constructs

The Eternity Constructs are a group of ancient beings, built by the Astral Dragon to be everlasting servants to Coryphiel and the life which sits upon it. The Eternity Constructs are unaligned, and have no stake in the wars or conflicts between humans, seeking only to preserve life and protect the world from the ancient enemy. Eternity Constructs rarely interact with mortals.

### The Unspeakable Ones

The ancie̶̺̺͌nt en̴̺̘̺̈́̏͠e̵̤̫͚̔̂̕m̵̱̖͗͝ẙ̶͔̦͝ of all l̷̟̤̳͑i̶̹̼̪̒̽f̴̠̾é̴̹̄ o̵̰̲̺̞̖̗̊̽́͂͂n̵͍͉͂̎̚ ̷̗͚͙̣̥͓̈́C̶̣͓̜͙̄͑̂̂͘ó̸̧̜̬̰r̴̗͐̂̆͜͝͝ỷ̵͇͇͍̾̕͝p̵̡̡̜͚̈̈͑͜͜h̴̠̻̀͌͛̍i̸͙͋͋̚͠ẻ̵̟͇̺̞͍l̶͙̣̮̠͆͆̓͂, t̶̟̘̿̾̇r̶̠͉͗̎á̴̢̦̖̄́p̵̮̟̍́̊p̶̝͉͖̟͛̐̅̍ē̶̹͎̙̲͘ḍ̵͎̰̩̐̂͝ b̶͎̩̃̓̾͑̾̊͛͛̾͝͝͝e̸̡̢̺̦͙̜̼̪̩̥͕̜͔͈̍̍̃́͑͆̌̅̆y̶̯̣͓͕̣̯̞̖̏̄̍̃͑͆̏͛̆̚̚͘͜͠ơ̶͈̓̔͗͘͜n̶͇̗̹͈̼̖͈̤̐̔͆̂̅͐͜͝͝d̵̨͑̑ ̷̙̗͉̺̙̑̐̎̉̎̋̔̈́̄͝t̵͇̱̙̣̩̊̿̍̚̕͜h̸̭̿̄͛̍͗̄̍͊ė̴͎͉̺̮̄̈́̒͐̊͋̈́͜ ̵̖̟̖̲̺̪͉͇̦̬͖̖̜̏̆ͅÃ̵̬͇̩̮͖̜͎̆̆͐̐̈́̍́́̊b̵̡̛̫͙̤̙͖͙̳̣͆̆̾͆̑́̃͘͝ÿ̵̧̢̡̖̯̪̙̩͔͕́̍͂̕ͅs̷̳̘͓̬̣̈́̈́̆̀͂̈́̉ͅş̶̣̭̬͕͈̗̳̮̔́̉͑̚.̵̞̰͕͂̇̒̓̇́̿͝͝.̶̘̹̘͍̺̠̿̌͑̕.̶̺̯̼̌̎̔̊

## Deific Groups

### Light

The Light contains Gods of the Light and Archangels, and are some of the most commonly worshiped beings in Coryphiel.

### Dark

The Dark contains Gods of Darkness and Demonlords.

### Shadowlight

Shadowlight contains the Gods of Shadowlight, and Nephilim.
Mahomet Al-Azah

Mahomet Al-Azah, usually referred to as Grand Vizier Mahomet, was a major antagonist of the Legends of Tyrrus. He has, on multiple occasions, kidnapped and poisoned the Saviours, and was an ally of Zaikerik the Betrayer.

Mahomet was not a capable warrior, and had no knowledge of magic. He was, however, highly educated, intelligent, and deceptive, with an excellent knowledge of poisons. He has used this traits to great effect in his rise to power.

When the Saviours first encountered him, Mahomet was the Grand Vizier to King Shukrizah IV of Alatheen. He was encountered in Slaver's City, where he kidnapped the Saviours and sold them to the Grand Emissary of Azakkad.

Mahomet was defeated by the Saviours at the Siege of Alatheen. His unconscious body was given to the necromancer Aziz Al-Ahmed. It is unknown what happened to him afterwards.
Claude Asalaine

Claude Asalaine is, reluctantly, the current Patrician of the city of Varawyn. Prior to this he served as Lord-Merchant of Varawyn for 15 years. He is the head of House Asalaine, and is one of the richest men in the Erdannian Empire.

Claude Asalaine is renowned for his financial expertise, and adventurousness. He is known as a man who can flip from being a sophisticated noble while at home to rugged and reckless explorer when out on expeditions.

During the Patrician Elections of 20.88, Claude was voted in to lead the city, despite not campaigning, or even really wanting the role. This may have been due to the fact that his political opponents were being affected by the demonic power of the Horde which was present in the city on that day.

Claude has a daughter, Morgan, who was born of a brief affair between Claude and the Elf Aderyn.
Alderick

The first things visitors to Alderick will notice is how the weather is terrible, it smells like fish, and all the buildings are in disrepair.

Alderick is the largest city of the Valarr Union, a constituent of the Erdannian Empire. It was briefly a major city to rival Erradan and Varawyn, particularly known as a shipyard and naval base. However, since much of the naval forces moved to Portonecia, and production moved to Shoredown, the city has lost much of its former wealth and reputation. Nowadays, the ships which are built in, and dock in, Alderick are mostly fishing and whaling vessels.

Alderick's impoverished state is largely due to the vice-grip of the oligarchic Burgesses who control the Valarr lands, and who rinse the area for whatever profit they can acquire.

Currently, Alderick is controlled by the Loyalists in the Erdannian Civil War.

### Background

Alderick likes to present itself as the "Third City of Erdannia", and has a lot of pride in its history, despite its current disrepair. Before the establishment of the Erdannian Empire, Alderick was capital of the Valarr Union, the "Poorest nation of Tyrrus". After the Erdannian Empire was established, and Alderick was brought in, it experienced a brief golden age and was invested into by many businesses. Factories were established, hotels were built, and the navy established their offices in the city. However, as soon as Erdannia had conquered and built up Nazenne, everything moved away from Alderick and into the warmer climate of the Shattered Sea.
Forest Friends

Forest Friends is a short campaign occurring alongside The Grand Academy following Aidan Branwen as he e

## Forest Friends

### Other NPCs

Archdruid McDoughal, Adderyn, Glen Lonnad, Bram Lonnad

mbarks on an extended trip out of the Academy in search of the Sapphire Queen. The campaign comprised of three story arcs each based around a central location: Woodsthrinn; Sorrowsong; and Varawyn. The campaign introduced a new student to the Academy, Morgan Asalaine, and featured Wisteria while the party were visiting Sorrowsong.
Kaldish

Kaldish is a generalised term to describe the ethnicity of humans who live in the cold northern continent; Kaldinen. In reality there are many tribes with different cultures and backgrounds all over Kaldinen. There are a few unifying traits across all Kaldish tribes, they are generally nomadic and they revere the Eternity Construct C'Taloc.

Although lacking technology the Kaldish are well equipped to deal with their environment possessing a rural understanding of magic, a unique form of combustion technology with Crystal Fire and contraptions that help them traverse the landscape.

Their infrastructure however mostly consisted of tents and simple huts, however large sleighs that act as mobile structures have been observed.

The Kaldish are known to bond with some of the strange creatures of Kaldinen, including domesticating Orcans and Smilodons.

### Relationship with C'Taloc

Supposedly, the Kaldish people are the protectors of C'Taloc, and it is their responsibility to keep the Eternity Construct safe from malicious intent.

The Kaldish people have therefore built up a symbiotic relationship with the mysterious entity. They are inscribed with marks of which protect them from the extremes of the cold, and they recieve prophetic visions from C'Taloc regarding the patterns of the weather, warning them of coming storms, and letting them know when warmth will return.

### Settlements

The Kaldish rarely have permanent settlements, due to their nomadic nature. However, some of the larger tribes have been able to prosper in places where resources are more abundant or reliable, or in places where they can rely on trade from other nations. The most notable of these is the Wikwit town of Konjak.

### International Relations

Some Kaldish tribes have favourable relations with other humans and elves who inhabit the region, or neighbouring regions. The Whyteholder settlement of the Frozen Crown, and the Nothindrian settlement of Zelenka both frequently trade and make deals with the native Kaldish.

The most prolific traders among the Kaldish are the Wikwit tribe, one of the largest tribes on the continent. Due to their location, the Wikwit are able to trade with the Whyteholders, the Nothindrians, the Javaara tribes, the Elves of Caerland, and the Trolls of Tungl-Knott, Being a hub between such varied nations grants this tribe a variety of resources, and the ability to build a couple of permanent settlements, the most notable being Konjak.

#### Hostilities

The Kaldish people have fragile relationships with the fellow denizens of Kaldinen. They are frequently in combat with the Elves of the region, and the Trolls of Tungl-Knott. Hostilities are most common when these factions must fight over control of an area of C'Taloc's Grace.
Clockwork Legion

The Clockwork Legion is the main military force of the Crown Loyalists faction in the Erdannian Civil War, and is entirely comprised of Clockworks, except at the highest levels. The Legion is formed from a mixture of upgraded soldiers from the Clockwork Regiment, and mass-produced soldiers created by the Legion Company factories which have recently been created across Erradan.

The Clockwork Legion is primarily tasked with keeping control over Erradan, and defending it from many potential threats. It also enforces martial law across the city, and hunts down many of the dissidents, criminals, and vigilantes which have plagued the city for so long.

the Legion is structured the same way as the standard Erdannian Military, split into a strict hierarchy of soldiers, sergeants, captains, lieutenants, etc. At the very top is the Supreme Commander of the Clockwork Legion, and War Minister of Erradan, Circe Rosenclair. Below her are multiple generals, a mix of humans and clockworks, including General Ironjaw and General Skipper.

The most advanced members of the Clockwork Legion are the 5th Generation Clockworks produced in the Legion factories. These Clockworks possess superhuman strength, agility, and precision, as well as advanced weaponry and backup weapons built into their bodies, such as electrostatic bursts, and arm blades. However, due to the fact they are brand new off the factory floor, they are comparably unintelligent and inexperienced, usually requiring direction from veteran clockworks, commanders, or from Circe herself.

One of the most concerning aspects of the Clockwork Legion is the ability of Rosenclair to directly take control of clockworks within the legion.
Brotherhood of Frost and Flame

The Brotherhood of Frost and Flame is a group of mages based in the Kingdom of Whytehold. The group was formed to give elemental mages in Whytehold a place to learn without having to go to the Abbey of Metallurgy, or one of the Temples of Light.

The tenets of the Brotherhood are much less restrictive than the alternatives, they simply pledge themselves to the glory of the Kingdom, to protecting its people, and to teaching mastery of the elements to any who seek it.

Knights of the Brotherhood roam the world as mercenaries and heroes, protecting the weak and destroying the wicked (or at least, they try).

The Brotherhood are a much more joyous bunch than most magical orders, reveling in festivities at their great hall. This is partially because one of the original founders was a Thassalian, and encouraged revelry to bond the knights as true companions. Mead is a rather ceremonious drink in the Brotherhood, as all new initiates are given a pint of it to drink, and it is always served at festivals.

Knights of the Brotherhood are very identifiable by their wide-brimmed pointed wizard hats and large plated armour, which originates from an older armour design from the Whytehold Regional Guard (a defunct organisation that protected the countryside of the White Cape, now replaced by the Whytehold Civil Guard). This armour is large and wide, giving those who wear it the appearance of being overweight. The cloth of the knights' tabards, hats, and cloaks are always red, representing the colours of Whytehold. They wear helmets, but the combination of the wide hat and the large armour means their heads are barely visible most of the time.

As their name suggests, the Brotherhood focus on pyromancy and hydromancy, though they readily accept those who wield earth magic or air magic. The Brotherhood is a generally compassionate organisation and do not discriminate against sorcerers or warlocks, even accepting them into the brotherhood if they wish. They are often conflicted with the Witch Hunters.

The Brotherhood uses a ranking system based on the one for the Whytehold Military, though they are not recognised by the Kingdom as an actual military division. They have Soldiers, Knights, Knight-Commanders, and at the top is the Mage-Commander.

The Whytehold military does often recruit battlemages from the Brotherhood, especially those who rank as knights or higher.

Most high-ranking commanders of Whytehold see the Brotherhood as a useless bunch of drunkards and aimless wanderers, irresponsibly flinging spells about. However, Queen Ajelika Weisenburg has a soft spot for them.

The Great Hall in the town of Wintergate serves as the Brotherhood's headquarters, though it is mostly only used for special occasions and for initiations, as most Knights of the Brotherhood are travelers.
Demonlords

Demonlords, also known as Arch-Demons, or Dark Ascended, are people who have gained immortality and great magical power through dark means. Unlike other Demons, these beings retain their intelligence, personality, and individuality from their human life, and are even able to defy the dark gods.

Some Demonlords are gifted their power by the gods, for their loyalty to darkness, their sheer might, or some other whim of the gods. Others forcefully ascend by way of profane rituals, stealing dark energy from the divine realm.

The path to becoming a Demonlord is far from simple however. It involves first becoming possessed by a powerful Demon, then overpowering said demon. This requires an incredible force of will, and usually extensive magical power. Those who fail either die, or become feral demons.

Dark Ascension is not always the blessing it seems to be at first. It always involves a physical transformation, into something far from human, and often comes with a variety of other curses. Examples include Keldai's eternal agony or Fahraki's endless hunger. Though Demonlords often possess the ability to change their shape, in order to blend in among humans, they can never entirely hide their inhuman appearance.

Though Demonlords are very powerful and can live for millennia, they are not invincible and can be killed. Additionally, if they lack followers, either human or demonic, they will begin to weaken, and eventually die.

## Demonlords

Demonlords are generally organised into several categories, for organisational purposes. The demons within these categories are not necessarily related to one another.

### Chaos-Bringers

Demonlords of this category are known for their desire for chaos, and their efforts to destroy human civilisation. These are often considered the most dangerous. They usually represent themes of madness, destruction, and violence.

The Horde

Keldai - The Ravager

Kolodai - The World-Breaker

Nerykal - Herald of Decay

Skarykus / Skaradai - The Nightmare, Herald of Madness.

### Masters

Demonlords of this category desire to rule over humans rather than destroy them. They often have vast followings, and are more organised than their brethren. They usually represent themes of tyranny, war, and manipulation.

Greenblood / Guldai - The Sea King

Orkhovan - The Champion of Kanzayong

Pazadai - The Parasite

Zaikerik - The Betrayer, King of the Dead

### Tricksters

Demonlords of this category are experts at trickery, and at corrupting humans. They interact with humans more often than other Demonlords, and will often present deals, or gifts, with a hidden catch.

Azjol / Azjodai - The Spider King, the Deciever

Fahraki - Herald of Sin

Lamaztu - Mother of Darkness

Luzodai - The Beautiful

Malphakain - The King of the Sunset Palace

Czoloch - Eater of Secrets

### The Loners

Demonlords of this category are strange and separated from their brethren by their solitary nature. They do not make great impacts upon the world, rarely communicate with humans, and their motives are unclear.

Rukdai - The Keeper

Vaasdai - The Hunter

The Masked Lady - The Champion of Shidiqura
Bordellyon

Bordellyon is a city in the Kingdom of Whytehold. It is the provincial capital of the Rivenwald.

It was once the capital of the Kingdom of Bordellyon, until that was taken over. It then became a vassal nation of Whytehold as one of the Rivenwald States, until eventually it was brought under the complete rule of the Kingdom of Whytehold.

Bordellyon is ruled by the High Marshal Isabella Kerzenburg, who is also Duchess of the Rivenwald.
Penitent Order

The Penitent Order is a branch of the Whytehold Military, a small but elite militant order consisting entirely of soldiers and knights who have, in some way, disgraced themselves and committed crimes against the Kingdom, the Light, or both. There are also many members of this order who join in order to seek forgiveness for their past, such as former soldiers from heretical nations, or for their very state of being, such as Cambions and dark/forbidden Sorcerers. Some members of the Order are given anti-magic capabilities, so they are often sent to battle against magic users.

Members of the Penitent Order have their skin branded, and their uniform is dark and unique. They are instantly recognisable by any citizens of Whytehold, who often treat them with disgust. Members of the Order are thrown into almost-suicidal conflicts. Any who survive long enough and prove themselves devoted to the Kingdom, may be forgiven for their crimes, have their brand removed, and even be cured of any cursed afflictions they bear, such as being a cambion or sorcerer.

Joining the Order is always a choice, and nobody can be forced to join. However, the alternative is often execution or imprisonment. The Penitent Order, for many, represents a chance at forgiveness, and reclaiming their honour.

Only the Heirophant of Sollan, the Queen-Commander, or the Archbishop of Kirkenhold can declare a member of the Penitent Order to be forgiven.

#### Powers

Some members of the Penitent Order, usually former knights or heretical sorcerers, are taken to Sollan Temple to undergo a ritual. This ritual drains the subject of all magical energy, cutting them off from the divine, to prevent them turning to Darkness. Such is the extent of the nullifying magic, that it often grants the subject anti-magic abilities, making them highly effective against magic users.
Canto

Canto is the "Great Free City of the West". It is one of the largest Shavhani ports outside of the Three Dynasties and a major trade hub of the Shavhani Coast. The city controls the main passage to Vanh-Gu-Shei, and is located on the island of Gongol, among the Mantis Isles. The disputed territories of Canto and its surrounding isles are known as the Cantese Provinces.

The Grand City of Canto is in a precarious position, and must constantly maintain a delicate balancing act between its neighbours; the Three Dynasties, the Gol'Shivaar pirates, the Orkhovan Zongol Tribe, the landed mercenaries of the Cantese Provinces, and the Ancestral Cult of Xon-Xon whom it shares an island with. Additionally, the city is often under attack from the native Kiriigon people of the isles, who hold a grudge. Coups are common throughout the city's history, though no great power has ever managed to hold it for long.

When not in the midst of a power struggle, Canto is a fabulously wealthy city, both due to the extortionate taxes it charges for travel through the area, and the almost-exclusive resources it has access to; the treasures of Gongol such as Star-Metal, Greatshell, and a variety of exotic coral and fungus.

Due to the many threats surrounding it, the city's territory is heavily fortified, with watchtowers and castles up and down the strait it controls, and high walls around the city itself. Not to mention the impressive navy, consisting mostly of bulky ships-of-the-line, armoured with greatshell and equipped with imported artillery from Vanh-Gu-Shei, which are able to completely block off the strait if needed.

Canto also possesses a large militia force, who are highly distinctive due to their chitinous Greatshell armour and weapons. Some of their greatest warriors are even equipped with Star-Metal blades.

At the peak of its power, Canto controlled the ports of Lin Peng, Yi Ti, Gangkou and Dezhu. However it was forced to let go of most of these due to pressure from the Three Dynasties and Gol'Shivaar pirates.

Due to its independent status and the constant switches in rulership over its history, Canto is the most culturally and religiously diverse city in Shavhan. The majority of the population are of Qui or Xang descent, however there is a large presence of Taigon, Zongols, Chakrou, and a small number of the elusive Kiriigon people of the Mantis Isles. Canto has no main state religion, but all manners of worship can be found here, including Shoguvhan worship, the Ancestral Cult, the Zongol gods, Shin'Kaano, and various other groups.
Circe

Circe is a major antagonist character in the world of Coryphiel, primarily operating in Erdannia.

Circe has previously gone under the names Cecelia Rouge, Lady Mordenaar, and Princess. She is currently operating under the name Circe Rosenclair, War Minister of Erradan, and is arguably the most politically powerful person in the Erddanian empire. She is also the CEO of the Legion Company, who manufacture Clockworks for the Clockwork Legion, which she is Supreme Commander of.

Circe is not a human being. Her exact nature is unknown, but it is known that she can possess and control mechanical creatures and machines, including Clockwork Golems and Clockwork Augments. She usually interacts with others using a clockwork body, covered with Miracle Skin to create the appearance of a human being. Her real body, if she has one, has never been seen.

Acting through the assassin Exitus, Circe secretly manipulated events in Erradan in her favour, to destabalise the nation, throw doubt onto the current ruling government, and eventually kill the King himself, causing a war of succession. She also used the assassin Sanguine to eliminate many influential politicians in Erradan, and destroy the empire's truce with the Zulaca cities. Through manipulating the Cabal, she was able to elevate herself into the position of War Minister, and coerce the ministry into granting her emergency powers.
Ramazan I

His royal highness, Ramazan Eldranador the First, is the Emperor of the Calamaran Empire. He is the longest reigning emperor they have ever had, reigning since the suspicious death of his father in 19.70, to the present day.

Ramazan I is infamous as a cruel despot, and reigns over one of the most problematic eras of history the Empire has had. For almost his entire reign, the Emperor has been fighting losing battles on all fronts, as his empire is picked apart by pirates, enemy empires, and opportunists looking for a share of the spoils. In order to more effectively fight back, the emperor has instituted many laws which most would consider dystopian. Forced conscription, indentured servitude, punishingly high taxes, increased rationing, etc.

In a twist of cruel hypocrisy, the Emperor and his courts continue to live in luxury and comfort, while the empire struggles to get by.

In addition, the Emperor has created a special police force, called the "Grand Cazadores" which he has unleashed upon his major cities, who crush dissent, and imprison problematic individuals.

The Emperor has been the target of many assassination attempts, but has survived them all, mostly due to his intense paranoia. These attempts began to cease after Ramazan had the assassins, and the perpetrators, fed to his pool of flesh-eating squid.

The Emperor has one ally on the world stage, which would be the Izir Confederacy. Yet even this staunch ally is waiting for the fall of the empire, and the profit that can be gained from it.
Air Magic

Air Magic, also known as Aeromancy, is the manipulation of air. It is a branch of Elemental Magic.

### Overview

Air magic is a fairly common branch of magic, though is often seen as less useful than the other major elemental magic types. Nevertheless, command over the winds has many practical uses. Air is also considered less harmful than other magic types, wind is much less dangerous than fire for example.

Air magic aligns itself well with free spirits. It is the most free and chaotic of the elemental magics. It is also the most prevalent of the elements, air being pretty much everywhere, which contributes to the freedom of air mages; no matter where they are they can rely on their magic. However, Air is also considered lazy and unreliable, it is easily moved and rarely has much force behind it. For this reason, air mages tend to be precise and calculating with their magic, pushing and pulling the winds where it will have the greatest effect, instead of just using brute force.

Air is adjacent to Fire and Water. Like Fire, it is chaotic and intangible. Like Water, it is mobile and flowing. Air is completely opposite to Earth.

### Air Magic Users

Though anybody has the potential to learn Air magic, the greatest potential resides in those whose personality aligns well with it. Those who value their freedom, who like to be moving, and who care little for the order and restrictions placed on the world by others, will find learning Air magic easier than others would. Learning air magic is largely about trying to comprehend the complicated and vast movements of air in the surroundings. Those who learn magic through study are called Mages.

Air Sorcerers are born with the innate ability to manipulate air. They are usually not considered to be too dangerous.

There are entities in this world who may grant the ability to use air magic as part of a pact, such as powerful elementals or ancient sky dragons. Humans who enter such pacts are called Warlocks.
Astral Dragon

The Astral Dragon is the legendary creator of the planet Coryphiel, and protector of all life on the planet. It died many thousands of years ago, but is still respected, and even worshipped, in many societies across the planet.

The Astral Dragon is said to have created many of the magical beings of the planet. In particular, the Eternity Constructs are supposedly created from fragments of its own body, and outlived their creator, in order to continue to protect life.

The current Dragonlords are supposedly formed from the remnants of the Astral Dragon's soul, split into many pieces.
Droxbury

Droxbury is a prominent town in the Erdannian Empire, home to Highmoor University, the most prestigious university in Erdannia.

Droxbury is located in the province of Tiravia, in the county of Red Moor.

#### Highmoor University

The most significant landmark in Droxbury, Highmoor University is a popular destination for wealthy young people to go through higher education. The university offers a wide array of courses, but has a focus on the sciences.
Bestiary

The world of Coryphiel is home to a wide variety of creatures. Any creature which exists in the real world is also present on Coryphiel, but in addition to these animals there are a variety of "mythical" beings which may be fairly common across Coryphiel

## List of Known Creatures

### Arcana

Denizens

Elementals

### Beasts

Amarok

Anzu

Aurochs

Cambi

Griffins

Ifrits

Krakens

Perytons

Phoenixes

Sapper Beasts

Selketts

Shock Salamanders

Terror Birds

Unicorn

Vaask

Valhyzja

### Constructs

Clockworks

Golems

### Dark

Cambions

Demons

Wraiths

### Draconoids

Cockatrices

Dragons

Drakes

Drakehounds

Great Serpents

Leviathans

Shovelheads

Wyrms

Wyverns

Wy-Lung

Zilant

### Fey

Elves

Dryads

Leshen

Spriggans

### Light

Angels

Deva

Skyguard

### Troglodytes

Hags

Lubbers

Ogres

Trolls

### Undead

Ghosts

Ghouls

Skeletons

Wights

Zombies
Elohanne Nightborne

Elohanne Nightborne, frequently shortened to Eloha, was a Dark Monk, and a prominent character during the Legends of Tyrrus.

Eloha was the dark monk to find and retrieve Mina Frost, and bring her back to the Black Monastery. She was also present at the First and Second Undead Invasion of Erradan, and assisted in destroying the undead armies.

Eloha's investigation over the course of the following year took her into Old Haven, to see why Zaikerik invaded the city.

Eloha was present at the Battle of the Blackspire.
Crimson Monastery

The Crimson Monastery is an important location in Izir, and is one of the world's most advanced centres of learning for Forbidden Magic. The Monastery is located close to the banks of the Bloodwater, and to the city of Transcendence. The Crimson Monks also are educated in areas of Medicine and Alchemy, and Viziers often train there.

### History

The Monastery itself is an ancient building. It was originally founded by exiles from the Magus Council of Izero, who were banished by Aziz Al-Ahmed. These exiles primarily used Blood and Psychic magic, and were lead by the Shaman Kaylazandah. Some of these exiles moved on, to found the shamanistic blood magic cult of the Scendrasil Shore.

### Politics & Government

Though officially a part of the Izir Confederacy, the Crimson Monastery has a lot of autonomy and political influence due to the Confederacy's dependence on their medical expertise. They rule the swamps east of the Bloodwater Delta.

The Monastery are lead by a group of individuals called "Tollahs". they are part priest, part teacher, and part political ruler. The head of the Monastery is the Grand Tollah. The Tollahs are mysterious individuals, they are usually masked and they are said to have ways of extending their natural lifespans. As they get older, the Tollahs are known to go blind, but to gain psychic senses that supercede natural eyesight. The Grand Tollah is the most mysterious of all, they are never seen in public, and they seem to live for much longer than they should. According to the Crimson Monks, all the Grand Tollahs bear the blood of their founder Kaylazandah

### Services

Monks of the Crimson Monastery often travel the world, selling their services to the highest bidder. Sometimes they act as doctors, other times as deadly wielders of forbidden magic. Wherever they go, Crimson Monks are always recognizable by their blood-red tunics and pure white masks.