recursal/Fanatic-Fandom huggingface dataset:
Loraen

The city of Loraen was built during the Age of Kingdoms around the castle of Sir Terran Thorn. Held in cultural memory among most races as a shining beacon of nobility and purpose. The city had beautiful "renaissance" architecture, some of which is still said by adventurers to be in the layers of ruins beneath Rose Castle. Legend holds that the city was largely designed by a young artist that had followed Terran during his war against the Great Horde. The artist filled the city with statues and decoration dedicated to an unrequited love. Though the name of the artist is lost to history, the name of that woman is forever remembered.
Outer Planes

The Outer planes are considered by scholars as those planes of existence which are seperated from the Prime Material Plane by the astral plane. The soul of most beings journeys to the outer planes upon the death of their living form. Each seeming to have some natural destination. The reason for this is not currently understood. (At least not by any being willing to speak to the Clerk.)

These destination planes are generally considered by religions to be some form of "heaven" or "hell". The idyllic planes are collectively called the Upper Planes, while those of a more infernal nature are referred to as the Lower Planes.
Creation

***Preceded by:** the Void / **Followed by:** Age of Myths*

The name given by historians to the period of time when the world was created and the gods actively roamed the world. Time was fluid during this period and had not been formed into a linear progression yet. Thus it is impossible to know how much time occurred. There is some overlap between the period referred to as creation and the Age of Myths in historical records. Events that occurred after the birth of Lyssium are generally considered part of the Age of Myths. However, the early oral records leave the occurence of some events unclear in relation to others. In this case the events are grouped into Creation.

**Period of the Gods**

For an unknown amount of time at beginning of creation Madrian's Children wandered the face of the newly created world. The young gods explored the various creations of their siblings and exchanged ideas. Individual animals, plants, phenomena among other things were created. Some of these creations are considered sacred to the deities that made them and have become part of their iconography.

**Creation of Elves, Goblins & other Fey**

Myths tell of how Madrian, exhausted following the birth of the world and her children walked about watching them create. While watching her children take in the wonder of the world around them and add beauty to it, she felt overwhelmed with joy. The tears that came to her eyes fell onto the earth and from them came the elven race. Slith saw these newly created beings and thought them interesting. So, s/he decided to create its own version, thus were created goblins.

Throughout all these little moments of creation there were no mortal races to shape the world to their minds. So as various things were created, they often took on a livelier form. These were they fey, the raw power of the gods responsible gave life to these abstract entities. As Adrianna created snow it needed to come from somewhere, so whole swarms of cloud sprites and snow imps were created for the process. It was thus as all the world was created and expanded upon. This was how the true fey were created.
The Continent

A term used by scholars to refer to the continent between the Sea of Storms to it's west and Sea of Dagon to it's east. The term arose during the Age of Kingdoms in human records. Several things have over the millenia contributed to the continuation of it's usage. First a lack of knowledge of any other continents, then by the destruction of the old continent. Also disagreement by scholars of various regions and races has actually added to numerous names being invented for the Continent. Many of these have been lost or simply fell out of favor even in the circles which originated them. Over time it has become accepted in the common tongue to just use the name.
Tamera

**Tamera** - *goddess of Beasts, Wilderness and Passion*

*Holy Symbol:* a paw print

*Favored Weapon:* claws and teeth

*Sacred Animal:* all land animals

*Colors:* natural colors

*Common Worshippers:* animals, Jongurans

*Enemies:* agents of decay, entropy and pollution, trophy hunters

*Devotions:* maintaining balance in nature, teaching humanoids to coexist with the world, enforcing and respecting the laws of Tamera, the destruction of those that despoil nature or hunt for sport.

**Description**

Tamera can appear as any animal though she prefers the form of a shapely humanoid woman covered fur patterned like a tiger with paw-like hands and feet constantly flicking her tail. This form can often appear as large as a giantess and never less than 7' tall. In whatever shape she appears her eyes are like green jasper. She exudes a predatory aura and sexuality. In encounters she is one of the most fickle gods. Prone to sudden shifts in emotion with only slight provocation. As her clergy often say, "Tamera does not ponder. She acts." If kept on friendly terms she is known to be very curious and often flirtatious. It is believed that her realm can be reached by traveling deep into the jungles of the Jongura.

**Church**

Shamans, druids and witch doctors most often serve Tamera. Holy sites are always places in nature. These clergy are usually recluses and appealing to one often requires a journey into wild places of the world. Tribes in the Jongura generally have a sacred tree where offerings can be left when aid is required. Even when not actually druids, these clerics are often mistaken for such. There duties are very similar though they tend much quicker to violence. Some humanoids are surprised to discover animals will sometimes serve Tamera. These lead to stories of hunters who realized too late that their quarry possessed divine power.
Crown of Night

The Crown of Night is an artifact created by a powerful witch with Hecaya's guidance. The Crown was given to the Lost King as a sign of the witch's favor. The rough band of unadorned wrought iron is believed to possess many powers, including the ability to bring about eternal night. A number of fiendish villains have sought the Crown over the centuries.
Elemental Vortex

An elemental vortex is a (usually) naturally occurring connection between a prime material plane and an inner plane. On the prime world they exist at areas where the fundamental energies match those of the connected plane. A volcano might harbor a vortex deep in its caldera to the planes of fire, magma or smoke. A vortex to the plane of water may exist in the depths of the ocean. A massive storm may have a vortex to the plane of lightning. Whatever the connection the vortex can vary in duration, the portal in a volcano may last for centuries while the vortex in a storm may pass as quickly as the clouds themselves.

Travel between planes via a vortex only requires the ability to survive the environment and strength to push through. (ie. fighting against the wind of a storm) This travel is otherwise as easy as stepping between rooms in a house. Because of this such places on the prime commonly have an abundance of elemental life in the area.
The Lost King

A legendary king who held power in Moorlund during the Age of Kingdoms. He ruled over both human and sluagh subjects for time in peace. However other human and elvish kings saw this as a threat and joined in war against the King. Though he managed to hold back his enemies, he could not hold back time. Upon his death his body was hidden away by his faithful and his enemies feel upon his kingdom,
Uniforms

Uniforms are a retexturing of vanilla iron armor sets that ***require Optifine*** to be rendered. these retextures are mostly meant to resemble modern military uniforms, though this is not an absolute rule, ~~more-so coolness factor :).~~

## Obtaining a Uniform

Obtaining a Uniform for yourself is fairly straightforward. All it requires is the use of an Anvil, a piece of Iron Armour, and the key word associated with the Uniform anywhere in the item name.

As of now, there are 12 uniforms. 7 nationality-associated, and 5 non-specific.

### Key Word

Each armor set has a key word associated with retexturing. These are not case specific, and can be placed around any combination of words or characters, allowing for extended RP in naming items such as the "Legendary EMR Cap of Gigachad", or "LEMRgodslips".

## Current armour sets

These have all been contributed by members of the community. If you wish to add a uniform for your faction, or just your friends, it isn't too hard. You may find texture modding guides online, or even modify the existing textures in the server resource pack, as long as you are honest in your derivations, make meaningful changes that differentiate the new uniform from the old (such as new insignia and recolouring), and provide a good name/key word we will be open to including your additions into the server resource pack!

***Notice: If you are a nation ruler, you can submit an uniform texture for your nation to be added to the texture pack. Open a ticket on our Discord through #reports channel, send the texture there, and we will add it to the pack.***

### Icons

(in order of named appearance below, from top to bottom)

## Contributors

Special thanks to Discord user FeanorWasRight for contributing all 7 of the national uniforms, and special thanks to Discord user Feud for contributing the 5 non-specific uniforms (EMR, KLMK, MARPAT, MultiCam & PASGT)
Genie Kind

Jinni or genie are elemental beings with naturally occurring magical powers. They are known for their servitude to spellcasters, granting wishes and being tied to one of the four major elements. Jinni all have civilizations which are spread across the Elemental Planes as well as numerous Prime Material worlds. On Madrian they typically found in Rafiah, Mezorale, and Cao Wu. They are fond of in wild and beautiful places found in the deep deserts, steppes or jungles. Their appearance is generally that of a large humanoid with skin tones reflective of their elemental ties. It is not unusual for them to have the heads of beasts associated with their element. Because of this, scholars speculate that the Forgotten Gods of the ancient pharaohs may in fact have been powerful jinni.
Prime Material Plane

Prime Material Plane is the name given by scholars to the "mortal" or "natural" universes. It includes all the worlds, galaxies and universes which exist in the multiverse. Planes of existence outside the Prime are generally considered to include the inner, outer, astral and ethereal planes, the Void and any planes existing primarily within those spaces.

By way of example, it is assumed that the reader exists on the Prime Material Plane. Everywhere within existence that you can reach by whatever means save for planar travel is the Prime Material Plane. Everywhere within that area that you can reach without dimensional travel is "your current" Prime Material Plane. Most forms of time travel\* are actually dimensional travel and are a common way to leave "your" Prime.

*\*Note that certain forms of time travel are not dimensional travel. These forms of travel are highly discouraged often leading to temporal collapse.*
Phades

**Phades** - *god of Judgement, Vengeance and Secrets*

*Holy Symbol*: a lead chain and gauntlet

*Favored Weapon*: sword

*Sacred Animal*: rats

*Colors*: gray and black

*Common Worshippers*: Judges, Lawyers and Bounty Hunters

*Enemies*: none

*Devotions*: bearing witness, establishing the truth, acting as a vessel for the secrets of others, giving confession, judging and meeting out vengeance, record keeping.

**Description**

Phades has only ever been seen by mortals in his lair. He is a large imposing figure covered in plate armor made of lead. Sitting on a throne made from murdered men he stares into his well. It is believed that he watches the sins of all mortals and that they in turn add to the weight of his armor. If the god of secrets has ever spoken to any mortal, they have never said. In recorded history there is only one instance where he acted directly in mortal affairs. When he sent the dragon Mahlgurwrak to destroy the Great Horde and the city of White Castle.

**Church**

The clergy of Phades has an interesting history as the one least persecuted during the Reign of White Castle. This is partly because they function primarily as lawyers, judges and record keeps. In addition, they rarely speak of their god and do not hold any kind of mass or ritualistic prayer. The servants of Phades are primary concerned with their functional role within society. Though garb varies it is always dark, drab and lacking ornamentation. Each carries a length of chain to represent the weight Phades bears. Usually hung around the neck or waist. In addition to their work in record halls and courtrooms, servants of Phades act as bounty hunters, inquisitors, run orphanages and prisons.
Faction Map

## Background

Due to the constraints of Towny, and inspired by the system of our sister LotR server, it was decided that for this next server reset a new Factions system was necessary, which was to be paired with a regularly updated Province Map.

## Overview

The Province Map uses the same equirectangular projection as the in-game world map, with provinces of different sizes roughly following modern country borders, but internally using a combination of modern, historical and otherwise new borders where necessary for gameplay purposes.

There are roughly 600 provinces, with each major region being allocated roughly the same number of provinces depending on the size, history, and wealth of provinces. For example, Italy has 42 provinces while Turkey/Anatolia has 36. This is because Anatolia has always been under the control of large empires and had development concentrated along the coast, while Italy has been split between many small, and highly developed states for most of post-classical history.

## Nations

Colonising a province allows a Faction to create faction-specific teleports, and officially have that province be recognised as part of their nation. A faction may use War as a means to expand into already colonised provinces.

Upon creation, and at any point afterwards a faction may choose the colour they wish to be represented as on the map. This will then be used in all future renditions of the political map, with the details being found below.

Provinces that are split between two factions that have achieved only partial victory in war will be rendered with stripes of alternating colour.

## Map-Making

The server has a Google Drive where prospective mappers can access a project file for making maps of their own. You are not required to use this map, but this resource is here regardless. There are .Webp files showing useful combinations of different layers, and project files that can be used to make customisations;

* There is a file titled "Ancar\_Europe\_Custom\_Layers.psd", which can be opened in Photoshop or GIMP
* There is also a file titled "Ancar\_Europe\_Custom\_Layers.xcf", which is meant for GIMP exclusively, but also has a smaller filesize

**The layer "base provinces" is colour-coded and can be used to select any province by colour, which allows you to rapidly select the provinces of a large nation and fill the province selections in a new layer.**

Any combination of these layers may be used, and the creation of new masks/details is also encouraged.

As a means of protecting copyright, please leave the watermark in the bottom right of the pictures intact as a lot of work has gone into the production of this project.

## Credits

Ratka/Ratkus was instrumental in compiling data during the early stages of this map's production, and gave insight during its creation. He is a published cartographer who's works can be found here.
Mansa Musa

Capital of the Kingdom of Musa, named after their first King. Built during the Age of Tribes, the city is one of the oldest human settlements on Madrian. Located in the Southern Jongura the city is located at the edge of Feylan Wood along the Mto wa Roho ("Spirit River"). The city grew to be a major trader of gold, ivory and various foodstuffs in the region. Originally a small village, Mansa Musa drew more people after news spread of the heroics of their Chieftain's son.

The most commonly told version of the Chieftain's son is as follows:

*"Once Mansa Musa was only a small village with no name. Its people were cheerful and kind. All they traded with praised their fairness and the beauty of their people. News of this traveled far. All the way to the ears of a cruel dragon living in the east. Intrigued to see these people for himself, the dragon went to the village. Seeing how beautiful the people were, the dragon demanded that the Chieftain would give to him a maiden as each season passed. If this was not done the dragon would burn down the entire village and eat all of its people. Though the Chieftain was filled with sorrow he had no choice but to give the dragon what it wanted.*

*The Chieftain's son, Mansa Musa, was only a boy, but wise beyond his years and very brave. He vowed that one day he would kill the dragon and so went to live in the forest where the spirits and hadithi lived. From them he learned hunting and the magic of the wild places. As the years passed, he grew into a young man and learned secrets from the Totems themselves. Tamera heard of this man that lived so near her garden and decided to hunt him. So skilled had Mansa Musa become that he evaded the goddess from the new moon to the full. Finally, she discovered him, but was so impressed that she decided to reward him. Mansa Musa was wise and asked only that he as a clawless and weak-toothed man might have something to aid in killing his nemesis. Tamera gave him with a magic spear and told him that it was time to show he was not prey.*

*Mansa Musa left the forest and traveled many weeks to where the dragon lived. He entered its cave and evaded the dragon until he could find the maidens the dragon hold taken. Then the young man crept into the dragon's own chamber and got close before letting it see him. For seven days and seven nights the pair fought, until finally the dragon was slain by Mansa Musa's spear. Freeing the maidens, he returned with them to his village. The Chieftain seeing his son return as a hero wept tears of joy and a great feast was held. Years passed and so the Chieftain did to, his son became first Chieftain, then King and the village became a city."*

Each of the Kings after Mansa Musa has been expected to slay a dragon before taking the throne. They are given only the spear of their ancestor and must return before a season has come and gone. This tradition was only ignored once, during the Reign of White Castle. A plague befell the kingdom at this time and the tradition has never been ignored since.
Create Oasis

> 6th-Level Transmutation (Ritual)
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> Available for Classes: Cleric and Druid
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> Casting time: 8 Hours
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> Range: 120 feet
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> Components: V, S, M (a Decanter of Endless Water which the spell consumes)
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> Duration: 60 years
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> You create a spring fed pool of freshwater that is 60ft diameter and 20ft deep at its lowest point. Around this pool a 30ft diameter ring of trees and shrubs spring up that provide ample shade to those visiting the oasis.
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> The temperature of the locale surrounding the pool is kept within a pleasant range to most humanoids by a low pressure wind.
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> The magical spring feeding the oasis dries up after 60 years, otherwise the spring can only be permanently destroyed by retrieving the remains of the Decanter of Endless Water used in the spell creation, which is buried at the center of the pool's floor.
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Nikt-Koth

**Nikt-Koth** - *god of Vermin, Pestilence and Curses*

*Holy Symbol*: a spiral of maggots, shrinking toward the center

*Favored Weapon*: rusty dagger

*Sacred Animal*: centipede

*Colors*: gray, olive and mustard

*Common Worshippers*: lunatics and insectile creatures

*Enemies*: healers

*Devotions*: the spread of disease and pollution of settlements

**Description**

Nikt-Koth appears essentially humanoid in form, but in a very advanced stage of multiple infections. Boils, distended flesh, pustules, weeping sores cover his form. All of this swarms with a variety of parasites. Such is the state of its form, that if it is meant to have an appearance of a race or gender it is impossible to tell. Only those who by societal standards are considered insane have communicated with the god. Those that do, claim it speaks through the churning of disease and buzzing of vermin. It is believed that Nikt-Koth's realm can be accessed through the deep caverns below Madrian.

**Church**

Nikt-Koth appears to have no organized church beyond the insane cultists that worship it. It is unknown whether their goals of disease and infestation are in fact those of the god or simply madness. Formal structures of worship are only ever found in the dark corners of the world. Altars are built around decaying substances and are places of filth and vermin. Worshippers almost always suffer from a least one horrible disease, if not several.
Amatorini

This region spans from the mountains of the North East Baronies to Amato. It is a mountainous forest with an inland sea at it's center which feeds into the Great Serpent. It exists as part of the Prime Material Plane and the Fey Realm simutaneously. It is the home of the ryujin elves and the land is ruled by various clans within that House. All the clans as well as Amato are ruled by the god emperor or Myojin.
Kitsune

After reaching 100 years of age a fox becomes a kitsune. A humanoid yokai that's true form is that of an anthropomorphic fox. Each one has a form that appears to be an attractive member of another humanoid race. (Usually human, elf or half-elf.) Some are holy servants of the gods and live as guardians, protectors and monks. Most common are those "wild" kitsune who live out their lives as free spirited and mischievous beings. Kitsune have a reputation for evil, most likely caused by folklore and the most famous of their kind, Tamamo no Mae.

Kitsune in their true form appear to be a humanoid fox with the typical fur coloration of the breed they originate from. It is not uncommon for a kitsunes fur to develop subtle changes after becoming a yokai, usually a pair of dots, lines or another geometric pattern. Complete color changes are rare. These generally result in the kitsune being completely white and is considered a sign that the fox spirit will achieve nine-tails. The "false" form a kitsune takes is determined when they are born into being a yokai and is unique to them. The form is not chosen and seems to be tied to the native populations of the region where the yokai originates. The height and build of a kitsune is tied to their false form and consistent with that race. They reach full maturity about 15 years after becoming a yokai and most kitsune track this as their actual age. As yokai, kitsune cannot die from old age.

A kitsune's tail is intrinsic to its magical nature and will reflect the health of the yokai. A kitsune without a tail will die within moments. Even when in their false form a kitsune's tail can reveal its true nature though it seems magically easier to hide then its proportions would suggest. As a kitsune's natural powers increase they grow additional tails up to a maximum of nine. After the sixth tail they can only grow a new tail by stealing one from a fox with more tails. The development of a half tail that appears to have a third of its length lopped off occurs. This signifies a kitsune's readiness. At any given time there a 9 seven-tailed kitsune, 6 six-tailed kitsune, 3 eight-tales and 1 nine-tailed fox. Every nine-tailed fox has been a being of incredible mystical power. Typical innate abilities of more powerful kitsune include illusions and enchantments, the ability to mimic other humanoid forms and the ability to return to a true fox form.

Culturally kitsune mimic are typical of their native lands except always with a desire for personal freedom. This can lead them to violate social mores of honor and duty in their typical homelands. Because of this desire for freedom many tend to have a wanderlust and curiosity about the world. Often this means they are the most common example of Amato and Cao Wu culture foreigners meet. Something the kitsune find endlessly amusing. Kitsune are drawn to magic and the arts, being naturally gifted in both.
Welhine

**Welhine** - *fate goddess of Autumn, Harvest and Endings*

Alignment : N

Holy Symbol: apples

Favored Weapon: scythe

Sacred Animal: crow

Colors: burgundy, yellow and orange

Common Worshippers: farmers and witches

Enemies: none

Devotions: autumn festivals, blessing of harvests and food stores, aiding the elderly.
Roywinn Nicklenackle

A gnomish adventurer most famous for her various travel guides. Active during the Age of Kingdoms and Reign of White Castle, her books remained popular due to updates and expanded volumes. Popular among merchants and adventurers especially were such books as; 'A Traveler's Guide to Tavern Food', 'Cuisine of the Merchant Sea' and 'The Best Beds for Life on the Road'. Her works included a map of the Continent made by her. Due to the wide distribution of her books among travelers it became the most widely used map of the Continent. Cartographers have long lamented this, siting numerous inaccuracies, no use of scale and the inclusion of landmasses such as Ramashan.
Dorchodas Dorcha

The forest whose name translates roughly from a norn dialect as "the dark darkness". A place with numerous stories and superstitions attached to it relating to the fey, witchcraft and the Goat of the Black Wood. Say to be an ancient home to the huldre and former seat of power to the Erlking. The forest is home towering spruce trees, ironwoods, a variety of coniferous trees, dogwoods, alders and maples. The woods can be particularly dangerous at night due to boggy areas surrounding its many ponds and streams.
Enkiel

Enkiel was a dwarf who lived during God War. He was an adventurer who traveled extensively from the Northern Baronies, through the Jongura and Rafiah with a half giant and would be god. As an inventor he is credited with the creation of the first functioning ornithopter and arquebus. Because of the things he witnessed during God War he came to believe that religious division was one of the greatest problems facing mortals and decided to the build the Temple of the Gods. New Loraenian's rever him as a saint and refer to him as the Prophet.
Knighthood of Five Orders

The Knighthood of Five Orders has its home in the Wild March, however it's members range all over the continent. It is a collection of warriors of all stripes who act as roaming protectors of the common folk. They give allegiance to no royalty and as such able to focus on the interests of the people. From the Tower of Five Orders, they hold gatherings, train members and keep watch for beasts rising from the Mire.

The Order was created during the Age of Kingdoms following the War of the Thorn. The High King selected a group of honorable knights to go north and begin the Order. They were charged with forming an organization which was not distracted by the politics of court. They were instead to focus on vigilance against unusual threats to the common folk. Since that time entrance to the Knighthood has been exclusively by invitation and approval.

Training is informal at best. Though most recruits are trained warriors before joining the order in the first place. The Tower mainly functions as a barracks. The Tower's library has an impressive selection of books on monster hunting, military tactics and specialized crafting. The structure also includes a vault for dangerous items to be stored. The Order's smiths craft weapons and armor for the knights and maintain the armory. An elevator is maintained by the Order which can take one down to the Mire. The knights use this access to scout the area along the cliffs for possibly threats to the lands above as well the collection of resources found only in the swamps.

Members of the Order can be recognized by their coat of arms, a rampant griffin in black and white against a field of violet.
Plains of Iron

This area is a stretch of plains and hills on the eastern edge of Rafiah. The whole is covered in hexagonal plates of metal, save for strange formations of pipes and crevasses that leak toxic fumes. The sound of machinery humming can be heard coming from beneath the surface and strange creatures more machine than animal roam the area. Legends say that the heart of the plain is the site of a fallen star.
Planeswalkers

A term describing individuals from a prime material world who travel the planes. For example, traveling between the prime material plane and the inner planes. While this term could be used to describe an individual who has only done this once, it typically is used to describe individuals who do this regularly and with proficiency. This does not refer to the journey a mortal soul takes upon death.
Fey Realm

The Fey Realm is a purely magical plane of existence that exists alongside the Prime Material Plane. Scholars have sometimes compared it to the other side of a piece of cloth. The Prime on one side, the Fey on the other, but both connected. This connection is strongest at points of wild and untamed beauty, places of transition and focal points of mana. Most worlds have such a realm and scholars debate which one exists before the other or if they exist together inherently.

Natural laws do not operate the same in the Fey Realm as they do on the Prime. Time and distance are two especially notable examples. This leads many mortals to believe that there are no natural laws in the Fey. This is in fact not true, the Fey Realm has natural laws that are as strict as those on the Prime, merely different and generally closely guarded secrets. A fact many athiests use in their reasoning about the nature of deities.

Broadly speaking there is an equivalency between the geography of the Fey Realm and the Prime. To explain; there exists a fey version of the Grey Peaks, Rafiah and Tier Alto. When compared to their mortal counterparts they exist in the same general comparative directions. Though by nature of the Fey Realm things vary, distorted in a way. Names, distances, exact locations, the course of rivers or landmarks are often different. Sometimes what is only a minor landmark in the prime can be a much grander and awesome in the Fey Realm. This is often tied to the magical and natural forces tied to a landmark or location as well as its spiritual weight.
Kravos

**Kravos** - *god of Giants, War and Destruction*

*Holy Symbol*: lightning bolt breaking a mountain

*Favored Weapon*: axe and flail

*Sacred Animal*: auroch

*Colors*: brown and black

*Common Worshippers*: giants, warlords and orcs

*Enemies*: dwarves and worshippers of Ook-tah

*Devotions*: the preservation of giant lore, advising leaders, making offerings to Kravos

**Description**

Kravos appears as a giant of impossible size. His form is hunched with multiple arms and stone like skin. His face, legs and shifting number of arms are all that is visible from under the mass of greasy black hair and beard that sprouts from him. He is never without his crude weapons and flail which can split the ground and crackle with storms. He drools lava constant from a mouth of broken and twisted teeth. Madness shows from his eyes. Kravos wanders the wastelands of the Fey Realm. There he is said to regularly battle with Oohktah. The God of Giants only vocalizes rage and gibbering madness. Even his own priests do not attempt to communicate with their deity.

**Church**

Priests of Kravos often serve under giant kings. Chief among their tasks is to ensure that Kravos is appeased. Giants do not pray from aid or assistance from their god. Instead, they make offerings to keep him from destroying them. In this capacity priests also keep the lore of their people. They watch for signs and portents that Kravos might turn his ire on them. It is for this reason that the priests of a giant settlement are often the most educated and familiar with history. They often will act as their king's council due to this abundance of knowledge. It is not uncommon for them to act as teachers and skalds for the community as well.
Amato

The north-eastern most region of the continent. Amato is known for it's unique culture, monastic traditions and honor bound warriors. It is a hilly temperate coastal region with a wide variety of biomes. It's feudal lords all serve under a military leader called the Shogun. The Shogun in turn serves the Myojin of Amatorini. The region is extremely restrictive in it's dealings with foreigners.
Athiest

On Madrian, the term athiest refers to one that does not believe that the entities considered to be by others "deities" are in fact divine. Usually they instead believe these beings to be extremely powerful mortal or magical beings, no different from any other. They universally disdain the worship of these beings. They generally have a more scholarly view of existence which may or may not be upset when traveling to the outer planes.
Capre

**Capre** - *totem god of Deer*

*Holy Symbol*: antlers

*Favored Weapon*: antlers or pronged spear

*Sacred Animal*: all deer, stags, moose and related beasts

*Colors*: russet and green

*Common Worshippers*: deer, hunters, huldre

*Enemies*: wolves, trophy hunters

*Devotions*: sustainable hunting, reverence for his children

**Description**

When Capre appears, it is as a white stag of with impressive size and antlers. He moves with incredible swiftness and legends say it is impossible for any mortal being to keep pace with the God of All Deer. He appears rarely outside of fey forests and then always within a short distance of such places. Sometimes he is attended by a herd and other times completely alone. When alone he is known to tempt hunters to chase him, often leading his pursuers to their demise. He keeps no domain with the Fey Realm or on the Prime.

**Church**

Capre is worshipped by all deer and related beasts. Among other races his worship is usually hunters asking for his favor. Such hunters will restrict their hunting to need, giving respect to any animal they kill. They do not kill young or mothers, nor do they use baiting or traps. Followers of the Great Hunter are known to making offerings to Capre as well.
Bone Plague

A powerful ritual created by the Necromancer which feeds negative energy into living beings. The ritual can be used to enchant food and water sources. It is acts similar to a disease and is transmittable by fleas, mosquitos and other such vermin while incubating. After a variable incubation period the skeleton of the victim animates as undead while still inside the infected. The skeleton then proceeds to rip itself free of the still living body.
Baul

The Dread Pirate Baul is the terror of sailors. Believed by historians to be a real pirate that died during the Reign of White Castle. Later a devil from another world pulled his ship from the bottom of the ocean and crewed it with the damned. Though the fiend claims to be the same pirate escaped from Hell. He has terrorized the seas of Madrian since God War and during the Siege of Port he sought to collect a soul bargained to serve on his ship. There he killed Barbaa the Sainted.

**The Opera**

The historical pirate is also the main antagonist of a popular opera titled *'the Pirate Baul and the Dragon'.* The opera details the events of the pirate's final voyage and death by the dragon Mornrith. It makes a romantic hero of the ship's wizard who was based on the opera's writer, Edwin Morlance.
Lord Bahtemain

**Lord Bahtemain** - *saint of Leadership, Trade and History*

Alignment : LN

Holy Symbol: a crown

Favored Weapon: mace

Sacred Animal: lion

Colors: gold and purple

Common Worshippers: nobles, bankers, historians and merchants

Enemies: bandits, raiders, orcs

Devotions: establishing trade, creating roads, protection of nobility, city planning, establishing settlements, overseeing coronations, wedding nobles, keeping records for cities/trade/families.
Purgatory

A middle place for the dead. It is a land of barren flat rock with only the occasional stunted tree. The whole realm is covered in colorless fog. Here there is nothing to eat and only emptiness. An emptiness of feeling and purpose which can drain even the dead into a listless existence. Those souls that wander the realm have usually long decayed till they are nothing but skeletons, even their identities drained away.

*See Also:* Death (journey)
Gnome

Gnomes are unusual as a race on Madrian. They are in fact not a homogenous race but a variety of types of fey that have spent enough time on the prime material plane to become closer to mortal. This is similar to what has happened to elves and goblins since the Age of Myth. This occurs most often with house faeries such as brownies, leprechauns, boggarts and others.

Certain traits are common among those beings commonly referred to as gnomes. They tend to be slight of build and at most 3' tall. Their fey origins can be seen in their proportions, head, hands and feet generally being oversized compared to their bodies. They have pointy ears similar to elves and keen senses. Skin color often match the nearest human populations but can also be a variety of other colors. Usually, these skin tones are greens, blues or stark white. Gnomish hair grows wild and, in every color known. In some cases, hair will be multiple colors or change color slowly. Gnomes have lifespans similar to elves, being able to exist in the mortal realm for as much as 500 years before dying or returning to the fey realm and immortality.

Gnomes also share a few tendencies. Most have natural magical abilities and an aptitude for learning more. Gnomes are also bound to nature as fey beings. All are capable of learning the language of animals and feel comfortable in wild/sylvan places. They tend to have a wide variety of eccentricities and compulsions. A natural inclination towards bargains, riddles and rhymes exists among them as well. Style is often exaggerated, with collars, cuffs and hems being opportunities for personal expression. Hair style is another area of extremes. A massive burst of hair in all directions, elaborate sculptures, wild facial hair or oversized hats are all possible ways for a gnome to "top" their style. Names are elaborate things and includes the name of one their parents. Which of course was done before, making a gnome's full name require a small pamphlet or book to write out. (Fortunately, all gnomes have a shortened "social name".)

These fey like oddities embody themselves most in what gnomes call their "aspect". All gnomes decide on a purpose to their existence which they will master. This may be clockworks, landscape painting, tailoring, bookkeeping or some other relatively normal passion. In other cases, they may become a hatter for chickens, milk curdler, teach rocks to sing or put flowers on things. Whatever pursuit they choose it becomes the gnome's aspect and as important to them as their own lives.

*Side note: there exist as well in areas around the Grey Peaks fey that the norns call gnomes. These fey are only about half a foot high and are known for their red pointed caps. Generally, they avoid mortals keeping to the hidden places of nature. They have been popularly depicted as garden sculptures since the Age of Kingdoms. Though the statues were banned in certain areas as pagan idols during the Reign of White Castle.*
The Lost Diamond Mines

During the Age of Tribes diamonds were discovered deep in the jungles of the Jongura . It is not known who first found them, but the location became known to the black dragon named Vuthabalor. The dragon took slaves from various tribes in the surrounding lands to mine there. Over time Vuthabalor had the mines expanded to a great city on the edge of a river basin along the Great Serpent. Tales spread of the cruel beings that dwelled there, the awful existence of its slaves and the vast wealth that came from the mines.

Vuthabalor is believed to have been slain by adventurers sometime during the Age of Kingdoms. Whatever the dragon's fate it disappeared from historical records. An uprising occurred in the diamond mines and the slaves escaped into the jungle. The city was lost for a time.

However, the ruins were eventually discovered by a red dragon that would make it's lair deep within. In time the dragon grew powerful enough to attack tribes in the area and became known as Roruxarith the Red. These tribes were given the option to serve or die and so the mines began to operate once more. Roruxarith built a cult around himself and during God War was able to ascend to the status of a demigod. Stories of the Lost Mines circulate among adventurers to this day, an unimaginable treasure guarded by the God of Hoards.
Guldven

**Guldven** - *god of Earth, Wealth and Crafts*

Alignment : N

Holy Symbol: a mountain

Favored Weapon: hammers and picks

Sacred Animal: mole

Colors: gray and brown

Common Worshippers: dwarves, miners and craftsmen

Enemies: kobolds, goblins and monstrous worms

Devotions: crafting with metal/stone, mining precious minerals, smelting, tunnel construction/inspection, charting seismic activity.
Lone Smoker

Lone Smoker is the superhero identity of three different men. Their powers coming from a magical prison for an evil spirit. Thus far the identity has been passed from father to son each time.

**Origins**

When Sasaki Kojiro lost his famous duel against Musashi his anger lingered on the island. Becoming a full fledged evil spirit. In time the spirit was imprisoned by Onmyodo desperately using a zippo lighter. The zippo was found by Kishimoto Amura during WWII when the plane he was on crashed. The powers it granted would allow Amura to save his comrades and escape the island.
The Hollows

The Hollows is a smaller region covered almost entirely with forest. It covers and area in the crux between Moorlund, White Castle, Tieralto and Feylan Wood. Much like Feylan Wood, the Hollows seem to be an extension of the Fey Realm on the Prime. In fact some scholars believe that the area is a part of Feylan Wood merely under the influence of Slith. The area is easily identified because of the abundance of hollow birch, a tree found no where else on Madrian.
Shan Wu Mountains

The mountain range along the eastern edge of the Great Serpent. It starts just south of the Dragoncrest Mountains and ends at the northern edges of Mezorale. The range acts as a sort of natural divided between Cao Wu and the inner Continent. Overland travel across the region is treacherous. This is because of both the terrain and the abundance of strange beasts, demons, spirits and other threats.
Solas

**Solas** - *phoenix of the Sun, Resurrection and Light*

Alignment : CN

Holy Symbol: a golden sun or phoenix

Favored Weapon: short or long bows

Sacred Animal: phoenix

Colors: red, orange and violet

Common Worshippers: tengu, elves

Enemies: drow and corporeal undead (especially vampires)

Devotions: prayer for the rising and setting of the sun, funeral rites, weddings, and naming of children, destruction of corporeal undead.
Sentience

Scholars debate the extent to which any life form is sentient. Whether it be animal, plant, insect, etc... However for the purposes of this wiki, sentience is used to refer to the stereotypical human conceptualisation of the word. That is to say having "civilization", often assumed to included clothing and tool use. (Humans are dumb.)
Tiefling

Children born from mortal races and influenced by fiendish forces. In some cases, one parent may be an entity from the Lower Planes. In others, magic, curses or other outside energies may change the child in the womb. Unless purposely brought into the world it is not unusual for such children to be killed at birth. Certain cults and religions prize such children and actively seek to create them.

Tieflings most often occur among humans, but rare instances of other humanoids do occur. The physiology of a tieflings varies a great deal between one to another. Horns, tails, wings, hooves and a wide variety of other typically "fiendish" traits can occur. Skin, hair and eye colors are inconsistent as well. Some traits however have some consistency. Tiefling height tends to reflect the standards of their mortal parentage. Fiendish traits while varied do reflect the traits of the entity involved in the tiefling's creation. Most commonly on Madrian this means devils, demons, oni or rakshasa.

Cultural behaviors are inconsistent and are based on individual cases of a tiefling birth. Behavior as well seems based on the unique factors. Some scholars believe that tieflings are compelled toward evil by their heritage. Others point to historical instances of adventuring heroes and paladins. These scholars argue that the life and treatment of the tiefling determine their nature just as with any mortal. It should be noted that regardless, the entities involved often have plans for their progeny. Many tieflings end their existence merely the tools for the forces of darkness.
Merfolk

Merfolk are a delicate and beautiful sentient race of not quite humanoids. From the waist up they have a physical structure of a humanoid but from their waist they have fish-like tails instead of legs. During the Age of Myth merfolk had an empire that spanned the oceans of the world. However, the use of the Dragon Stone it was devastated. The ruins of this empire are impressive and can be found all over the globe, in some cases even beneath land locked areas. These land locked ruins emphasis just how much the shifting of continents effected the merfolk.

In ages since merfolk have taken to living in more humble dwellings near coastal settlements. Port cities often have whole neighborhoods beneath the waves of merfolk. Merfolk are extremely social beings and have become well known as merchants and tinkers in areas where they settle. Mostly unknown are the even larger populations that exist as nomads in open waters. It is among these groups that stories of mermaids luring men to their deaths are believed to arise.
Marianne

A fairy of fields and wild places in France, she would become the inspiration for the Revolution symbol "Marianne". This personification would change her until she was Marianne. She is now the personification of France and the Revolution. She fought for her people during the first and second World Wars. She is the most recognized and beloved superhero in France.
Mana

Mana is the term created by wizards to described the magical energies inherent is all things. All magic occurs through a manipulation of this energy, different types exist and each allows for the various effects of spells. These "types" exist in conjuction with places and things. Philisophical debate exists on which one influences the other. Example; *"Does a graveyard have more necromatic energy because it's a graveyard or is it made a graveyard because of the necromantic energy?"*

Over the history of Madrian menhir, shrines and other foci have been created by sentient beings at places where this energy gathers. These places are often created to allow for a greater than usual amount of energy to be drawn. Thus allowing a caster or casters to create effects normally far beyond their capabilities.

Learned casting requires individuals to draw mana from their surroundings and through their bodies in order to use it. This process exhausts the physical body. Individuals have been recorded pushing beyond their physical limits, suffering "mana burn" and often resulting in the individual's death. Natural casters (ie. dragons, fey, sorcerers) draw mana both from their surroundings and from themselves. An excessive amount of energy at once can cause similar exhaustion.

Divine casters do not connect to mana through themselves but instead act as conduits by which their deity influences the energies around them. This manipulation can often spontaneously create new energies. This process is believed by some scholars to be possible for arcane casters, though there is currently no theory for acheiving it.